Suggestions to Seer Council changes
Suggestions to Seer Council changes
Personally, I think seer council doesn't offer a strategical advantage like how termies and nobs do. I suggest that they should get some upgrades, for example:
Runes of Khaine: Grants ability: Removes all negative status effects, grants immunity to suppression and weapon knockback and does changes weapon type to melee heavy to for 5 seconds, costs 60 energy, cooldown 45 seconds (100 req, 25 power) ( so if they activate next to a vehicle, they can deal a maximum of 500 damage, almost enough to take down a tank)
Runes of Vaul: Grants ability: Fires a psychic blast that deals 100 plasma damage and drains 15% of max hp in radius 6, slows units (including vehicles) by 40% for 4 seconds, range 25, effectiveness lost for every missing model, costs 60 energy, cooldown 35 seconds, 0.1 seconds cast animation, ability can't deal killing damage (so you can't abuse it to kill low health squads whenever it's off cooldown) (100 req, 25 power) (allowing eldar player to slip past dangerous units like termies ,walkers and weakens enemy units)
Some other stats like damage and aura can be reduced to counterbalance new abilities
Any thoughts and other suggestions?
Runes of Khaine: Grants ability: Removes all negative status effects, grants immunity to suppression and weapon knockback and does changes weapon type to melee heavy to for 5 seconds, costs 60 energy, cooldown 45 seconds (100 req, 25 power) ( so if they activate next to a vehicle, they can deal a maximum of 500 damage, almost enough to take down a tank)
Runes of Vaul: Grants ability: Fires a psychic blast that deals 100 plasma damage and drains 15% of max hp in radius 6, slows units (including vehicles) by 40% for 4 seconds, range 25, effectiveness lost for every missing model, costs 60 energy, cooldown 35 seconds, 0.1 seconds cast animation, ability can't deal killing damage (so you can't abuse it to kill low health squads whenever it's off cooldown) (100 req, 25 power) (allowing eldar player to slip past dangerous units like termies ,walkers and weakens enemy units)
Some other stats like damage and aura can be reduced to counterbalance new abilities
Any thoughts and other suggestions?
Re: Suggestions to Seer Council changes
No no no no. Literally no, absolutly no, every kind of no, overkilled no, shut me up already.
Seers are already very good at melee combat. Faster than Termies, does more damage in melee than Termies and with your changes, it will be impossible to deal with as IG.
Seers are pure, 100% power melee squad and I like them in this way.
Seers are already very good at melee combat. Faster than Termies, does more damage in melee than Termies and with your changes, it will be impossible to deal with as IG.
Seers are pure, 100% power melee squad and I like them in this way.
Re: Suggestions to Seer Council changes
I'm not saying they are weak, what i'm saying is they should offer better tatical variety, in exchange for having some upgrades their base stats can be reduced.
- HansMoleman

- Posts: 82
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Re: Suggestions to Seer Council changes
Here's my idea. WSE SEER Council give a greater Energy regeneration Aura/ regen speed. WL SEER Council could have a slightly higher HP regeneration aura. FS SEER Coucil will have a slightly better ranged attack for the Seers to actually be able to use them in ranged stance for a tad before engaging in melee combat. Last but not least. With the Farseer having the Seer council at 300 red/ 500 Req only to call them into instantly instead of 550/100 and waiting. I suggest putting a small power increase to that call in with her special SC and giving them a destructor bolt spell, emboldened. It would give the seer council a new flavour and new variety in mixing up ur fomations/stances and tactics.
Re: Suggestions to Seer Council changes
Whilst I don't think that there needs to be a change, some of these suggestions would probably make the purchase happen more often than not.
As the WSE unless I see terminators or something when there's clearly no armour on the field then it's a decent idea to get them. Otherwise, in most cases, a Fire Prism is a better t3 choice.
This would be a nice idea for T3 Falcons since the Webway gate doesn't actually grant any energy regen for the Falcon when its ability is activated. At least, this may have been dressed subtly in the last update. As a side note that would at the very least give more value to WSE webways other than a transportation system.
As the WSE unless I see terminators or something when there's clearly no armour on the field then it's a decent idea to get them. Otherwise, in most cases, a Fire Prism is a better t3 choice.
This would be a nice idea for T3 Falcons since the Webway gate doesn't actually grant any energy regen for the Falcon when its ability is activated. At least, this may have been dressed subtly in the last update. As a side note that would at the very least give more value to WSE webways other than a transportation system.
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Since everyone forgets, my timezone is AEST (UTC/GMT) +10 hours. AEDT is (UTC/GMT) +11 hours. Hopefully no-one tells me what time any tournament is on.
Re: Suggestions to Seer Council changes
WSE webgates are good for your WSE, and your WS. It does make sense, even if there're likely the weakest of the three.
Seers do need at least one offensive ability to become more relevant and colourful. We've already discussed it quite some times. Another Frenzy-like ability as you suggest is poorly designed. We don't want more I-win-buttons. Since they're anti-infantry they just need another tool to damage infantry. I proposed an ethereal slash ability, much like the improved one you can use during the campaign. Or destructor-like. Whatever.
As long as Caeltos doesn't want them to get an new ability, suggestions are pointless.
Seers do need at least one offensive ability to become more relevant and colourful. We've already discussed it quite some times. Another Frenzy-like ability as you suggest is poorly designed. We don't want more I-win-buttons. Since they're anti-infantry they just need another tool to damage infantry. I proposed an ethereal slash ability, much like the improved one you can use during the campaign. Or destructor-like. Whatever.
As long as Caeltos doesn't want them to get an new ability, suggestions are pointless.
Re: Suggestions to Seer Council changes
It's arguable to say seer council doesn't need change because they are not weak. However, Eldar army as they are now have a hard time gaining the upper hand in tier 3 in maps where kitting with prism doesn't work. You can always build more wraithguards or fire dragons in such maps in complement with hero war gear to counter termies or tanks, or hope that you can use your seer council to help push other units back then take care of them later but that often results in making your play passive and hard to cap vps. Therefore, I think changing the seer council to be an answer to that is well justified.
- Ace of Swords

