Patch 2.5 (WIP)

Issues dealing with gameplay balance.
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Forestradio
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Re: Patch 2.5 (WIP)

Postby Forestradio » Tue 12 Jan, 2016 8:15 pm

ven dread is 300 red atm while the notes say that it's going from 350 red to 350 red, is that just a typo?
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Re: Patch 2.5 (WIP)

Postby MaxPower » Tue 12 Jan, 2016 11:33 pm

Yes Forest, Caeltos mentioned as much to me, because I did ask him the same question some time ago
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Re: Patch 2.5 (WIP)

Postby CSM Emperor » Sat 16 Jan, 2016 12:54 pm

is 2.5 to be released on 40k AD ?
Last edited by CSM Emperor on Sun 17 Jan, 2016 12:02 am, edited 1 time in total.
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Caeltos
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Re: Patch 2.5 (WIP)

Postby Caeltos » Sat 16 Jan, 2016 2:27 pm

No. It'll be released when it's ready.
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Re: Patch 2.5 (WIP)

Postby Nerdhero » Sun 17 Jan, 2016 10:59 am

Do dire avengers really need that cost reduction? If they are gonna be buffed, i think improving their stats would be better, because eldar needs more raw power in tier 1 rather than less cost, as they were never meant to be good at attrition to begin with, and getting another squad isn't worth the req most of the time.
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Re: Patch 2.5 (WIP)

Postby Lost Son of Nikhel » Tue 19 Jan, 2016 3:15 pm

It was really necessary the Dirge Caster need? It already needs the target to be close to the LRP and the LRP itself isn't as tough as other LR variants.
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Aetherion
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Re: Patch 2.5 (WIP)

Postby Aetherion » Wed 20 Jan, 2016 4:48 pm

Caeltos wrote:
* Dirge Caster range effect radius reduced from 40 to 32



Could we get a range indication (like heretic worship) on the ability when your mouse hovers over the ability?

And if there are any updates...... share plz? :lol:
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egewithin
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Re: Patch 2.5 (WIP)

Postby egewithin » Thu 21 Jan, 2016 8:58 pm

Btw, now GK Termies can not charge but can teleport into fight passively just like Bloodletters right? Sooo, what is the range of that, cooldown and stuff? Are they ready first of all? :D
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Re: Patch 2.5 (WIP)

Postby CSM Emperor » Fri 22 Jan, 2016 4:58 pm

firatwithin wrote:Btw, now GK Termies can not charge but can teleport into fight passively just like Bloodletters right? Sooo, what is the range of that, cooldown and stuff? Are they ready first of all? :D

GK termins passively teleport like Bloodletters ?????????? They are superheavy infantry and get free teleport like the weak armored Bloodletters ?????????????LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL
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Re: Patch 2.5 (WIP)

Postby CSM Emperor » Fri 22 Jan, 2016 5:09 pm

CL cant teleport and has less HP than FC with terminator armour who can also teleport so i suggest an increase on CL ARMOR MODIFIER NOT HP is needed.
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Re: Patch 2.5 (WIP)

Postby DandyFrontline » Fri 22 Jan, 2016 6:06 pm

CSM Emperor wrote:CL cant teleport and has less HP than FC with terminator armour who can also teleport so i suggest an increase on CL ARMOR MODIFIER NOT HP is needed.

I heard FC terminator armor costs 70 energy, need t3, make FC lvl 1 without leveling possibility and remove all previous upgrades, so i dont really get why you compare it to CL
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Re: Patch 2.5 (WIP)

Postby Cyris » Fri 22 Jan, 2016 6:19 pm

FWIW, I think the changing from charge to teleport will be a nerf to GK terminaters (depending on specific values of range, cooldown, time before able to attack etc). It will almost absolutely reduce their retreat killng potential, which is pretty high right now (since they speed 5 with a melee charge), especially with the slower turn speeds.
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Re: Patch 2.5 (WIP)

Postby Ace of Swords » Fri 22 Jan, 2016 6:19 pm

DandyFrontline wrote:
CSM Emperor wrote:CL cant teleport and has less HP than FC with terminator armour who can also teleport so i suggest an increase on CL ARMOR MODIFIER NOT HP is needed.

I heard FC terminator armor costs 70 energy, need t3, make FC lvl 1 without leveling possibility and remove all previous upgrades, so i dont really get why you compare it to CL


https://dawnofwar.info/codex.php?page=e ... _commander

100 power, not 70, it's also pretty meh overall, not worth it at all unless your fc has been dead the whole game and is level 1.
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Re: Patch 2.5 (WIP)

Postby CSM Emperor » Fri 22 Jan, 2016 8:19 pm

KCSM with aspiring get an ability where they deal aoe damage for the duration of the ability. TCSM with aspiring get an ability which increases their armour amount for the duration of ability. If there was an aspiring champion to the CSM squad before they get the mark the new ability depending on the mark will reset in cooldown.
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Re: Patch 2.5 (WIP)

Postby CSM Emperor » Fri 22 Jan, 2016 8:20 pm

Cyris wrote:FWIW, I think the changing from charge to teleport will be a nerf to GK terminaters (depending on specific values of range, cooldown, time before able to attack etc). It will almost absolutely reduce their retreat killng potential, which is pretty high right now (since they speed 5 with a melee charge), especially with the slower turn speeds.

that also makes sense.
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Caeltos
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Re: Patch 2.5 (WIP)

Postby Caeltos » Fri 22 Jan, 2016 9:48 pm

CSM Emperor wrote:KCSM with aspiring get an ability where they deal aoe damage for the duration of the ability. TCSM with aspiring get an ability which increases their armour amount for the duration of ability. If there was an aspiring champion to the CSM squad before they get the mark the new ability depending on the mark will reset in cooldown.


