Re: Eldar Topic
Posted: Wed 01 May, 2013 6:31 pm
I like the idea of having a webway in its most basic state for a cheap price. Toil and Raffa are right that 85 red for a Farsight gate is too powerful and too easy to attain. However, all in all it's still 135 red to achieve this, almost as much as an Autarch.
Part of the problem with gates in their current state is that they require a detector to effectively combat them. Without a detector you have to get very close to them to detect them, which makes their short range threats far more effective. Banshees and Wraithguard in particular can spring up and destroy anything that dares come too close. Thus, in general you need to send a sizable force around the map, working together to root out lone gates. Strategically this is a big plus, when you force your opponent to blob when normally he would spread out and cap, simply by having gates.
So I would suggest:
1. Increase cost of gates to 60 red. Reduce hp of gates and no infiltration. However, they would still come with their activated ability.
2. Give them an upgrade, costing 50 req 10 power 25 red (or something like this), that gives it infiltration and makes them more durable (back to current levels). Basically a nominal cost that becomes expensive if the upgrade is spammed.
3. Remove the sound effect of using the webway gate if it has purchased this upgrade.
The thinking behind these changes:
1. The 60 red cost is to make them slightly less spammable, but still easily worth it if used correctly. Setting up 2 gates with a farsight costs more red than an Autarch call-in.
In their current state, it still takes significant damage to take them down, and probably requires at least a couple of units to take them out quickly so the Eldar cannot use the gate and swarm you. Hence the health nerf.
The activated ability remains, which gives them some attraction in being static support behind the front lines. However, the fact that they are no longer infiltrated and less durable means that they can become strategic liabilities rather than assets, and if your army is operating elsewhere on the map it is quite trivial to take down the gates that you leave behind. I do acknowledge that Warlock still retains his advantage by having effectively a healing webstation at base.
2. With the addition of the upgrade, infiltrated gates become less spammable. Upgrading them actually adds a decision: which gates are fire-and-forget, and which ones shall become more permanent assets? For example, upgrading a webway gate when the opponent already knows where it is would be wasteful, whereas you can set one up behind your front lines and purchase the upgrade for a long lasting gate.
Having an upgrade also means Eldar can no longer summon infiltrated gates to the field. If the opponent is proactive, he will see where a gate is located before it can be infiltrated, making the upgrade almost totally useless. Therefore the Eldar is committed to making sure he can guard the webway during its upgrade, an investment of time and resources on the Eldar's part.
3. In the current state, hearing webway sounds is one of the primary ways of knowing they are active. However, if we are to change the infiltration to a non-spammable upgrade, I think that considering how much more difficult a secret webway gate is to achieve, it should be very effective.
Therefore I think that an infiltrated gate should not have a sound effect when used. If a player is not wise to his opponent's webway use he will probably not be looking into the fog of war and hearing gate sounds anyway. Infiltrated gates would be rarer but more rightly should take more effort to root out.
Part of the problem with gates in their current state is that they require a detector to effectively combat them. Without a detector you have to get very close to them to detect them, which makes their short range threats far more effective. Banshees and Wraithguard in particular can spring up and destroy anything that dares come too close. Thus, in general you need to send a sizable force around the map, working together to root out lone gates. Strategically this is a big plus, when you force your opponent to blob when normally he would spread out and cap, simply by having gates.
So I would suggest:
1. Increase cost of gates to 60 red. Reduce hp of gates and no infiltration. However, they would still come with their activated ability.
2. Give them an upgrade, costing 50 req 10 power 25 red (or something like this), that gives it infiltration and makes them more durable (back to current levels). Basically a nominal cost that becomes expensive if the upgrade is spammed.
3. Remove the sound effect of using the webway gate if it has purchased this upgrade.
The thinking behind these changes:
1. The 60 red cost is to make them slightly less spammable, but still easily worth it if used correctly. Setting up 2 gates with a farsight costs more red than an Autarch call-in.
In their current state, it still takes significant damage to take them down, and probably requires at least a couple of units to take them out quickly so the Eldar cannot use the gate and swarm you. Hence the health nerf.
The activated ability remains, which gives them some attraction in being static support behind the front lines. However, the fact that they are no longer infiltrated and less durable means that they can become strategic liabilities rather than assets, and if your army is operating elsewhere on the map it is quite trivial to take down the gates that you leave behind. I do acknowledge that Warlock still retains his advantage by having effectively a healing webstation at base.
2. With the addition of the upgrade, infiltrated gates become less spammable. Upgrading them actually adds a decision: which gates are fire-and-forget, and which ones shall become more permanent assets? For example, upgrading a webway gate when the opponent already knows where it is would be wasteful, whereas you can set one up behind your front lines and purchase the upgrade for a long lasting gate.
Having an upgrade also means Eldar can no longer summon infiltrated gates to the field. If the opponent is proactive, he will see where a gate is located before it can be infiltrated, making the upgrade almost totally useless. Therefore the Eldar is committed to making sure he can guard the webway during its upgrade, an investment of time and resources on the Eldar's part.
3. In the current state, hearing webway sounds is one of the primary ways of knowing they are active. However, if we are to change the infiltration to a non-spammable upgrade, I think that considering how much more difficult a secret webway gate is to achieve, it should be very effective.
Therefore I think that an infiltrated gate should not have a sound effect when used. If a player is not wise to his opponent's webway use he will probably not be looking into the fog of war and hearing gate sounds anyway. Infiltrated gates would be rarer but more rightly should take more effort to root out.