Cyris wrote:As of right now, double ops play in response to melee spam is so outrageously powerful, I think there is plenty of room to bring them back in line. Remember (and this is a general theme) that the change would not happen in a vacuum, I listed a bunch of changes that I think would need to happen in tandem. For example, introducing Warrior Acolyte Squad would give more counter melee options and buffs to Rhino in T1 would make it much better suited as a melee counter. The magnitude of the ops nerf is relevant of course, since if it were as big as last time (maybe 50 more req cost) it would have a small impact.
We have extremely tough melee squads like commanders, extremely fast melee squads like banshees and extremely jumpy melee squads like ASM that can hurt a hell of a lot and need to be countered before they made too much damage (also there are extremely tough, fast and jumpy squads like warlock and FC). As of now some microed well melee can rek GK even with operatives, I've been bullied a lot that way by SM, orks and eldar AFAIR and I've been bullying other GK that way as SM. All the other factions have a t1 crowd control in set-up teams, doomblasts, shotgun blasts, crippling poisons, very dangerous grenades under their feet, stuns, fleshhooks etc etc. GK have only one stun that is a not cancelable, not too big radius grenade that stuns for 7 seconds, worth 45 power and does not scales in late game too well, while all the other counter melee do, including tics, noise marines, set-up teams, sentinels, catachans, previously purgations, heroes, shootas, termagaunts, warriors, scouts etc. I'd prefer having a leveled useful squads when i come to t2 and not replace stuff that i have with useful stuff that costs even more resourses instead of making some high impact purchases. Also that overpriced useless IST sergeant with weak grenade and GLs
BTW rhino in tabletop can repair itself *wink*
Cyris wrote:Termies/pallies are brokenly strong in 3v3. I'd like to see changes to them to make them worthwhile in 1v1 and more manageable in 3v3.
As i've said b4, in a game where ppl dont know how to counter GK, they can roflstomp entire armies but when it comes to a high lvl game where ppl know what to do in case of GK hitting t3 and prepare to it since t2, all the terminators and paladins get countered pretty fast. I dont play 1v1s so cant say anything about it. I only heard forest running around and shouting that u dont need GK t3 in 1v1s
Cyris wrote:Buggy how so? I haven't noticed anything personally.
As for changes, I think they are one of the squads that over preforms, making the roster too small. Giving out a bunch of buffs to under preforming units needs to be paired with nerfs to over preforming ones. I'd specifically like to see the burst duration of the psy-cannons reduced to 1s and get a cooldown of .1s. This would make suppression effect them, and reduce the damage to vehicles that make it out of the firing arc, while keeping the dps almost exactly the same. Heck, the damage could go up by 9% (since the .1s cooldown would kindda cover this).
They are allergic to attack commands. Sometimes only 1 psycannon is faced the way it should be firing, sometimes they can fire at their extended range with clear sight but cant accept commands to fire at the same range and are redeploying range they'd had if ability wasnt active. As of now they are very expensive squad that costs 500/30 with psycannons, is t2 so is not leveled, have set-up time, low range that can do a few bursts at medium range, no burst damage squad that is outclassed by interceptors in t3 that can teleport, spew grenades and tie ppl in melee (im definetly not saying that they can fight in melee in t3). With all of their disadvantages they should be very damaging to compensate for that. Also lascannons, brightlances and plague marines fire at same rate under suppression. Why should purgations not? That will make them inferior anti-vehicle squad. They are good area-denial tool atm cuz GK could struggle with campfest and ranged blobs.
Cyris wrote:Buffs to SS scaling would need to coincide with some T1 changes, but I think it's very doable. I like the idea of making SS a 1.5 unit (costs power). In that would, the power cost alone would be enough of a nerf for T1, heck it could even get some damage increases (or start with purification). As for scaling, Cael has even spoke on this - move weapon upgrades to T3 and buff them maybe, or psy-ammo to T3 and buff it. Replace psy-cannon with something that is more focused on fighting a specific type of enemy and move incinerator to T2 and make similar changes. Lots of different possibilities.
SS get evaporated in t3 and u want to save for those terminators and interceptors. I imagine how good those psy-bolts should be to make players think "do i want terminators? Or screw that and go for psy-bolts?" Like +40% melee and ranged damage, plasma damage to all for like 20 power? Still wouldnt be useful since IG, orks and Eldar could be around with their LI armor also their health is too weak. Moving their upgreades to t3 will be even worse since I already sometimes think that I'll need to kill my SS somewhere in t2 to free some upkeep and dont micro that barely useful bleeding squad. Maybe make upgreades get better with tier? Like shoota nobs do? Make sergeant power-free in t3 like sternguard one since GK usualy want to save power for useful squads and not rebuying mediocre squad leader with very situational abilities for mediocre squad, increase psybolt damage from +20% to +40% or give other damage types to squad or maybe range increase. Maybe giving grenades to squad in t2, that gonna be fun

