Tics need to give less xp

Issues dealing with gameplay balance.
DandyFrontline
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Re: Tics need to give less xp

Postby DandyFrontline » Thu 17 Mar, 2016 11:55 pm

I dont get what are you argue about - all units in the game give 50 or more exp but the heretics, the only bleeding unit for chaos, should give less? Or you compare their effectiveness to rippers?
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Re: Tics need to give less xp

Postby Toilailee » Sat 19 Mar, 2016 11:15 am

Metal C0Mmander wrote:
Toilailee wrote:I think old tics were fine and based on one whopping 2.5 game as chaos I think they were overnerfed.

Oh well if we can give out our opinion after one match...


Shh, that right is reserved for the inner circle. :twisted:
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Re: Tics need to give less xp

Postby Black Relic » Sat 19 Mar, 2016 10:23 pm

Default heretic right now are a support unit for their worship and, as mentioned before, the doom blast being a suppression tool. This change allows a player to have a 2 heretic build and not get bleed too heavily which is actually a pretty large buff imo to Chaos early game. And it makes their supportive role a lot clearer. The only thing i would like to see for them is when the get their AC the doom blast damage goes up a tad but to be fair it's not really necessary enough to be top priority.
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Tics need to give less xp

Postby Nurland » Sun 20 Mar, 2016 7:05 am

Hmm...

The new Heretics underperform in melee imho. I would rather pay more if the squad was actually decent in melee.

I don't mind Chaos nerfs but Tics were imo not the problem with Chaos (over)performance.

Even with current Tics I don't mind the lack of performance super disturbing but that AC Tics that are your T1 melee brawlers are just so underwhelming in melee now. To a point where I don't think AC is worth it unless you need detection or the extra survivability

What imo justified the earlier heretic T1 performance was the relative frailty of the squad and the lack of their combat provess as a melee unit come T2. They were not useless. Still could deal damage etc but were more of a repair/worship squad.

And no, heretics are not a meatshield. They will bleed you dry as meatshields.

Doomblast is "free" in a sense. You don't pay any power to get access to it. Though you pay for it. You lose hp and damage potential from the squad and you pay for the reinf.

@Black Relic

I fail to see how this is s buff to dual heretic builds. 210 Heretics did not bleed you dry if you used them proper even in team games. Now you pay bit under 10% less for a squad that has maybe 30% less fighting potential unless you go for the GL.

If you want heretics to have anywhere comparable impact in an early game engagement, they have to stick in way longer. This translates into more model losses. Which makes it so that you either rely more on other squads to do the lifting while using tics for suppression or just bleed more with heretics. Not really a buff in any sense.

You can get your T1,5 stuff out a few seconds earlier technically if you don't bleed more/suffer in map control due to weaker Tics.
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Re: Tics need to give less xp

Postby Mindmaker » Sun 20 Mar, 2016 12:46 pm

They are pretty weak right now, which means that dual tics is a thing of the part I guess.
Fine by me, I didn't like the 2 tics build even though it was effective.
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Re: Tics need to give less xp

Postby Black Relic » Mon 21 Mar, 2016 4:41 am

The proper use of a squad explanation goes for anything really. But 2 heretics will be a bit of a burden period. They always have been. They don't deal with melee as well now which imo is a good thing. But Heretics come with two big abilities as you know. Worship and the ability to repair. This change helps against the hard bleed that heretics bring later in the game (and sometimes early in the game) and allows them to be purchased easier. Yes this change is a nerf to their early game but it's a buff to their late t2 game imo due to they are easier to replace.
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Re: Tics need to give less xp

Postby BloatedChamp » Mon 21 Mar, 2016 12:29 pm

The problem is, they die too fast to be worthy of any supporting role. Especially as a Plague Champion.... it's just brutal now...

Heretics don't stand a chance to do anything viable outside of worship. They die too fast from range fire, they die too fast from melee engagements, doomblast only tickles now.

They bleed even more now and get obliterated with any misstep.

I get that they are supposed to be support, but what happened here is that they got plain nerfs, which reduces their supporting functions also.

But if anyone cares that they are truly meant for a supporting role, well then it should make sense to improve their support capabilities.
Last edited by BloatedChamp on Mon 21 Mar, 2016 12:44 pm, edited 2 times in total.
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Re: Tics need to give less xp

Postby BloatedChamp » Mon 21 Mar, 2016 12:42 pm

DandyFrontline wrote:I dont get what are you argue about - all units in the game give 50 or more exp but the heretics, the only bleeding unit for chaos, should give less? Or you compare their effectiveness to rippers?


It's an overstatement but yes, they feel like rippers in the sense that, they are very cheap, very disposable and very ineffective.

