Re: Proposed Balance Changes
Posted: Mon 16 Feb, 2015 7:47 am
@ torpid:
i like most of it but i would like to see a bit more in the next patch:
GK:
i like your rhino changes but this thing is just too cheap. it needs a bit higher req costs -180 ist just ridiculous
chaos:
autocannons: buff to dreadnaught autocannon might be ok but on the other hand i think their terminators/havocs autocannons can't be like they are. the terminators "ability (buff own damage, nerf target's damage on kill" is absolutely devastating vs units which are fast/easy to kill. and i don't see any reason for chaos havocs to have THAT crazy dps on their autocannons. i think it should be reduced i little bit.
tzeentch dread: seems to much of anti-everything for me and has it too easy to counter its counters.
slaughter: couldn't it be like the sm tac sergeants ability and just need ~1200 damage taken to be activated? i think this would make more sense, be less op and be somehow cool.
Imperial Guard
Assail: Are you sure it makes jump troops unable to jump? at least you can still teleport out of it. I think assail is one of IG's very few good options vs t3 melee squads like nobs etc and some times so badly needed. You can also press X to espace or just focus down the inquisitor! (When it's about subjurgation people always say "focus the sorc" - why can't we as IG just say "focus the Inq?" then ^^)
Ogryns: They need changes and by changes I mean whether a price decrease OR a T3 upgrade OR their ability should break supression - IG really needs a better counter vs wraith guard and I think Ogryns are their only unit suitable for that task IF they wouldn't be supressable while charging. ATM WG's absolutely destroy ig.
IG T2: There were so many threads about it and somehow nothing has been done. IG usually breaks in heavily on t2 in almost every game I play or replay/cast that I watch. I think this is cause of heavy AOE and Melee units. IG gets just blown to bits in t2 by sooo many thinks and there are many possiblities to instant-kill their squads. I would like to see something done here.
EDIT: I still think IG's T2 is too expensive compared to other races. People often say IG's T2 is so energy-heavy cause of their low-energy T1. This was maybe true in retail but is absolutely not true in elite mod because
- Sentinel Stomp needs to be upgraded for energy
- Spotters are a new unit that costs 30 energy and people need to buy them quite often
- wargear has seen a lot of changes and will so be used more often on T1 in some cases
- almost everybody builds catachans and sometimes HAS to do so, cause they are IG's best detector unit. If you want them at full health, you also need to upgrade the "demo man upgrade".
In short words: IG needs lost of power on T1 and is overpriced on T2.
Leman Russ: It's a great tank but it is already the most expensive tank in the game and also very slow so please decrease the cost of its weapon upgrades a little bit. Maybe from 185/30 to 150/30 or something like that. Fully upgraded a leman russ is almost as expensive as many super units atm!
Eldar:
D-Cannons: Higher RoF with less damage per shot might work but it still comes out of nowhere. It needs a "Spool-Up-Sound" or something like that.
Warp Spider: It has an ability (forgot the name ;( ) that lifts you up in the air and holds your troops there. You can be absolutely destroyed by that thing if nades/WG-blasts and so on hit your troops in that energy field. I think this is ok but it is absolutely not acceptable that this "Engery-Field-Ability" breaks your retreat command and makes you unable to escape.. Used right this can be worse than any nuke for the enemy.
Wraith Guard: 50 energy is not enough for a unit which has that crazy damage, lots of HP, is immune to supression and can hardly be knocked back. They need an energy-increase i'd say. Maybe 75 would be fine.
Ork
Units can be created too fast and so the first engagement is often horrible for their enemies. The build-time in seconds is not the problem but ork units get teleported in INSTANT while other races (with same build times) still need 2-3 secs until their units actually appear on their plattform cause their has some animation to be finished. This is not game breaking but often hard in the first engagement cause you immediately face a HUUUGE ork army don't have a big enough army to counter it. I just notice it cause i think many people haven't realized that so far.
