My current bugbears.

Issues dealing with gameplay balance.
Venjitron
Level 2
Posts: 69
Joined: Wed 19 Feb, 2014 5:59 pm

My current bugbears.

Postby Venjitron » Tue 18 Nov, 2014 4:58 am

Right this is a general utility,ability and gameplay issue/balance/changes post.

*Eldar Guardian Shields*......these are so crazy....they need adjustments in 3 possible areas....
they need hp reduction from 500-350 meaning you can shoot them apart during firefights.
if they had 350 hp they would be ok as standing but if they were to keep the 500 hp id then say next change would be change them from perfect cover to heavy cover.....and the last change would be make them take alittle longer to build....many times as you are weighing up your eldar opponent you see them pop 2-4 shields down meaning no dmg. tbh they are overpowered stopping grenades manticores many other types of dmg....as heavy cover this would be gone...with 350hp they would be able to be shot apart during a fight with increased build time this would stop incredible shield creeps.

*Imperial Guard In General* i can't state much on how to change or adjust imperial guard atm as they are a faction thats very difficult to make small points to. id say ogryns should be power melee and the bonehead heavy melee.....and reduce there cost...as currently they are overpriced
the rest of the guard needs addressing through line up through id guess implementation of some new t2-t3 units and upgrades....mainly griffon mortor support...medium range large aoe light dmg no disruption....an upgrade that enables an ability targetted based disruptive shot cost 380-80
other unit would be a hellhound a short range light dmg maintained dps small aoe tank tank with 600hp and another thing would be sentinel heavy flamer....which would be pretty much like the hellhounds weapon with less splash and less dps.

*Ravaner Damage Synape* this wargear is a maintained overpowerformer regardless of any tyranid users composition and any opponents composition.....the simple reworks would be as follows....lower the dmg buff....or which i think would be the best improvement would be have it as a visable ability toggle energy drain much like the force commander's stormshield

*Warpspider Group Teleport* this wargear needs moving to t2 as most t1 armies dont have what it takes to stop double shees behind them and grenade avengers

*Touch of Nurgle* pretty much needs to lose the knockback infavour of a minor dmg on death and heal on death increase at a lower price of 125..

*Farseer Psychic Storm* does far too much dmg and slowdown in its radius
User avatar
HandSome SoddiNg
Level 3
Posts: 324
Joined: Wed 16 Oct, 2013 5:57 am

Re: My current bugbears.

Postby HandSome SoddiNg » Tue 18 Nov, 2014 8:53 am

Well Venji, Dire avengers best utilities out the gate,their shields are able to withstand Manticore strikes & EVEN Purgation flames cannot penetrate through but not Tacs flamer? lol ...abit ridiculous indeed :D.

Ravenar damage aura, yea its abit crazy . Its a favorable wargear in teamgames,especially when he has a Range synapse swarm with zoathrope/Venom broods or GSB under catalyst & Melee synapse . It being an accessory is another thing,toggled or not. it needs a slight nerf i think

WSE -group teleport doesn't need change, there's enough reactionary for the player to react to the sign

TON is getting nerfed soon

FSE- Drawbacks of Psychic storm renders her vulnerable during the duration,its only "effective" on some light infantry armies like IG/Nids,etc
Batman V Superman : Dawn of Justice 2016
Wonder Woman/Justice League 2017 Movies, WB/DC bring it ON !!
User avatar
Dark Riku
Level 5
Posts: 3083
Joined: Sun 03 Feb, 2013 10:48 pm
Location: Belgium

Re: My current bugbears.

Postby Dark Riku » Tue 18 Nov, 2014 1:07 pm

My opinions:

Deployable shields have already been nerfed from retail. They are fine atm.

IG is still getting changes constantly (like the other races :p). Ogryns are the substitute for a walker in the IG T2 line-up.
They should not lose their heavy melee. The cost atm is fine. IG has enough artillery with the spotters and manticore.

The RA damage synapse kicks but, yeah. Not sure if it needs a change though. Prioritise the RA if you see the upgrade.

WSE group teleport is also very risky. You can nade the marker that appears and kill his entire army pretty much ^^
Or if he's unlucky and you have planted some mines around. TP on one of those and GG :p
Every army can deal with 2 shees and a DA teleporting behind them. You probably won't be able to counter it if you weren't prepared.

