GK Feedback!
Posted: Tue 14 Apr, 2015 9:58 pm
I started writing this over the weekend and damn did it get long. I wanted to finish it all before posting, but my schedule is looking real busy for the next week. So here is draft 1. Enjoy!
Intro
GK have come a long way in ELITE. I mained them when they first came out, but got fed up with their abysmal 1v1 susceptibility to T2 vehicles and T3 tank spam. I started playing them again about a month back and despite a few bumps, have been very much enjoying them. I feel myself getting to the end of my time playing them every match, so figured I should write out my thoughts on them.
Some quick notes on where I come from: I'm a game designer by trade and have played DoW on and off since initial release, primarily 1v1. I consider my skill level mid-high, have mained each race at least once in ELITE and for the last year I have played Random in all my matches. After finishing my circuit of all the races, I found I couldn't pick a favorite, so just stick to Random! As such, I like to think I'm fairly impartial on balance - I don't really have a pet race I want to be best. I like ELITE best when everyone to have strengths and weaknesses, enough OP combos to counter other races OP combos, but not anything that is unreasonable. My game designer background also makes me focus on visual/audio feedback and responsiveness, so you'll see some of that here too. Enjoy!
Overall
GK come out of the gate very strong. Strikes and IST are wonderfully strong in their starting state as is the BC, and Purgation and Rhinos are solid picks in T1.5. Interceptors are a low point in the early roster, but overall I have the tools and options to deal with anything I see in T1. T2 doesn't go as well, as the aforementioned SS and IST don't scale terribly well, and I find there is a big log-jam on wanting to make my T1 squads T2 viable with upgrades, and wanting to pick up T2 squads. The T2 squads are also not fantastic out of the box and most require upgrades to really work. As such, the longer I spend in T2, the weaker I feel, as other races tend to field better toys for cheaper. This is not intricately bad, since following a strong T1 with a weaker T2 is fine. T3 has the ever potent Terminator spam, but the rec/power costs are quite high, so I find I can only go T3 if I'm winning by a good amount or it's a team game (where I've learned it's best to just ignore T2). Unfortunately this means that unless I had an amazing T1, I don't get out of T2 against even skilled opponents, and slip further behind with a over-price under-preforming T2 army.
My take aways from this is that I'd like to see T2 economy adjusted a bit, some T2 squads/upgrades buffed and some T1 nerfs. I do not have very robust opinions of T3, since in my experience it's mostly just to troll, or in the very differently balanced team games (see Torpids T3 economy thread - I absolutely do this with GK, but I think they would be trash in team games if they couldn't.) My brief thoughts are that T3 needs a relatively cheap unit, and/or a few desirable T3 upgrades for T1/2 squads.
Overall, I feel happy playing GK that I have the tools to deal with many situations. There are definitely some weaknesses (single entity damage, snare relies on shitty Int, T2 melee counters are not fantastic, T2 eco) but I do not feel gimped.
Brother-Captain
I really like the design on this commander. In T1 his job is to tie things up and have a lot of health. That's pretty much it! And it works just fine. Come T2 he gets to pick what kind of direction he'll go in, more killy or supporty. My only problem with him is that he has a high number of wargears I no longer purchase.
T1 - Tie up ranged squads, face check setup teams, We Are The Hammer as many squads as you can
Blessed Agies - I hear a lot of people scream NERF, but I don't see it. When I compare him with this wargear to other tanky melee commanders, it seems fine. Consider the ranged model peeling and garrison counter of the Combi-flamer (with KTW for backup), the crazy tanking of Iron Halo / Warp Field or the killy power of Bang Bang. BC with this armor just does more of what he already does - tie stuff up while inflicting minimal damage. If anything needs to change, I'd hit the bonus HP, making him a little worse at face-checking setup teams, but reward him in longer fights where the regen means more. I always get this armor not because I think it's OP, but because it gives you what you need (a BC that can tie lots up) when you need it (T1). Perhaps I'm countering myself with this logic, cause I don't like "mandatory" upgrades, but I think this is more a problem of his other armors being lack-luster.
Nemesis Force Sword - I'd like to like this upgrade, but I don't. The amount it increases melee damage by is small, and the amount it increases We Are The Hammer by is small. It's prolly balanced and fine, but it doesn't make enough impact for me to want to buy in T1, especialy since the BC feels like he needs one of his T2 weapons to funtion properly. I'd rather invest in the Agies and call it a day, save money for other squads or upgrades. It's nice with double purgation rushdown though!
