My current bugbears.
Posted: 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
			*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
 .
. ). Ogryns are the substitute for a walker in the IG T2 line-up.
). Ogryns are the substitute for a walker in the IG T2 line-up.  Using it to charge is probably a very bad idea
 Using it to charge is probably a very bad idea