Then it won't matter if it would get nerfed for 3v3 purposesAsmon wrote:Time-field is not a no brainer wargear. In 1v1 it is inferior to both other armours.

Then it won't matter if it would get nerfed for 3v3 purposesAsmon wrote:Time-field is not a no brainer wargear. In 1v1 it is inferior to both other armours.

if we remove the cancelling ranged attacks thing from Time Field, will it be fixed?
I personally see Time-field as filling in too many roles. I understand that it's tier 3 and that it's expensive. But it's a no-brainer wargear. given that it does three things.
1. Slow targets, from a good range.
2. Cancels ability use, for a good 10 seconds( according to the online codex).
3. Cancels ranged and melee attacks.
That's just cheesy. Each of those in their own right is a powerful ability. Yet this wargear combines all three. This essentially takes out a unit from doing anything for 10 seconds, worse if a blob is caught.... How is this justifiable?
Flash wrote: everything you have listed was changed because it was literally unable to be avoided once the situation had been set up". That's about as perfect a definition of something that swings player agency too far in the wrong direction as I could have come up with. It absolutely is an I-win button. Sure if you just use it and follow it up with nothing then it's just a delaying tactic. Unless you're desperate that's a poor way to use it. You follow it up with other things. It's usually a death sentence for vehicles when you don't use it in a vacuum. "It was unable to be avoided once the situation had been set up". Can you deny that it's frequently combined with singularity and eldritch with frequently devastating effect?
Flash wrote: My proposal implied nothing about price. I deliberately did not include numbers at all except for the slow description. It was not a fully realized proposal. I was looking for feedback on whether people thought the idea at its core was viable before adding concrete numbers. I was also hoping it would spur discussion about how we could make TF better.
I do not share your view on how underwhelming it would be. Such an ability would give you extra time to dodge a grenade, time for melee units to close in on a suppression team as no team suppresses in one burst anymore. Melee units would get more attacks in and thus a greater chance for specials. It would allow units to win stand up fights that they otherwise wouldn't. More time to kite AV for vehichles. More time to gain advantageous positioning. Such an ability would be extremely powerful and not in anyway like a lesser suppression.
Flash wrote: The two are not mutually exclusive. And even if they were, so what? Caeltos will make his decisions as he sees fit. I have no problems with that. He's generally done pretty well so far.
I play mainly 3v3, something that I've made no secret about before. "Oh but your opinion isn't valid/isnt worth as much now". I watch plenty of 1v1s and while my skill is lesser in that mode due to lack of interest, I am familiar with it. And the reasons that TF are bad are independent of mode. Problem is exponentially worse in 3v3 than 1v1 due to the nature of the mode. The elite mod prioritizes 1v1 play. But it does not do so at the cost of, or with no regard to the other modes.
Flash wrote:The core of why we are disagreeing seems to be because I think TF could be made better in terms of design and implementation and thus result in better play experience while you do not seem to want to see any possible ideas to make it better.
Flash wrote:Asmon, you say it is inferior to the other armors in 1v1 (I am not disputing that statement). Would, you mind sharing your thoughts on TF in 1v1? Why it's subpar, what's good and bad about it?

Toilailee wrote:I never understood why this ability prevents both abilities AND attacking? It 100% counters and allows free kills of all superunits and terms, usually tanks too.

Toilailee wrote:I never understood why this ability prevents both abilities AND attacking? It 100% counters and allows free kills of all superunits and terms, usually tanks too.



saltychipmunk wrote:units in time field should take substantially less damage.
saltychipmunk wrote: can feel the lack of eldar stun pain (though haywire nades are still pretty damn good at ending the life of a tank)
saltychipmunk wrote: an aoe ability cancelling movement impairing shooty stopping wargear that has a huge area of effect and an even larger cast radius is too much. this has always been the issue with these top end eldar wargears .. they do too much as compensation for short comings else-ware . buff the elsewhere if you must but nerf time-field . it has too much concentrated in one ability.
saltychipmunk wrote: mind mind-war stunning or getting a generic slow like crippling poison thing is would be an effective all counter to pretty much every hero .. forever. I would rush cheese it for pretty much every match up if it gave stun.
Broodwich wrote:I find it amusing that the ones usually arguing this needs to be balanced around 1v1 are currently arguing about nerfing something deemed unnecessary in 1v1 but is OP in 3v3

Cyris wrote:However, as mentioned before, there are a number of T3 wargears that are not often seen in 1v1 that preform quite well in 3v3. Perhaps there should be a drive to rebalance/nerf all T3 wargears, to make sure they don't overly impact the game? Or maybe not. What do ya'll think?


Kvn wrote:saltychipmunk wrote: mind mind-war stunning or getting a generic slow like crippling poison thing is would be an effective all counter to pretty much every hero .. forever. I would rush cheese it for pretty much every match up if it gave stun.
It wouldn't have any real effect though. The only thing that would change would be that the CL/HT/BC could be hit by it now. The wargear by itself is still a bit unimpressive, and, while useful in certain situations, has to fight with Spirit Stones and Runes of Reaping, both of which are excellent in their own right. It certainly wouldn't counter heroes any more than it does right now.
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saltychipmunk wrote:team game cheesy [poofness]
saltychipmunk wrote:
stun does way more than suppression.
certain commanders can still shoot while suppressed, all units can still melee while suppressed , you can still use abilities while suppressed heck you can still kind of move while suppressed .. sure not very fast but if all you need to do is crawl into heavy cover being able move even a little is nice.
stun just stops you. no abilities , no movement , no shooting , no melee , nothing . and you would be surprised how painful being stunned is for heros that aren’t really used to it . it is why crippling poison is so darn good vs warboss, Cl and HT. because they just cant deal with it.
heck it would be effective to snaring super heavy units too like all terminators
but i was really just going off of the previous dudes tangent. honestly id rather just see time field nerfed. period. no strings , no side buffs. As others have said the other wargears are better than it is in other smaller scale situations. the issue is largely its team game cheesy poofness.
if there are other things that need buffs, they should be buffed because they need a buff, not as some compensation for fixing time field.

saltychipmunk wrote:vacuum? what part of a 3v3 arena is a vacuum to you? its not a vacuum. we know exactly when and where the problem is.
saltychipmunk wrote:the lock is weak because his good points were nerfed , not because he never had good points to begin with. if he was unnerfed we wouldn’t be talking about him much .

Kvn wrote:
Warlock was always considered the weakest late-game Eldar hero to the best of my knowledge, even in retail. Might just have been the people I talked with at the time, but I think I recall an interview with a player who went over it either on Indrid or Harlequin's channel back then.
• Units in Time Field take less damage from ranged weapons (make it less strong in combination with Wraithguard and Eldritch). (Including the Farseer.)
• Units in timefield take more damage from melee (will only apply to the Farseer herself, since she's the only one who can attack, so it would have to be a pretty big damage increase to have some kind of impact). (Or just boost the Farseer's melee damage for the same duration.)
• Turn slow back to 50% (from 40%?) if above changes were to be applied (to compensate a bit for the reduced ranged damage and to help the Farseer get in to melee with units in the field).
• MAYBE also reduce cast range slightly, but then the armor should give slightly more HP (+50?) to the Farseer to help her get into range (which is already not all that easy).
•I wouldn't really be against allowing abilities inside the timefield, but NOT targeted abilities (like jumping, but abilities activated on themselves could be used, like ATSKNF). But if that change was to happen then the Time Field could slow or completely halt the cooldown of abilities for units inside (would only be 10 seconds anyway).

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