Space Marines
Scouts: I think they could need a little buff vs melee units. Maybe the shotgun blast could do more damage or increase the knock back or something else.
i like most of it but i would like to see a bit more in the next patch:
GK:
i like your rhino changes but this thing is just too cheap. it needs a bit higher req costs -180 ist just ridiculous
chaos:
autocannons: buff to dreadnaught autocannon might be ok but on the other hand i think their terminators/havocs autocannons can't be like they are. the terminators "ability (buff own damage, nerf target's damage on kill" is absolutely devastating vs units which are fast/easy to kill. and i don't see any reason for chaos havocs to have THAT crazy dps on their autocannons. i think it should be reduced i little bit.
tzeentch dread: seems to much of anti-everything for me and has it too easy to counter its counters.
slaughter: couldn't it be like the sm tac sergeants ability and just need ~1200 damage taken to be activated? i think this would make more sense, be less op and be somehow cool.
Imperial Guard
Assail: Are you sure it makes jump troops unable to jump? at least you can still teleport out of it. I think assail is one of IG's very few good options vs t3 melee squads like nobs etc and some times so badly needed. You can also press X to espace or just focus down the inquisitor! (When it's about subjurgation people always say "focus the sorc" - why can't we as IG just say "focus the Inq?" then ^^)
Ogryns: They need changes and by changes I mean whether a price decrease OR a T3 upgrade OR their ability should break supression - IG really needs a better counter vs wraith guard and I think Ogryns are their only unit suitable for that task IF they wouldn't be supressable while charging. ATM WG's absolutely destroy ig.
IG T2: There were so many threads about it and somehow nothing has been done. IG usually breaks in heavily on t2 in almost every game I play or replay/cast that I watch. I think this is cause of heavy AOE and Melee units. IG gets just blown to bits in t2 by sooo many thinks and there are many possiblities to instant-kill their squads. I would like to see something done here.
EDIT: I still think IG's T2 is too expensive compared to other races. People often say IG's T2 is so energy-heavy cause of their low-energy T1. This was maybe true in retail but is absolutely not true in elite mod because
- Sentinel Stomp needs to be upgraded for energy
- Spotters are a new unit that costs 30 energy and people need to buy them quite often
- wargear has seen a lot of changes and will so be used more often on T1 in some cases
- almost everybody builds catachans and sometimes HAS to do so, cause they are IG's best detector unit. If you want them at full health, you also need to upgrade the "demo man upgrade".
In short words: IG needs lost of power on T1 and is overpriced on T2.
Leman Russ: It's a great tank but it is already the most expensive tank in the game and also very slow so please decrease the cost of its weapon upgrades a little bit. Maybe from 185/30 to 150/30 or something like that. Fully upgraded a leman russ is almost as expensive as many super units atm!
Eldar:
D-Cannons: Higher RoF with less damage per shot might work but it still comes out of nowhere. It needs a "Spool-Up-Sound" or something like that.
Warp Spider: It has an ability (forgot the name ;( ) that lifts you up in the air and holds your troops there. You can be absolutely destroyed by that thing if nades/WG-blasts and so on hit your troops in that energy field. I think this is ok but it is absolutely not acceptable that this "Engery-Field-Ability" breaks your retreat command and makes you unable to escape.. Used right this can be worse than any nuke for the enemy.
Wraith Guard: 50 energy is not enough for a unit which has that crazy damage, lots of HP, is immune to supression and can hardly be knocked back. They need an energy-increase i'd say. Maybe 75 would be fine.
Ork
Units can be created too fast and so the first engagement is often horrible for their enemies. The build-time in seconds is not the problem but ork units get teleported in INSTANT while other races (with same build times) still need 2-3 secs until their units actually appear on their plattform cause their has some animation to be finished. This is not game breaking but often hard in the first engagement cause you immediately face a HUUUGE ork army don't have a big enough army to counter it. I just notice it cause i think many people haven't realized that so far.
Space Marines
Scouts: I think they could need a little buff vs melee units. Maybe the shotgun blast could do more damage or increase the knock back or something else.

