New GK Commander: Purifier Brotherhood Champion

Issues dealing with gameplay balance.
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Forestradio
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New GK Commander: Purifier Brotherhood Champion

Postby Forestradio » Sat 19 Oct, 2013 8:20 pm

Yes, forestradio came up with another Grey Knights units idea. What a shocker. :D

http://warhammer40k.wikia.com/wiki/Grey ... s_Purifier
http://warhammer40k.wikia.com/wiki/Grey ... d_Champion

New Grey Knight Commander: Purifier Brotherhood Champion (you read it right, a commander, not a subcommander) ;)

Overview: Weird mix of anti-melee and caster hero. Think inquisitor, chaos sorcerer, and farseer rolled into one. Capable of decent dps, but lacks tankiness. Focuses on debuffing and damaging the enemy.

XP/Red Reward: same as all other heroes

Size: small

model/animations/voice lines: Force Commander's lines, purifier animations, purifier model with extra purity seals or other shiny bits

Size: small

Armor: commander

Health: 700

Starting weaponry: Nemesis Force sword (35 dps normal melee type) Storm bolter (7.8 piercing dps)

Portrait: Purifier portrait (perhaps Kilgarn can draw one if Caeltos likes this?)
Or another option: http://images1.wikia.nocookie.net/__cb2 ... hicken.jpg

Starting Ability: Sanctuary. 60 energy cost. For 5 seconds, nearby enemy infantry units in radius 7 have their speed reduced by 1. Does not affect retreating units. Visual effect: circle of blue energy (like maelstorm) around the Champion.

T1 upgrades

Weapon: 120/25: Sword of Holy Fire: 50 dps power melee. Grants the "Searing Flame" ability that deals fire damage over time to enemy units near the Champion for 7 seconds. 50 energy cost. visual effect: shield of flame (chaos sorc)

Armor: 110/20: Armor of Purity: grants extra health, health regen, and energy.

Accessory: 120/30: Quicksilver. The Champion gains increased movement speed (+1) and cannot be knocked back for a short duration (5 s). 45 energy cost. Visual effect: quickening visual effect (SM libby).

T2 upgrades

Weapon: 140/45 Nemesis Daemonhammer. 62 heavy melee dps.

Armor:: 120/30: Aegis Warding. Damages enemies that attack the champion in melee. Improves health.

Armor: 150/35: The Summoning. Increases health and grants "The Summoning" ability, which summons a target allied squad to the Champion's side. Similar to Gate of Infinity. 50 energy cost.

Accessory: Physic Lash: 120/25. Same as Bro-Captain Physic Lash. Deals 120 physic damage and knockback to a single model.

T3 Upgrades

Weapon: 150/50 Black Blade of Antwyr: Daemonic sword entrusted to the Grey Knights for safekeeping. 65 power melee dps. Removes the Champion's melee resistance aura, but grants:
-passive damage aura to nearby enemies
-passive energy drain of nearby enemies
-10 power melee splash damage with each hit
Model is a hellblade (Bloodletter's sword)

Accessory: 120/30 Vortex of Doom. After a brief setup time (3 s), the Champion tears open a warp rift at the targeted location, dealing 80 physic damage and weapon knockback to all units in radius 10. 80 energy cost.
Looks like a singularity.

Ideas behind this guy, strategy, and synergy with the rest of the GK army:

Anti-melee. Anti-melee. Anti-melee. And still more anti-melee. Flame aura, slowing enemy units, aegis warding (similar to spiky armor) all help make sure you don't want to close on this guy.

Some light AV (similar to farseer singing spear) in T2. If combined with quicksilver, he can chases vehicles like transports, but lacks the durability to go toe-to-toe with heavy melee walkers and/or tanks.

The Summoning can help save your purifiers/interceptors from taking losses/wiping.

Very energy dependent. Keeping him near a strike squad and giving him energy is very important.

In T3, he offers some extra tricks that can swing engagements. The Black Blade removes his melee resistance to symbolize the constant mental battle with his demonic sword (and to make up for the fact that it offers some really good traits)

Weaknesses:

Ranged blobs will give him a LOT of trouble. Sternguard veterans, double termagaunts, and double shootas all will put a lot of pressure on him. 700 health is good for some tanking in T1, but won't be that useful in later tiers. None of his wargears except Vortex of Doom offer any sort of ranged counter. Quicksilver will help in closing distances, but offers no ranged resistance or suppression counter.

Overall, this guy offers more versatility to the GK force. If you are sick of just spamming interceptor teleport with canticle of absolution, this commander offers some more options to the GK army.
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Dark Riku
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Re: New GK Commander: Purifier Brotherhood Champion

Postby Dark Riku » Sat 19 Oct, 2013 9:11 pm

I'm sorry but I don't think a new GK commander can be implemented unless Caeltos wants to add it as a 4th commander to another race (IG pherhaps?) due to the limitations of the game. Unless Thomas or someone else can find a way to add a new place for the GK race in the UI, it's just not possible.

Also I must apology. I normally read every post on here but I skipped this one for the reasons above.
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Nurland
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Re: New GK Commander: Purifier Brotherhood Champion

Postby Nurland » Sat 19 Oct, 2013 9:21 pm

Also what about the model and animations for this new hero? Do you have these? Can you make them? Do you know someone who could?
#noobcodex
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Forestradio
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Re: New GK Commander: Purifier Brotherhood Champion

Postby Forestradio » Sat 19 Oct, 2013 9:28 pm

Nurland wrote:Also what about the model and animations for this new hero? Do you have these? Can you make them? Do you know someone who could?