If I can make a suggestion, it would be to improve doomblast effectiveness with the purchase of the Aspiring CHampion. That way they can be more of a sporemine than rippers. Meaning that they are still cheap, and very disposable, but have a clear supporting role as a deterrent. Which worked very well with chaos compositions before the changes.
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Re: Tics need to give less xp

Postby Black Relic » Mon 21 Mar, 2016 1:11 pm

I already suggested earlier that the doomblast damage goes up when the AC was purchased. Its not really top priority imo. And besides the buff to doom blast should just increase the damage for 20 from 15. And then come t2 the doomblast damage goes up back to 25. That was people can get their melee deterrent in t1 without it just stomping on t1 melee and jump squads squads (which it might still happen with proper usage of ANY chaos hero even if those heretic were default) but the AC heretic can stay somewhat relevant later on in the game.

But you stated that if default heretic die to easily (which the change was toward their damage no health so the bleed as they always have just the cost to reinforce has gone down) then their support role should be increased. And i say no to that. The supportive capabilities of heretics have never gone down or have been nerfed. But the default play style has. Now rather than just hitting things head with them you actually have to doomblast and back off with your heretic is focus whatever that unit is down. Default heretic getting their damage back. Id say experiment with them and give default heretics a different play style rather than a melee deterrent because thats AC heretics job.

Any way, giving less XP from tics? I say no"ish" to it. If there is a way to lower default heretic XP but increase the XP give when AC is around then I say totally.
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
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Re: Tics need to give less xp

Postby brutalisto » Mon 21 Mar, 2016 2:29 pm

Heretics as any other squad are supposed to level up not to be replaced. That's the whole point! If they are intended to be a support squad with some crowd control then lower the cooldowns of doomblast/grenade barrage or increase the duration of doomblast supression. Dblast damage is not even noticeable so with their damage screwed they deserve better cc!
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Re: Tics need to give less xp

Postby Black Relic » Mon 21 Mar, 2016 9:11 pm

It's not like you want to lose heretics but if that does happen it's easier to replace and maintain them. That is what this whole change did. If you lose leveled up havocs what do you sometimes do? Replace them. Same goes for heretics. This is a nerf to early game but a buff to late game imo. I have pointed everything i can out and you wont change my mind on default heretics. Because that is fine. The only thing i agree on is doomblast getting a bit of scaling when AC is purchased. Beyond that i disagree unless a good valid point as to why default heretics need their old doomblast back which isn't a biased due to people not being able to adapt to the more defined role default heretics have.

People are saying how default heretic's doomblast isn't noticeable because they aren't a melee deterrent. I say yes to that to an extent. Their doomblast still can stop melee units in their tracks due to the suppression. People are so use to a doomblast being an "i win" button in t1 that they are refusing to try and use them differently. Use the default heretic's doomblast less for the damage but more for the suppression. Suppress and back off whilst something else is shooting at the melee squad from range. Use your worship more than you have before. People know it's amazing but they never use the dang thing ever! Or at least I hardly ever see people use worship at all not including the first engagements or sling shoting shit out of your base.

I wonder how well a PC would do if he had heretic worship all the time with another squad of heretics sitting around waiting for a melee squad to try and tie him up or something up. I wonder how well a Sorcerers worship would be by hiding your AC heretics and baiting an ASM jump, or a melee change in t1. Or when you are trying to back of or save a squad from dying and using worship to infiltrate that squad and stop the pursuit among many other tricky shit the sorc's worship can do. How about chaos lord's worship? Sling shot any melee squad into a dangerous range squad. How about a MoK dread with 6.5 speed? How about using that worship to disengage?? Or even getting into an advantageous position

I hardly ever see it because everyone is so use to chaos being an A move race. This change to default heretic makes a player move away from that and actually requires the player to use worship more often to get the most out of the heretic squad. They are no longer that bane of t1 melee squads in their default form. That is good.

Again the only change that i can agree with is AC heretics getting a damage increase on their doomblast. And like i said in my previous post (since this topic is mainly about XP given form a heretic model lose) yes to that but the XP give goes back up when the AC is purchased.
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
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Re: Tics need to give less xp

Postby brutalisto » Mon 21 Mar, 2016 10:57 pm

Doomblast and let your ranged squads shoot and what if you are fighting vs sm with heavy armor? Havoc and csm do only piercing damage in t1 which has 0.67 modifier against heavy armor. The only reliable way to damage heavy armor in t1 was heretics melee damage modifier 1 and if you buy plague champ sword. Chaos Lord default power sword does little damage even with 1.3 vs heavy armor not to mention 40% melee resistance on tacs and asm and his priority in t1 are tm and not asm!
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Re: Tics need to give less xp

Postby Black Relic » Tue 22 Mar, 2016 12:33 am

Lol wat? I am sorry but that is your best bet to fight SM when you have default heretics in the first place unless you outnumber and outflank your enemy. You forget about shotgun scouts. How are you going to get into melee with heretics vs SM when you haven't flanked?

