This thread is awesome. Thankyou so much for making this Cael, I do hope you make more design discussion posts like this. While sometimes parts of this community can be toxic and negative, I believe that we all want a balanced, thematic and fun game. I hope I can add some value to this discussion.
Some perspective first. I'm not a great player (too old, in bad timezone, have job/wife/baby baking so can't game as much as I want) but I think I've managed to become at least the top of mid tier. For various reasons, I started a quest around two years ago to main every race in DoW2. I started as SM way back, and have slowly gone through each in turn, playing until I felt competent with the race, usualy playing in at least one tournament with them (including a 6 month stint as Random). I mention this, because I believe it gives me a lot of impartiality when it comes to balance concerns. And as luck would have it, I switched to Eldar about a month ago! I have long considered Eldar the hardest and most micro intensive race in DoW2, and so far I can report that this is proving to be true. IG are a close 2nd, perhaps even tied if you have the balls to play double sent (I do not). As such, they kept getting backburned by me in favor of playing easier races (like GK!)
In short, my experience as playing Eldar come only from 2.4.2, and is not super deep. I'd say around 100 matches in the last month and a half, including the MRT. I don't really feel the my opinions on Eldar balance are strong, so I've not really shared them much yet. I'm only doing so now cause this seems like the time to do so! By contrast, by the end of my GK stint I was very comfortable expressing my thoughts, and now that I recently finished IG I'd not be hesitant to talk about them. But this is Eldar time...
So, caveats aside, here goes.
How do you feel the Eldar gameplay feels at the moment? Does it currently do justice to the Eldar themes? My impression of Eldar gameplay is that it is to have bleed prone, high damage units with a lot of tricky special abilities. This, combined with above average mobility, forces a very hit-and-run style gameplay. Fighting wars of attrition will mean you lose, and generaly full army vs army fights won't go your way (generaly from a lack of unit synergy). Instead of fighting these losing wars, Eldar players must pick fights cautiously, spike down isolated enemies with damage or cheaty abilities. Behind this, Eldar have some static defensive plays that allow them to hold key points, like gen farm or an important VP.
My experince playing Eldar mostly matchus up with this. I spend a lot more time picking the right fights as Eldar, and things go downhill fast if my opponent can group up and applying genfarm pressure. If my side capping game gets behind, then I'm in massive trouble. Eldars ability to bunker up and wait till they get proper compositions works, but getting behind on map is the begining of the end. Some nasty webway tricks can get you back into almost any match, but more experienced players are waiting for this. Webways are often better for holding positions then flanking as a result.
I also think the "dying race, past former glory" is a big aspect of Eldar - so much of what used to be game breakingly awesome in their favor is long gone. I didn't play as Eldar back in the day, but so many of the toys that used to seem oppresivly powerful when fighting against them have been toned down for the sake of balance and reduced toxisity, but not always replaced by enough to compensate. This is admitedly an incredibly hard race to balance. A race that is supposed to lose straight up fights needs edges that can quickly become toxic if not managed properly. I applauded changes like shee/wse wiping nerfs, but my instinct is that they did not recieve enough back ti compensate. Shees are some of the worst melee chasers, Rangers don't bleed models anymore, DA lose models like crazy and shuris are long past their day as the top setup team.
All in all, Eldar hit the racial themes well, but I think their tricks have been overnerfed. This becomes a unit by unit discussion quickly. Some are in solid position as far as mixing the eldar themes (frailty, explosive damage, unfair abilities, mobility, static defenses) with balance and avoiding toxisity, others could use some work. Opinions to follow!
Like/dislike some of the concept ideas that were posted in this thread, yes/no? Why? Elaborate.- Wraithguard - Healing usable while moving, possibly nerfed a bit. Caels words: However, it often turns out to be that Wraithguard manage to fire a volley, and the fight is over – very anticlimatic for the most part.
I don't like this change for a number of reasons. First and most importantly, it doesn't address the stated problem you have with the unit. While FOTM makes WG a lot harder to tie up in melee, their reduced damage and courage damage went a long way to reducing the "hit and I win, miss and you win" aspect of the unit. If the goal is to reduce the all or nothing more, then address that. T3 healing capabilities are way past the important time window of this unit. WG are very strong, and constitute a gear shift in my play when they come out. I am suddenly able to spearhead a strong push (given the right compositions for me and my enemy) that I havn't been able to make all game, but their slow speed / reliance on webways / vulnerability of the leader makes it not a push that is going to happen often. I like this design a lot. While the SHI armor is strong, they have considerable vulnerability to melee (low-ish hp pool, slow speed, no melee resist).
- FP - Increase mobility, reduce Cael's words: It's a frustrating tank that doesn't allow for much counter-play interaction, with the exception of an all-in attack, which results in the Fire Prism's ultimate demise due to its lack of mobility. So the Eldar tank's thematical design would be that they have really poor survivability if alone – but they should have the speed/acceleration/rotation as a tool for counter-play.