Radio the Forest wrote: model/animations/voice lines: Force Commander's lines, purifier animations, purifier model with extra purity seals or other shiny bits


@Riku. I know very little about implementing extra things into the mod, but they made a fourth commander slot for SM. Why not a fifth?
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Flash
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Re: New GK Commander: Purifier Brotherhood Champion

Postby Flash » Sun 20 Oct, 2013 5:11 am

I'm all for getting another commander in there, but couple things.
1. Many of this units wargears or abilities are recycled from other units. Hoping for something a little more original.
2. Engine limitations. You sorta can add another race, but it breaks things
http://forums.relicnews.com/showthread. ... etribution
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Re: New GK Commander: Purifier Brotherhood Champion

Postby HandSome SoddiNg » Sun 20 Oct, 2013 5:17 am

You know what? Go ahead , Do it . Just DO IT :P
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Wonder Woman/Justice League 2017 Movies, WB/DC bring it ON !!
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Nurland
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Re: New GK Commander: Purifier Brotherhood Champion

Postby Nurland » Sun 20 Oct, 2013 10:26 am

Also what about the model and animations for this new hero? Do you have these? Can you make them? Do you know someone who could?


Uh. Sorry. Somehow managed to miss that part part in the OP.
#noobcodex
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Forestradio
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Re: New GK Commander: Purifier Brotherhood Champion

Postby Forestradio » Sun 20 Oct, 2013 5:38 pm

@Flash. The reason so many abilities are cut/pasted with some minor tweaks from other units is that it makes it easier to implement and easier for players to learn. I'd love for some brand new stuff obviously, but it's easier to work with what you have.

Hopefully someone with more modding experience than me can answer the whole "fifth commander slot" question.
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Dark Riku
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Re: New GK Commander: Purifier Brotherhood Champion

Postby Dark Riku » Sun 20 Oct, 2013 10:37 pm

Radio the Forest wrote:@Riku. I know very little about implementing extra things into the mod, but they made a fourth commander slot for SM. Why not a fifth?
If I'm not mistaking the 4th commander slot has always been there.
Just not used on any race. They didn't make a 4th commander slot.
They merely utilized the empty slot.
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Forestradio
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Re: New GK Commander: Purifier Brotherhood Champion

Postby Forestradio » Sun 20 Oct, 2013 11:25 pm

Dark Riku wrote:
Radio the Forest wrote:@Riku. I know very little about implementing extra things into the mod, but they made a fourth commander slot for SM. Why not a fifth?
If I'm not mistaking the 4th commander slot has always been there.
Just not used on any race. They didn't make a 4th commander slot.
They merely utilized the empty slot.


Could they use an empty slot from another race? IG perhaps?
It would still change the roster to GK units. Just with a different commander.
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Dark Riku
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Re: New GK Commander: Purifier Brotherhood Champion

Postby Dark Riku » Sun 20 Oct, 2013 11:39 pm

Radio the Forest wrote:Could they use an empty slot from another race? IG perhaps?
It would still change the roster to GK units. Just with a different commander.
Dark Riku wrote:I'm sorry but I don't think a new GK commander can be implemented unless Caeltos wants to add it as a 4th commander to another race (IG pherhaps?) due to the limitations of the game. ...
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Caeltos
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Re: New GK Commander: Purifier Brotherhood Champion

Postby Caeltos » Mon 21 Oct, 2013 2:08 am

Thoughtful idea, however - it's impossible.


For now. :geek:
crazyman64335
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Re: New GK Commander: Purifier Brotherhood Champion

Postby crazyman64335 » Mon 21 Oct, 2013 2:17 am

Caeltos wrote:Thoughtful idea, however - it's impossible.


For now. :geek:

If it's Popsicle it's possible

http://www.youtube.com/watch?v=qN9L48OBozM

Make it happen!
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Re: New GK Commander: Purifier Brotherhood Champion

Postby Lulgrim » Mon 21 Oct, 2013 5:21 am

There are no commander "slots" really, just a list... The default UI will only show 3, while we use a hacked version that will show 4 entries from that list. I am uncertain what it does to a 5th but the name of the mod is "4th commander" so it's probably invisible... But of course the UI could be further modified to add another selection. I don't know how to do it, though.
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Forestradio
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Re: New GK Commander: Purifier Brotherhood Champion

Postby Forestradio » Tue 22 Oct, 2013 1:52 am

Lulgrim wrote:There are no commander "slots" really, just a list... The default UI will only show 3, while we use a hacked version that will show 4 entries from that list. I am uncertain what it does to a 5th but the name of the mod is "4th commander" so it's probably invisible... But of course the UI could be further modified to add another selection. I don't know how to do it, though.


Here's another suggestion. Inspired by Maestro Cretella's Codex Edition SM feature video.

There are units in Codex edition that can pick what they are when they come out of base. Like the Land Raider can pick between Crusader, Redeemer, and normal (lascannon version). It's a free upgrade that takes 5 seconds, and the Land Raider is just a chassis before that (no weapons).

Change the hero selection in the menu from Brother Captain to "Grey Knight Hero."

Then, when you start the game, make the "Grey Knight Hero" something with movement speed zero. The player will then choose either "Brother-Captain" or "Purifier Champion" in an upgrade bar. The Hero then instantly turns into one of these and gets all his stuff and wargear options. It would be a one-way transformation, for obvious reasons.

I can see two problems with this

1. Bro-Cap and Purifiers have different models and animations. Not sure it you can set a model to act as like I described.

2. Commanders, with all their wargear options, can't be set to do this.

Apologies for being a modding nub.

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