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Re: Suggestions to Seer Council changes
SC is fine, unfortunately I didn't save the replay, but when I returned I did a bunch of 1v1, this one in particular I lost because of stupid misplays at the beginning, however my opponent was a WB and went for double nobs, the only thing that kept me in play and almost won me the game back was a single SC squad called in with the FS global, they are amazing, they easily overpowered the nobs even through WB buffs, they wreck any melee unit except for GK termies/LC termies, they don't need any buff buff especially now that eldar T1 isn't as fragile as before and T2 is pretty much op.

- Adeptus Noobus

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Re: Suggestions to Seer Council changes
I agree that the Seer Council is more of a niche unit than a generalist purchase but they are strong even without all the suggested changes. They are highly disruptive since each model leaps into combat which can seriously disrupt enemy lines. In combination with the Autarch and globals they become reasonably tough as well. With good gate/flanking play they become quite the troublesome unit as the enemies army will have to stay alert to potentially devastating flanks and might have to deal with ranged fire at the same time, which is more difficult for some races than others.
Out of all the ideas, I'd support Hans' idea because it underlines the role (imo) of the Seer Council as a supportive anti-melee or anti-ranged-terminator unit.
Out of all the ideas, I'd support Hans' idea because it underlines the role (imo) of the Seer Council as a supportive anti-melee or anti-ranged-terminator unit.
Re: Suggestions to Seer Council changes
I would guess the ork player was simply overconfident at the point and activated the nobs' invulnerability too early. Normally, nobs can easily over power SC with their ability then go on to other units when they have retreated. Of course, you can always use your time field or entangle to keep nobs away but as I've said ,it results making your play passive as you have to spend most of the time avoiding the enemy tier 3.
- HansMoleman

- Posts: 82
- Joined: Mon 18 Mar, 2013 1:17 pm
Re: Suggestions to Seer Council changes
I'm more of a Lore man myself. I just want the Seer Council to represent a better model of how they actually are in the books. They can handle pretty much most situations in a variety of ways....Rune Casting, spells, ranged atks and on occasion they engage head on in melee vs their foe after they've worn them down. Of course it doesn't need to be like this but I feel the SC should't be narrowed down to being able to atk foes in just head on melee atks. At the very least have a bit of flavor to them or variety based on commander choice (if thats possible). I know its not a used tactic putting Seer Council in ranged stance but that shit still does a decent amount of dmg, Just want to make the game feel funner with different stance usage without feeling botched ^^ Hell I wouldn't be mad with a small dmg decrease from their melee atks in favour of something that encourages the use of its ranged stance as well. Again not for OP sake but to make the game funner.
Re: Suggestions to Seer Council changes
Yeah, an individual seer can have psychic potential equal to or higher than a librarian, yet they can only swing spears around and charge head on. At least back in dow 1 they helped farseer cast more spells.
Re: Suggestions to Seer Council changes
They should definitely not get buff without taking nerfs. Wouldn't even mess with them in the first place. They already perform ridiculously well.
- HansMoleman

- Posts: 82
- Joined: Mon 18 Mar, 2013 1:17 pm
Re: Suggestions to Seer Council changes
Nerf dat melee dmg. Gimme those other changes ==]
- Lichtbringer

- Posts: 271
- Joined: Sun 19 Jan, 2014 5:13 pm
Re: Suggestions to Seer Council changes
Asmon wrote:WSE webgates are good for your WSE, and your WS. It does make sense, even if there're likely the weakest of the three.
Seers do need at least one offensive ability to become more relevant and colourful. We've already discussed it quite some times. Another Frenzy-like ability as you suggest is poorly designed. We don't want more I-win-buttons. Since they're anti-infantry they just need another tool to damage infantry. I proposed an ethereal slash ability, much like the improved one you can use during the campaign. Or destructor-like. Whatever.
As long as Caeltos doesn't want them to get an new ability, suggestions are pointless.
I would wish the WSE Gates atleast gave the WSE more energy regen... because its model based he almost gets nothing.
I also would love more flavour for the Seercouncil but oh well...
I mean we could also make them cost more and then give them some abilitys....
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