What are you talking about?
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Re: Patch 2.5 (WIP)

Postby Crewfinity » Fri 22 Jan, 2016 9:59 pm

Caeltos wrote:
CSM Emperor wrote:KCSM with aspiring get an ability where they deal aoe damage for the duration of the ability. TCSM with aspiring get an ability which increases their armour amount for the duration of ability. If there was an aspiring champion to the CSM squad before they get the mark the new ability depending on the mark will reset in cooldown.


What are you talking about?


Assuming those are his requests for changes next patch....

Those would be terrible changes and would make both marked CSM squads OP as hell.

i'm detecting a bit of chaos bias in your balance assessments, CSM Emperor :P
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Re: Patch 2.5 (WIP)

Postby CSM Emperor » Sat 23 Jan, 2016 11:50 pm

Crewfinity wrote:Assuming those are his requests for changes next patch....

Those would be terrible changes and would make both marked CSM squads OP as hell.

i'm detecting a bit of chaos bias in your balance assessments, CSM Emperor :P

;-)
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Re: Patch 2.5 (WIP)

Postby Cheekie Monkie » Tue 26 Jan, 2016 3:58 pm

I suggest we have a friendly pledge system to donate to the development team for when patch hits. You know, incentives and stuff (100% NOT BRIBES)

In which case, I'd like to pledge £20 for when the patch is released for the public.
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Deuce Bigalow
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Re: Patch 2.5 (WIP)

Postby Deuce Bigalow » Tue 26 Jan, 2016 4:09 pm

If we replace Operatives shotguns with Scout shotguns, would that implement the damage-fall-off-as-range-increases attribute?

If so, I propose that we replace operatives shotguns with scout shotguns.

Edit: I am talking about their weapon type. And I forgot to justify why I proposed this. I think that the minor nerfs to Operatives outlined in the 2.5 notes are not enough to balance them. I know the patch hasn't landed yet, but In my view their price/performance ratio will still be too high. A damage fall-off would at the very least encourage micro and reward for it.
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Re: Patch 2.5 (WIP)

Postby CSM Emperor » Mon 01 Feb, 2016 4:43 pm

Cheekie Monkie wrote:I suggest we have a friendly pledge system to donate to the development team for when patch hits. You know, incentives and stuff (100% NOT BRIBES)

In which case, I'd like to pledge £20 for when the patch is released for the public.

there is a donate system in the site fyi
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egewithin
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Re: Patch 2.5 (WIP)

Postby egewithin » Thu 04 Feb, 2016 2:53 pm

Well, hero showing while selecting heroes future is now unkowen I think, sooo can we get Slaaneshi Champion in this patch insted of waiting that future?
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Re: Patch 2.5 (WIP)

Postby CSM Emperor » Fri 05 Feb, 2016 12:21 am

firatwithin wrote:Well, hero showing while selecting heroes future is now unkowen I think, sooo can we get Slaaneshi Champion in this patch insted of waiting that future?

that would be great but hard to happen all of a sudden
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Re: Patch 2.5 (WIP)

Postby Tranca » Tue 09 Feb, 2016 11:00 pm

Question:

Is this mod balanced around a certain game mode, like 1v1? Or, does it take into account 3v3s and 2v2s, as well?
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Re: Patch 2.5 (WIP)

Postby Aguxyz » Wed 10 Feb, 2016 1:19 am

Tranca wrote:Question:

Is this mod balanced around a certain game mode, like 1v1? Or, does it take into account 3v3s and 2v2s, as well?

1v1
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Caeltos
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Re: Patch 2.5 (WIP)

Postby Caeltos » Wed 10 Feb, 2016 3:51 am

It attempts to balance around all game modes to the best of it's abilities.
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Re: Patch 2.5 (WIP)

Postby BloatedChamp » Wed 10 Feb, 2016 4:38 pm

* Replaced Strike Squad Psycanon with a Psilencer
* Psilencer is an effective weapon against infantry, heavy infantry and commanders



Awesome!! Can can't wait to see this in action.
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Re: Patch 2.5 (WIP)

Postby Tranca » Wed 10 Feb, 2016 6:17 pm

Aguxyz wrote:
Tranca wrote:Question:

Is this mod balanced around a certain game mode, like 1v1? Or, does it take into account 3v3s and 2v2s, as well?

1v1


Caeltos wrote:It attempts to balance around all game modes to the best of it's abilities.

umm... So, it mainly caters to 1v1? :O
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Caeltos
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Re: Patch 2.5 (WIP)

Postby Caeltos » Wed 10 Feb, 2016 7:06 pm

Tranca wrote:
Aguxyz wrote:
Tranca wrote:Question:

Is this mod balanced around a certain game mode, like 1v1? Or, does it take into account 3v3s and 2v2s, as well?

1v1


Caeltos wrote:It attempts to balance around all game modes to the best of it's abilities.

umm... So, it mainly caters to 1v1? :O


No, it tries to cater to all game modes.
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Re: Patch 2.5 (WIP)

Postby Cheekie Monkie » Wed 10 Feb, 2016 9:29 pm

Whilst I understand the need to balance across all game modes, I do still have that preconception that the 1v1 mode is the 'first among equals' given the history of the mod. For example, if there was a glaring balance error in 1v1 which is completely absent in 3v3, would you make changes for the sake of 1v1 even if it skewed the balance in 3v3 or vice versa?
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