Mantle Of Terra - This used to be beast with instant Int teleport in T2, now it's just so-so. And since it's in direct comparison to Agies, it's hard to pick. Reminds me of TM's Bionics before it had regen or the Power Axe. Yes, it helped in certain situations, but Artificers helped ALL THE TIME. Terra it counters some melee squads who need to use abilities. I wish there were a few more GK squads who had energy instead of CD only abilities, or who had cooldowns low enough that this helped a lot (right now it's Int and Libby only) or toggles - all of which would appreciate the aura more. All in all, a fine wargear that I want to experiment with more, but I will almost never buy it because it doesn't help as much as agies, and is 5 more power. For instance, it was a lot better when IST had their toggle plasma gun ability! Imagine purgation with astral aim as a toggle. Would go great with this too!
Unending Purge - One of the 2 good accessories, I pick up purge when doing a very heavy T1. A unique and cool wargear option, I like how it encourages different ways to play, or be countered.
Purified Blades - One of the 2 bad accessories
This is trying to do too many differnt things, and ends up doing nothing. Who do I build it against? T1 melee squads don't dare fight the BC already, unless he's totaly isolated and this alone won't save him. T2 it gets a bit better against some dedicated melee, but with the various T2 weapons the BC already would love if something tried to melee him! T3 with super melee, the 15% chance is just not significant when 4 Nobs are beating your face in, and the 5 damage of cleave is pitifully low by then. I think this should be strongly re-focused at a specific role or use. Here are some thoughts!
- Go back to and increase the old energy burn, it countered Energy Shield commanders better, giving it a real niche.
- Instead of %chance for enemies to be knocked down, have it grant the BC +10 melee skill!
- Greatly increase the cleave damage and remove the knockdown (I think this would be ok, since it's mutually exclusive to the speed upgrade of unending or the teleporter)
- Make the passive knockdown an active ability - For the next 10s, 100% of melee attackers knock them selves down (maybe 50%?).
T2 - Time to pick a weapon! (Hint: the correct answer is Halberd)
Nemesis Force Halberd - Relatively low cost for high damage and a bit of cleave. This is almost always my choice these days. I feel the BC lacks the FC's speed or CL/HT/WB durability/regen/tricks that allow them to really gain intense benefits from such weapons. He spends so much time running after squads that are faster then him, that I can't justify spending 50 power on a weapon when he is usually hitting with his wrist bolter. The Halberd gives him enough of a punch that squads can't just sit around and take his hits, and that's good enough.
Nemesis Daemon Hammer - This used to be my goto weapon, and an auto-purchase against dedicated melee. Then I noticed good players just ran past the BC and beat up my army. Even if I land the knockdown skill, it doesn't stun, so they tend to stand up and keep rushing down my horrifies IST
Combos great with teleporter for initiation, but BC is often running back to base after this, and it means no Unending Purge for the followup regen (though the "buy both and swap" trick does work!) Grenade launchers better for the ranged knockdown. Overall, an expense I can skip.
Warding Staff - Much like the Hammer, this is a decent weapon that doesn't do quite enough to justify the cost. Warding is sweet, but 10s duration and it's range make it hard to line up right. Again, too much cost for the impact, so I skip it. I don;t like many of the targets for it either - Int suck and Purifiers are niche.
Nemesis Vortex - ...is not Agies, so I never buy it. It's also very micro intensive and has a short range, so by T2 I'm busy with a lot of other abilities, so can't baby-sit this.
Teleporter Pack - Yep, the other good accessory. Counter setup hard, initiate well, back out safely. This is as nuts as you think it is. It could stand some nerfs to cost, CD or range. I'm not sure I like that it exists even and wouldn't mind it going away. A teleporting unsupressable commander seems wrong somehow, especially when he was WATH for initiation. Part of me wonders if this going away would make space for other wargear to get stronger, as it's presence I think is a good argument against some of the other buffs I'd like to see. In any case, get this if you don't need more regen, since the other 2 upgrades are bad. Care in point...
Psychic Lash - On paper this is amazing, but in practice not so much. It reads like flesh-hook... but it bugs out half the time, has a short range and is on a commander who can't really sneak into clutch positions. I have massively regretted purchasing this upgrade, even against things it supposedly counters - T2 support sub-commanders. The problem with it is it's cast time + range + failure case. If you cast it on an enemy at long range, and they walk away from you, the spell will go off, go on CD and spend energy, and do nothing. This is like the old ASM melta bug, which was fixed a while ago, or the FC's FoS. This badly needs the same fix! Reduce the range if need be, but get it to a non-buggy state first.
T3 - Not much here!