There isn't really enough detail in this proposal to sink my teeth into, and I have limited experience in T3 (since I mostly play 1v1). FP is an amazing unit with a heafty price tang and significant vulnerability - but only against some races. If you don't have some kind of deep-striking AV unit, the FP will only die if I mess up. This is the one part of the unit that I don't like, it's too safe in somematchups, and real vulnerable in others. Mobility in exchange for damage or Knockdown seems worth exploring, but very carefuly. Eldar T3 is wierd. So much of it is support focused. It's unfortunate that the FP coveres both anti infantry and AV roles so well, but at least it takes micro? I dunno. Maybe split upgrades would be the way to go - Remove knockback and reduce damage while increasing mobility and reducing price. Add 2 upgrades that are mutually exclusive, one increases all damage, the other adds knockdown to the AOE beam. ::shrugs::
On to specific units!
T1DA:• These are curently one of my favorite units in the Eldar roster, so I don't really agree with them getting buffed. I especialy don't like the cost/renforce as the place to buff them: it mitigates the aspect of the that I think is important, that you shouldn't let them bleed.
• As mentioned by some other Eldar players, I avoid upgrading these guys as much as possible. They deal tac dps out of the gate, and 65 req is a LOT for no damage or durability increase. I'd really like to see the cost of battle equipment go down and/or fleet go into the units starting abilities (perhaps at the cost of some aspect of the unit that goes into one of it's other upgrades) instead of a pricetag reduction. I will absolutely be doing 3x DA more often in 2.5!
Shees:• Shees are weak. Swapping chase for a leap reduced their toxisity, but has left them unimpressive and expensive. If mobility is to be their halmark instead of chase wiping (which I'm all for), then let's really double down on it. Random possabilities:
- Lower leap CD.
- Longer leap range.
- Shorten "winddown" at the end of leap
- Leap deals damage like hormas
- More strongly differentiate and buff the two aspects
- Fleet no longer reduces their melee damage
- More health or damage
Shuri:• Absolutely manditory in so many matchups, yet tragically vulnerable.
• Platform die last causes them to wipe a LOT. I've literaly stoped making them against SM. T2 ASM jumping them, if the platform scatters forward, dead. I'd really like to see the platform get melee resist, or lose "die last" (or maybe become SHI?). It becoming isolated and sucking the other models to death happens too frequently.
• I've heard tell of how OP shuris are, but I don't see it. .5 more speed then other platforms is nice, but the melee resist and HI of chaos/SM is SO much stronger, stealth on lootas is a rick eldar should have had and HWT scale better and just got buffed (and are cheaper). Autocannons and veng rounds have been buffed many times since retail. At best I'd say they are on par to other setups, but more manditory due to race design.
• Brightlance is the worst AV setup team in the game. A tiny bit more dps isn't worth losing snare or lootas spike+stealth tricks. Scorch Beam helps, but is no anti-all autocannon (dps difference between BL and autocannons against vehicles is mild, autos spike better and are anti all.)
Rangers:• Losing damage for suppression was an example of really good Eldar change. While there are some issues, this traded toxic gameplay for something still strong, but more reasonable.
• Inconsistency of suppression makes one Ranger hard to gain a lot of value from, and pricetag / lack of scalability makes 2 a risky proposition (FD do help a lot here, allowing a no-shuri build to work in some matchups) It is very frustrating when sometimes it takes 4 shots to suppress, other times 2. I can't plan ambushes and flanks like this! If a single model of a squad is in cover, does it convey the suppression resistance to the whole squad, even if one out of cover is hit? I feel like this is the case, as unit casually walking by cover while under fire seem to never suppress. But I can't be sure. All I know for 100% certainty is that squads do not consistently become suppressed when hit twice in a row by a stationary Ranger when hitting models that are clearly not in cover. I have replays
• This unit is really interesting and filled with potential for aggressive play. It's pricetag however makes it very hard to get into the mix, as you need ways to stop melee rushdown early on in a lot of matchups. As others have mentioned, it's scaling is so-so as well, though I use it for spotting and side capping to good success.
• It's prolly unreasonable, but I'd really like to see these guys cost go down. Maybe just pathfinder gear reduced a bit?
T2:Dark Reapers• This unit lacks the stats to preform what appears to be it's role. No FOTM or fleet of foot with increased range make it a clear "stand and deliver" unit, especially combined with it's pinning fire. However, it's damage isn't high enough to make it worth the effort of getting it in place, and it's outclassed by other Eldar units for the same role. Warpsipders deal around the same damage, are nuts better at repositioning (which means they fire more often) and have AV. WG can actually spearhead while laying down withering fire.
• Inferno damage type was a change I liked on paper, but in practice it is lackluster. As mentioned, when is this unit better then Warpsiders? HI armies is the odvious answer, but Reapers scale pretty badly, as HI armies mostly end up with SHI in T3, which inferno deals no bonus damage too and are mostly suppression immune, making Pinning Shot worthless. It's again better to get spiders to pick on commanders (who take more damage from piercing then inferno) or the light infantry support of the army. Or sid capping, or gen hunting or AV, none of which Reapers can do.
