Re: Patch 2.3.1 (Tentative balance changelog preview)
Posted: Thu 25 Sep, 2014 6:57 am
More of an "leash" range. Say, cast range is 6 radius - but it tracks for 8 radius but not more.
Caeltos wrote:More of an "leash" range. Say, cast range is 6 radius - but it tracks for 8 radius but not more.
lolzarz wrote:He does not. Neither does the Brother-Captain.
Nurland wrote:@saltychipmunk I might be nitpicking but I don't think Chaos Lord has a heavy melee / AV weapon?
saltychipmunk wrote: oh well ive been wrong in the past.

. Basically providing innumerable times instantaneous transport to one race in a game of map control..providing no penalty for retreat or losing battle and giving innumerable opportunities to kill capping squad. Webways have good health and are invisible...making it time consuming to detect and destroy...giving eldar time to gain vp as no one caps with a webway nearby..THIS IS NOT JUST A BALANCE ISSUE..THIS BREAKS THE GAME ALL TOGETHERCrewfinity wrote:also it seems like the assault cannon dread fires at a specific model for the entire burst, so more focused damage on models rather than spread out over the squad? i could be wrong though
It's definetaly good for picking off midels, while by contrast the Chaos Dreads autocannon tends to do more effective dps (because of it's aoe) but not pick of models as quick.Nurland wrote:BL fires on the move with 100% accuracy.

Please make the Drop Pod back to what it was before. It was niche but very useful and that's just fine.
Things that I wanted to see done about it is the drop time getting reduced, yes it's possible. Maybe drop to 175 red.
I don't see how this version will ever be useful.
Chaos
I don't think "Let the Galaxy Burn!" needs even further nerfs, I thought it was just fine how it was.
* Pathfinder upgrade cost from 50/10 to 65/15
I think the cost is just fine. Eldar T1 is pretty power intensive as it is. (I can't believe I'm saying this)
* Dark Reapers weapon range increased from 41 to 44
This powerhouse of a ranged squad does not need a further increase in range at all.
Their range is already above standard range. If anything, their range should go down and their FoF should be taken away.
It contradicts the fluff very much and also isn't good for the balance.
Imperial Guard
* Inquisitior Crossbow cost reduced from 110/25 to 110/20
This wargear is an uncounterable Chains of Torment in T1! It does not need a cost reduction at all!
Especially considering all the control abilities the Inquisitor has to her disposal.
Certain Super Units
* Great Unclean One damage increased from 160 to 200
* Avatar damage increased from 205 to 240
Any particular reason why these powerhouses become even better with their default attacks?
Their abilities are already devastating as is. They don't need to get stronger with their normal attacks.