You are being way too narrow minded about default heretics. You have to think about different way to do things apart from what you already know. I used heretics plenty today and i had literally no problem with them in t1. Yes the doomblast didn't do a lot of damage but it allowed my hero, csm and what not to do a lot of work.

CSM might do piercing damage but its a far amount if they are out of cover. That's why you use your hero to either bully them out of cover. And you degrade how much damage CSM can do to a unit in t1 if given even a bit of time. That only way that doom blasting and backing off is bad is when the target is a tanky hero, or both and tanky hero and cannot be suppressed. Then the single target damage falls off quickly.

Chaos vs SM relies on havoc play (suppression is a HUGE thing you know) and counter initiation imo till t2 since raptors aren't really a good choice vs SM in my experience. ANd default heretic's doomblast will never be enough for counter initiation until the AC is purchased which is why i agree a bit on the heretics doomblast getting a small damage increase when the AC is purchased.

Btw due to these change probably improved my chaos play actually since it encourages worship more. which again is a big freaking deal.
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
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Re: Tics need to give less xp

Postby Tinibombini » Tue 22 Mar, 2016 1:29 am

Black Relic wrote:
Btw due to these change probably improved my chaos play actually since it encourages worship more. which again is a big freaking deal.


I have found the same thing. At first I was worried about the nerf but I have found that I just play quite a bit more defensively with the tics. It is definitely a change in the playstyle, which I can see upsetting people, but it is not the dire nerf I was initially worried.

Like others have mentioned, I would agree with a slight buff when the AC is purchased. It used to be almost certain buy for me pre-nerf but now I find myself holding off unless I really need the detection.
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Re: Tics need to give less xp

Postby Lost Son of Nikhel » Tue 22 Mar, 2016 2:17 am

Isn't supposed to be that Chaos is about agression and not being defensive?

IMHO all the recent changes lead to a 2 x 1 reinforce to heretics in T2 and T3, and it would be the best buff you could give to them. Heretics don't scale very well in later tiers and turn into a support/bodyguard squad, so even return a bit their doomblast damage with the AC they are still going to underperform a bit.
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Re: Tics need to give less xp

Postby Black Relic » Tue 22 Mar, 2016 2:31 am

Well heretic damage had gone down but not their health. So a player can still be aggressive with them you just won't get as much as a reward if successful.
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
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Re: Tics need to give less xp

Postby Tinibombini » Tue 22 Mar, 2016 3:50 am

Lost Son of Nikhel wrote:Isn't supposed to be that Chaos is about agression and not being defensive?



Well considering the PC is a defensive hero....no, Chaos is not only about aggression.
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Re: Tics need to give less xp

Postby Crewfinity » Tue 22 Mar, 2016 4:33 am

This thread seems to be going around in circles. Is anyone really complaining about default heretics, if the champion were to give a performance increase (doom blast damage boost) would yall still have issues with their current performance?
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Re: Tics need to give less xp

Postby Metal C0Mmander » Tue 22 Mar, 2016 5:51 am

Black Relic wrote:Well heretic damage had gone down but not their health. So a player can still be aggressive with them you just won't get as much as a reward if successful.

You keep saying that but I'm almst sure I read on the 2.5.0 release notes that their health was lowered too. Although it's so fucking hard too find the list of changes around here that I can't go over there and check myself...
Consider that whenever I speak of balance I'm speking of team games. I suck at 1v1 and I'm fine with that.
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Re: Tics need to give less xp

Postby Wise Windu » Tue 22 Mar, 2016 2:26 pm

Metal C0Mmander wrote:
Black Relic wrote:Well heretic damage had gone down but not their health. So a player can still be aggressive with them you just won't get as much as a reward if successful.

You keep saying that but I'm almst sure I read on the 2.5.0 release notes that their health was lowered too. Although it's so fucking hard too find the list of changes around here that I can't go over there and check myself...
It's the only Announcement post in the Releases section...
https://www.dawnofwar.info/forum/viewto ... f=6&t=2385

- Heretic cost reduced from 210 down to 190
- Heretic melee damage reduced from 24 to 20
- Heretic Doom Blast damage reduced from 25 to 15
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Re: Tics need to give less xp

Postby Metal C0Mmander » Tue 22 Mar, 2016 3:58 pm

Wise Windu wrote:It's the only Announcement post in the Releases section...
https://www.dawnofwar.info/forum/viewto ... f=6&t=2385

Yeah sorry I see it now... I saw the 2.5.1 section and I thought it was all there was to the post. I also checked the codex but I wasn't sure it was up to date.
Consider that whenever I speak of balance I'm speking of team games. I suck at 1v1 and I'm fine with that.
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Re: Tics need to give less xp

Postby Black Maw » Fri 15 Apr, 2016 12:01 am

I quite like the changes to Tics, cheap is always good and i haven't really noticed about the xp, i certainly wouldn't call it drastic.