ToN has already been soft-nerfed from retail. It's a very powerful global, yes. I don't think it needs a nerf though.

The farseer's storm is indeed powerful. I've asked myself the same question of it being a little bit too good pherhaps?
Keep in mind it has a small range and it disables the farseer for the duration.


@HandSome SoddiNg
Ton is getting nerfed? °_O Where did you get this from? To my knowledge nothing is happening with ToN ^^
User avatar
Nurland
Moderator
Posts: 1343
Joined: Mon 04 Feb, 2013 5:25 pm
Location: Eye of Error
Contact:

Re: My current bugbears.

Postby Nurland » Tue 18 Nov, 2014 1:14 pm

Yah. I think ToN is fine. It has gotten pretty big nerfs from retail. Damage reduction when using tics and the minimum of 3s between blasts. It can win engagements as it should. Don't think it is that hard to deal with usually. Losing the kb would make global pretty shitty later on.
#noobcodex
User avatar
Ven
Level 3
Posts: 493
Joined: Wed 27 Aug, 2014 5:07 pm
Contact:

Re: My current bugbears.

Postby Ven » Tue 18 Nov, 2014 7:24 pm

while i do agree that the shields are a little strong and that they need adjusting, the change of them from perfect to heavy cover would mean eldar would be underpowered in T1, eldar rely heavily on shields in T1 as their units are squishy. shields can easily be countered by jumping on them with a jump unit, walking through it with a heavy weigh commander etc etc. if there is a setup team behind one of those shields (which is usually the big problem, i imagine that you have with them) its stupid to try to outshoot them anyway. use your standard T1 setup unit counter, disruption, suppression etc etc. that shield just basically increases the health of units behind it, and pretty much all eldar T1 units are REALLY squishy. so if its a setup team use a counter. if its a ranger/dire squad, go around. otherwise yea i agree that the build time should be increased. right now you could be winning a firefight just barely and then they pop some shields while in combat and they win. an HP reduction could help aswell, but maybe only down to maybe 400hp and increase the build time like i said.

If Ogryns got power melee there would be very few reasons to get them, catachans already have power melee ON TOP of good ranged dps and good utility, if ogyrns got power melee then catachans; a T1 unit would be superior, unless you were against like 10x noise marines or a GK BC with cantacle.
IG needs no more artillery in T2, they already have manticores that are arguably the best artillery, and they already have artillery spotters in T1.
as for the hellhound, the Banewolf, which is the tank that the inquisitor can call down in T2 already does Flame_pvp damage. there is ZERO reasons to implement something like this as there is already something like it.

the Ravener damage synapse isnt actually as powerful as some other things, the damage synapse (i think) make the RA in to a synapse creature which is a vulnerabilty, that and the synapse only effects friendly Tyranid units. not all. the damage aura is only a 25% increase. however the Force commanders Sacred standard is also 25% at a better range than synapse aura and it effects ALL allied units. so the FCs army and his allys army. the RA damage synapse only effects his units and other tyranids on his team. keep in mind that the Sacred standard damage buff also goes to 40% if the FC dies. so really, the damage synapse is actually reletively underwhelming, atleast compared to the sacred standard.

Group teleport builds are VERY risk reward, like i said earlier everything eldar T1 is incredibly squishy. so a group teleport is actually more often than naught, a bad idea. the teleport takes a long time to jump, the enemy knows where you're going to jump most of the time and so they can re-face setup teams and prepare grendes etc for when they jump in, there is a lot of ways to deal with group teleport. moving this wargear to T2 would not be good, as the whole point of it being in T1 is that if it isnt spotted or countered, then it will pay off. come T2 it will likely get your stuff killed more than anything.

Touch of nurgle. its fine where it is, its quite expensive at 150 red. the knockback is what people get it for. if it didnt have that then it wouldnt be used quite so often. touch of nurgle is usually used for psycological warfare, it will make your opponent mash their X button as fast as they can, and if they dont then they're going to be knocked back. just like any global that is 150 red or around that price, its an engagement changing global, just like the LGs creeping barrage or the BCs/Inquisitors hellfury strike, while these are in T2 they are basically mini nukes, touch of nurgle can be avoided and ignored, unless its tics, in which case, why didnt you focus them down when they were running at your forces? otherwise yes it could do with a nerf, but i think only a slight one.