Different weapons for strike squad? Well, judging by TT codex, they could have one incenerator, psycannon or psilencer that is same as bolter but with much more fire rate, same range and is a force weapon so could instakill but since all the force weapons in DoW2 dont have additional abilites, i guess we dont want to use that. Also each strike squad member can have any GK melee weapon which is halberd that replaces their standart swords and adds strength which is basicaly damage, pair of falchions which are baicaly the 2nd sword like the standart and give 1 more attack so even more damage but i dont think SS would look as manly with banshee animations since they are the only one with two sword animations

, warding stave that give psy protection and +2 to strength so even more damage than halberd and daemon hammer that is beefy anti-daemon powerfist.
Cyris wrote:Warrior Acolytes or Crusaders. And no way should a new unit use ops as a balance target, they are borderline (if not outright) OP, but do allow GK to function in 1v1. No unit should preform that well for so little cost

They should be gods of crowd control then cuz GK dont have any good one. Every faction have like 3 solid melee counters. Scouts, Devs, ASM; Tics, Havocs, Noise marines; Spore mines, Termagaunts, Barbed strangler warriors; Sentinel, catachans, HVTs; Banshees, Shurikens, Rangers;
Ops besides having tremedous damage are not best melee counter in the world. If suppose that tremendous damage is not there, uncancelable stun grenading slightly faster squad that gives 90% ranged damage resist to approaching enemy melee if it retreats and can stop retreating once in a while is not what i'd call a melee counter. If we remove tremendous damage, we have ist with no grenade, no barrage, slightly more speed and almost ASM worth of power
Cyris wrote:Leaving them alone might be fine, but my goal for them would be to make them less situational and more broadly usable in more compositions. I agree that right now, they are a "win more" unit, and that's about it.
I'd actually liked upgreade tiers like in DoW1 where u upgreade sword to halberd and after that halberd to warding stave while melee gets upgreades like stormbolters -> masterctafted for more damages ->psybolt for even more damages and damage types. Maybe with melee upgreades make ranged one unavailable and backwards to make them nice scaling like CSM. Or give them both upgreades so they will be glasscannon expensive squads like terminators but cheaper i dunno
Cyris wrote:Do you really think my goal is to make BC "not good at everything"? I listed a bunch of things on him to both nerf and buff. Half his wargear is situational to the point of worthlessness, and the rest is real cheap. I can barely remember the last game I played where I didn't end up with halberd, agies and teleporter! Nothing else is as efficient in cost and as impactful in play.
He is the slowest and definitely not the tankiest commander in game that gets really dangerous with a halberd, ofc he would be useless leading a charge without teleporter. Even with WATH he gonna get evaporated b4 he can get to combat. I'd agree with removing the teleporter if he'll get passive +1 speed.
If not aegis, then what? Solid armor vs 2 extremely situational expensive ones one of which is t2? Also halberd is the cheapest one of t2 wargear with hammer super being super expensive crap and stave super situational and super expensive
P.S. I never use teleporter myself lol

Cyris wrote:I'll turn the question to you then. I agree that GK have the most limited number of build options of any faction, and are incredibly predictable. I find that despite that, they are viable in 1v1 and downright goofy in 3v3. My proposal is to generaly nerf some of the units that are auto-buys, while buffing up the junk I never touch. What direction do you think would help them be more varied in builds without being OP?
As a guy that luvs rushing termie FC I usualy go for double SS for stacking damage in t1. I could also go either ops or 2nd ist which would definitely get acolyte. Depending on how much u need crowd control, u could also add fall back plan and GLs. In t2 i'd rush for a dread and instantly upgreade inferno cannon cuz that is so not-mainstream. Purifiers are situational if u have some ASM problem or some tac spam without suppression or FC. Vindicare or purgations with insta psycannons cuz they are good. U need smth good. Also instantly upgreade SS cuz that is not mainstream and could be nice to have. In t3 interceptors with grenades.
For BC i usualy go for halberd cuz this seems the only reasonable weapon if i dont want to micro BC entire game, psy lash vs some paper commanders like LA, Farseer, Commissar, Apo, Techmarine, WSE, Sorc, Inq etc that should be focused or purified blades vs hordes. I'd rush for armor of titan cuz u can than spam psy lash on commanders and sergeants. Also in t3 after armor of titan i could change halberd with sword for improved wath with less cooldowns. Also note that everything that is not standart is much, much harder to play since those options are weaker and more micro intensive yet with enough tryharding u can make everything work (or almost everything)
I also like vindicare+rhino in t2 to make it extra annoying to deal with. Vindicare is a magnet of hate and u can always ride him away in his private ride

Multiple purgations no longer as effective as when they were t1 and i see no reason in t1 rhino since u split ur army even more than when BC does it plus u dont need any transporting with all ur units pretty mobile