One thing i have noticed is that they aren't quite as threatening to jump infantry any more. Even with the AC, with a melee damage reduction and the DB damage reduction, jump troops get to stay in combat a little longer, even if they are suppressed. They're just a little less killy and move over to more of an annoying 'tangle up your enemy's units and stall' while your other units bring the pain. This hurts the PC the most since i rarely run PC with two Tics, now against trong jump infantry I frequently do. I guess more CSM force melee for me. Woop woop.

Still, I have to agree with Black Relic on the counter initiation play against SM, it makes the AC a little less effective and therefore a little less appealing. A small buff with the AC would even things out.

I use worship as liberally as possible, it's super powerful. Running Tics straight at your opponent can often lead to a good opponent shooting them down to nothing before they get close. Now that reward at the end of your suicidal run isn't so big, I like that it supports worship play more now I've adjusted my playing.
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Re: Tics need to give less xp

Postby BloatedChamp » Fri 15 Apr, 2016 7:57 pm

I love how most enemy units now would get doomblasted and just keep carrying about their business. Heretics are no more a threat.

I must say this has forced me to use Havocs and Noise marines more...I like that it has opened up my play-style. I cannot afford 25 power AC in t1 for his lack-luster benefits. That would set me behind in tech. I would only make the following suggestion...

Keep everything as is but slightly reduce the power cost for the AC purchase by 5? to 20 power? This would make less of a economic cost to having such disposable yet supportive units. I would proudly field more heretics, and utilize more of their utility to support other builds.
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Re: Tics need to give less xp

Postby Lichtbringer » Fri 15 Apr, 2016 8:53 pm

Carnevour wrote: [...] Why not have banshees be a soft counter to csm and sm, just drop their price and get 2 its going to be fine dont worry brah. [...]


Sure, lets try it. I think it might work nicely.

(Oops, this thread was pretty old...). So, how does everyone feel about Tics now? :D Are Chaosplayers going for no Tic builds? Does Chaos lose all the time?
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Re: Tics need to give less xp

Postby Black Maw » Fri 15 Apr, 2016 10:17 pm

Lichtbringer wrote:Are Chaosplayers going for no Tic builds? Does Chaos lose all the time?


N-n-n-no Tic build!?

But how will we worship the great powers?!?
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Re: Tics need to give less xp

Postby Tex » Fri 15 Apr, 2016 10:36 pm

Heretics are awful atm.

I apologize to anyone prior to this post where I may have said something like "its just another change in another patch, lets play it out and learn the new meta".

Your starting unit cannot be used in any fighting capacity at all without spending power. Further, doomblast and heretic melee damage are such a joke that the chaos vs ork, chaos vs eldar, and chaos vs tyranid matchups have become completely broken (imo of course...).

I was previously playing random, and I guess finally it was my turn to get chaos a whole bunch, and wow. It's not even fun in a competitive match. You simply cannot win with the sorcerer, that's for sure. He is the hero who has been hit hardest by the heretic no melee patch. The CL can keep doing his thing, but he even struggles hard vs stuff like banshees because you just have no assurance in melee against them. I feel like the PC is the only chaos hero this patch who is still putting away and doing his thing because he has several mechanisms for controlling melee units in T1 and he is also the chaos hero who benefits most from using heretics, and grenade launcher heretics.
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Re: Tics need to give less xp

Postby Ace of Swords » Fri 15 Apr, 2016 10:48 pm

Tex wrote:
Your starting unit cannot be used in any fighting capacity at all without spending power.


Are you talking about scouts?
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Re: Tics need to give less xp

Postby Blood Dragon » Sat 16 Apr, 2016 12:34 am

New tics - total shit.
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Re: Tics need to give less xp

Postby Tex » Sat 16 Apr, 2016 3:13 am

Ace of Swords wrote:
Tex wrote:
Your starting unit cannot be used in any fighting capacity at all without spending power.


Are you talking about scouts?


No... scouts have half the dps of tacs and less than half the cost. Keep them in green cover and they definitely have fighting capacity.

But of course, you are being slightly sarcastic to begin with, so... w/e.
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Re: Tics need to give less xp

Postby Carnevour » Sat 16 Apr, 2016 5:33 am

Ace of Swords wrote:
Tex wrote:
Your starting unit cannot be used in any fighting capacity at all without spending power.


Are you talking about scouts?


Yeah such a shame that a cheap unit with really good utility and being very good capper sometime needs to spend power to perform different roles when the situations requires. SM defo got the most 1 dimensional heavy bleeding unit that doesn't even perform well anymore if only they had the super duper tics in their roster they would be the best faction in the game.

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