Nurland wrote:Yah. I think ToN is fine. It has gotten pretty big nerfs from retail. Damage reduction when using tics and the minimum of 3s between blasts. It can win engagements as it should. Don't think it is that hard to deal with usually. Losing the kb would make global pretty shitty later on.


Completely agree. pretty much this.

Psychic Storm does do a lot of damage, but it has a long cooldown, the farseer is vulnerable while doing it. it also has only a 10 radius, so you can easily walk out of it and then shoot the farseer to crap if you spot it early.
Image

My Twitch where i occasionally stream myself pwning/getting pwned on elite mod, i seem to bounce between the two on a game to game basis. - http://www.Twitch.tv/Venkitsune
User avatar
Dark Riku
Level 5
Posts: 3083
Joined: Sun 03 Feb, 2013 10:48 pm
Location: Belgium

Re: My current bugbears.

Postby Dark Riku » Wed 19 Nov, 2014 8:18 am

I see people saying that it's unfair for DA to pop shield down down during fire fights. It's already impossible to do that,
the shields will instantly get destroyed either by the enemy fire or by the own fire from the DA.... Try it out.

@ Ven:
Damage synapse does not turn the RA in a "normal" synapse creature. There is no synaptic backlash on death.
Damage synapse solely affecting Nids only comes into the equation in team battles and it's just fine that way.
Keep in mind that the damage synapse is available in T2 while the standard is T3.
The sacred standard range is the same as the damage synapse range.
The sacred standard only affects infantry.

I already made a post about this. The sacred standard is very underwhelming compared to the Damage synapse. They do almost the exact same thing except that the damage synapse is available a Tier earlier. I couldn't care less about the on death effect. It should get reworked like all other on dead effect were. You never want a dead commander (1v1).


ToN is used while tics are in your lines ;) Using it to charge is probably a very bad idea :p
User avatar
Nurland
Moderator
Posts: 1343
Joined: Mon 04 Feb, 2013 5:25 pm
Location: Eye of Error
Contact:

Re: My current bugbears.

Postby Nurland » Wed 19 Nov, 2014 10:00 am

Sacred Standard is T2 in the new patch. With a cost increase to 50 power.
#noobcodex
User avatar
Ven
Level 3
Posts: 493
Joined: Wed 27 Aug, 2014 5:07 pm
Contact:

Re: My current bugbears.

Postby Ven » Wed 19 Nov, 2014 3:27 pm

Dark Riku wrote:@ Ven:
Damage synapse does not turn the RA in a "normal" synapse creature. There is no synaptic backlash on death.
Damage synapse solely affecting Nids only comes into the equation in team battles and it's just fine that way.
Keep in mind that the damage synapse is available in T2 while the standard is T3.
The sacred standard range is the same as the damage synapse range.
The sacred standard only affects infantry.

I already made a post about this. The sacred standard is very underwhelming compared to the Damage synapse. They do almost the exact same thing except that the damage synapse is available a Tier earlier. I couldn't care less about the on death effect. It should get reworked like all other on dead effect were. You never want a dead commander (1v1).


ToN is used while tics are in your lines ;) Using it to charge is probably a very bad idea :p


ok in that case then my mistake. but im pretty sure that in 2.3.0 sacred standard also effects vehicles, as it is listed in the 2.3.1 Tentative Change log that the Sacred standard will only work on infantry in 2.3.1, which leads me to believe that it works on vehicles.

i have a feeling that the OP was talking about in a team-game scenrio, and you only really see damage synapse and sacred standard in teamgames anyway, if it was in a 1v1 you're much more likely to see the FCs teleporter or iron halo than a 1v1, and in 1v1s the RA isnt a common sight compare to the LA or HT, but i would personally get something like the strengthened sinew in 1v1s to backcap and be sneaky, but by that point you might aswell be playing LA in 1v1.

as for tics, if they managed to get inside a ranged blob then you're fucked anyway, the supression and damage without ToN would be able to shut down a ranged blob, so that argument is kind of redundant and should of been focused down while they ran at you anyway.
Image

My Twitch where i occasionally stream myself pwning/getting pwned on elite mod, i seem to bounce between the two on a game to game basis. - http://www.Twitch.tv/Venkitsune

Return to “Balance Discussion”



Who is online

Users browsing this forum: No registered users and 0 guests