• Webways and Falchon do work well with them, but just get WG instead.
• Listed 2.5 changes do nothing to address this. HI and more health just puts more of their value in survivability. This unit is NOT going to be tanking damage, so buffs there are not really helping. Plus, losing their nuke in exchange for a vision increase is iffy. Reapers are not your spearhead unit, meaning other units tend to spot for them. Rangers, FS or a WG are all for either going in first or pokeing ahead. In short, +sight range on a slow, fragile unit without escapes is awkward to use!
• Some ideas:
- Damage back to plasma
- Suppression Fire gives +50% damage to SHI
- T3 upgrade that changes damage type to plasma
- Change damage to piercing, introduce upgrade that changes it to inferno
- Reduce cost or roll leader/aspect stats into base unit.
- Shameless stealing - Make it a micro-setup team like BloatedChamp said. The unit is already stand and deliver, embrace it!
- On that note, make it deal increased damage for the longer it fire. IE: Gain 5% damage for every second of firing to a max of 50%. These stacks dissapear at a rate of 1 per second if the unit is not stationary.
WarpSpider:• Super crazy good and exactly what Eldar want/need.
• Bleed prone if used improperly, frustrating when used properly.
• Expensive, but worth the investment.
• Retreat damage nerf from way back when was a wonderful change for these guys.
Fire Dragons:• I'm cautiously optimistic the 2.5 nerfs will be enough.
• I can't imagine fighting against races that can field eary T2 cehicles without these guys. They really open up build orders.
• I do agree that it's frustrating that they are anti-all. There is nearly no reason to not get at least 1 of these guys in most games. They deal fantastic damage for cheap, and as long as they are given some support and micro, they can deliver it.
• I would be happy to see more substancial changes ot the unit, but as mentioned the 2.5 list might be enough. Thoughts on other nerfs (though I suspect many of these would need to be paired with buffs):
- Change damage type to one of the dedicated AV types and buff the unit as need.
- Increase weapon cooldown even more (from 1 to 2 or 2.5) and make Dragon's Fury reduce cooldown to .5.
- Reduce courage to 100
- Or just stright up increase price / pop. They overpreform current cost - so maybe changing just that is enough.
Falchon:• Love/hate relationship with this unit, which means it's in a good place!
• Reinforce play is a little counter to what makes Eldar work (don't bleed!) but it works nicely in spike-damage fights.
• Soft AV is of course super welcome, and the low req cost means I can often fit it.
• A bit fragile in T2 (tends to spin around, get pathing fucked a lot, which makes it's low hp pool especially problematic) but absolutely too durable in T3 with shield, when it becomes a battle tank. I call this out because the pricetag for the Falchon is a chunk higher then other transports because of it's amazing weaponry. So if it is completely zoned by a setup team, you are losing a lot of it's value.
• I think it might be neat if the shield was available in T2 with a couple of changes:
- Lower base health of Falchon.
- Shield ratio is like 1 to 1.
- Falchon base speed or damage reduced, but it gains an ability to increase the speed or damage that costs energy.
- T3 upgrade which either gives it a lot more energy and energy regen, or bumps the shield ratio up to 1 to 5.
Wraithlord:• Don't care for this unit. It's low hp pool and lack of a big awesome ability (barrage, emperors fist, frenzy) even when upgraded makes it mediocre. If it rushes up it can get in a lot of trouble (Eldar are not exactly kings of the rushdown) if isolated, and it's only firing when facing forward. This leads me to play it a lot like the GK dread - stand back and be a un-asailable ranged damage platform that helps against melee jump/flanking. And this is nice and all, but I spent a lot on it, and the GK dread can get upgrades from there, while the WL had to already skip on the BL to actually deal ranged damage.
• I completely acknowledge that this guy gets to keep melee resist and splash with his weapon upgrades. Strong, but not quite there.
• 50% FOTM on the shuri upgrade is something I only recently learned. 46 ranged dps is nothing to write home about, so halving it when moving is all the more painful.
Wraithguard:• Super potent unit. Caels discussion of it confused me though, it sounded like a case for nerfs (which I'd be fine with) then discussed how to buff it.
• I wouldn't mind seeing the courage damage reduce or go away, damage go down a bit and rate of fire increase. Would be less all or nothing while still supplying incredible spearheading.
T3:I'm out of steam and should really post. So I'm gonna do that, I may edit this later. I've spent too much time coalating this, and not enough time editing it. But fuckit, you want feedback, here ya go!
TL;DRWG are fine.
FP changes should be cautious.
Shees need buffs badly.
Reaper changes in wrong direction.
Edits:Buncha formatting, some spelling.
Added "To Do"
To Do:Webways
T3
Commanders
General editing