Re: Apothecary Combat Stimulants
Posted: Wed 05 Mar, 2014 5:30 pm
Ace of Swords, stimulants already grant a 30% damage bonus. They were buffed a bit.
Sub_Zero wrote:If you have come up with such interesting examples then let me bring my interesting example.
Film: Assault_marines_get_raped_by_girls.wmv
Actors: a shuriken cannon crew, a banshee squad, the Farseer with the Doom Bringer kitted out, some unlucky assault marines
Roles: luring, raping, casting, dying
Isn't this example more scarier than all your examples taken one with another? I don't want to get into details really. Like counting dps and naming other stuff. If you are in a healthy state of your mind you can understand how much more pain my combination brings compared to yours. You might say me use snipers or grenades. I might say you that a khorne dread would have torn apart your "OP" combination. And please do notice that the counter part (the khorne dread) is relatively equal in terms of cost to the thing (combat stimulatants, the librarian with the tome of time etc) it is supposed to counter.
And you know forcing a retreat is a big deal. The Lictor Alpha can do that only in T3 and he pays tons of money for that. The Farseer is capable of doing that in T1 and she pays laughable amounts of resourses for her OP device. By forcing a retreat I mean the only counter measure that allows to save your unit from dying/getting bled horribly. If somehow a ranged squad can just move away from his death then a melee squad/jump squad has nothing to do but retreat.
You guys have double standards or something like that?
P. S. In advance I want to apologize if some part of my message insults you, I don't want to turn this discussion into something disgusting, however I am losing my patience
You guys have double standards or something like that?
P. S. In advance I want to apologize if some part of my message insults you, I don't want to turn this discussion into something disgusting, however I am losing my patience
Further, the way I see it I need to get levels on the Apo to make use of his abilities. Stims has an energy cost, but so do vials, and vials are still viable. Their energy cost are comparable as well. Why do you want him to get more energy? I'm not against it in theory but you need to back up your balance suggestions rather than saying "I would do this this and this" (this applies to everyone, not just Ace of Swords)
Sub_Zero wrote:The point is that a buffed unit by the Apo doesn't make an impact, you don't need to do anything to counter that simply because the damage bonus is not significant, you don't even bother. While a debuffed by either of those 2 heroes unit gets into a serious trouble and it does make a huge impact on fights. You can remove out of play the key unit of your opponent. And it is over the top really. The thing I call overpowered. How do you feel about my suggestion to reduce effectivness of those abilities twice? Here the point still stand. Every unit in your army can do that improved damage. 50% damage taken debuff to 25% damage taken debuff, 40% damage taken debuff to 20% damage taken debuff. It is still a lot if you consider that every unit in your army benefti from that and it will still do an impact on fights but a lesser one and more adequate (not an insta retreat). I mentioned before that besides the abilities those items themselves provide better benefits than the apo's armor. If nothing changes in terms of performance then I might raise a question about their costs being too low.
That Torpid Gamer wrote:I really dislike the idea that stims should improve his energy/energy regen.
Sub_Zero wrote:And your second message says that it doesn't matter that wargear cost comparable amount of resources, fulfil relatively the same role and yet two of them are incredibly strong while the other one is lackluster.
Radio the Forest wrote: use them with sternguard rounds for anti-all