Holy Armor of Titan - Again, good on paper, less great in practice. Main problem is that Energy cost on an Energy restore skill is super awkward! Just change this to a free skill, and change the energy restore from "Fill you" to "+80" or something. It is super frustrating to teleport into a crowd of enemies then click Immortal... but it doesn't work cause you have 55 energy. Yes, you can play around this by counting your energy, but to me this is an unnecessary skill check for an ability that should make you feel awesome. Also, immortal for 6s is not terribly desirable on the BC cause of his innate tankyness, though the CDR is amazing (especialy if you took one of the T2 weapons that I advised against!) I skip this cause if I'm T3, the only thing worth saving for is Termies. And I already have Agies.
To do:
Spell check / grammar
Units
Caeltos rummors
My fantasy changelist
Intro
GK have come a long way in ELITE. I mained them when they first came out, but got fed up with their abysmal 1v1 susceptibility to T2 vehicles and T3 tank spam. I started playing them again about a month back and despite a few bumps, have been very much enjoying them. I feel myself getting to the end of my time playing them every match, so figured I should write out my thoughts on them.
Some quick notes on where I come from: I'm a game designer by trade and have played DoW on and off since initial release, primarily 1v1. I consider my skill level mid-high, have mained each race at least once in ELITE and for the last year I have played Random in all my matches. After finishing my circuit of all the races, I found I couldn't pick a favorite, so just stick to Random! As such, I like to think I'm fairly impartial on balance - I don't really have a pet race I want to be best. I like ELITE best when everyone to have strengths and weaknesses, enough OP combos to counter other races OP combos, but not anything that is unreasonable. My game designer background also makes me focus on visual/audio feedback and responsiveness, so you'll see some of that here too. Enjoy!
Overall
GK come out of the gate very strong. Strikes and IST are wonderfully strong in their starting state as is the BC, and Purgation and Rhinos are solid picks in T1.5. Interceptors are a low point in the early roster, but overall I have the tools and options to deal with anything I see in T1. T2 doesn't go as well, as the aforementioned SS and IST don't scale terribly well, and I find there is a big log-jam on wanting to make my T1 squads T2 viable with upgrades, and wanting to pick up T2 squads. The T2 squads are also not fantastic out of the box and most require upgrades to really work. As such, the longer I spend in T2, the weaker I feel, as other races tend to field better toys for cheaper. This is not intricately bad, since following a strong T1 with a weaker T2 is fine. T3 has the ever potent Terminator spam, but the rec/power costs are quite high, so I find I can only go T3 if I'm winning by a good amount or it's a team game (where I've learned it's best to just ignore T2). Unfortunately this means that unless I had an amazing T1, I don't get out of T2 against even skilled opponents, and slip further behind with a over-price under-preforming T2 army.
My take aways from this is that I'd like to see T2 economy adjusted a bit, some T2 squads/upgrades buffed and some T1 nerfs. I do not have very robust opinions of T3, since in my experience it's mostly just to troll, or in the very differently balanced team games (see Torpids T3 economy thread - I absolutely do this with GK, but I think they would be trash in team games if they couldn't.) My brief thoughts are that T3 needs a relatively cheap unit, and/or a few desirable T3 upgrades for T1/2 squads.
Overall, I feel happy playing GK that I have the tools to deal with many situations. There are definitely some weaknesses (single entity damage, snare relies on shitty Int, T2 melee counters are not fantastic, T2 eco) but I do not feel gimped.
Brother-Captain
I really like the design on this commander. In T1 his job is to tie things up and have a lot of health. That's pretty much it! And it works just fine. Come T2 he gets to pick what kind of direction he'll go in, more killy or supporty. My only problem with him is that he has a high number of wargears I no longer purchase.
T1 - Tie up ranged squads, face check setup teams, We Are The Hammer as many squads as you can
Blessed Agies - I hear a lot of people scream NERF, but I don't see it. When I compare him with this wargear to other tanky melee commanders, it seems fine. Consider the ranged model peeling and garrison counter of the Combi-flamer (with KTW for backup), the crazy tanking of Iron Halo / Warp Field or the killy power of Bang Bang. BC with this armor just does more of what he already does - tie stuff up while inflicting minimal damage. If anything needs to change, I'd hit the bonus HP, making him a little worse at face-checking setup teams, but reward him in longer fights where the regen means more. I always get this armor not because I think it's OP, but because it gives you what you need (a BC that can tie lots up) when you need it (T1). Perhaps I'm countering myself with this logic, cause I don't like "mandatory" upgrades, but I think this is more a problem of his other armors being lack-luster.
Nemesis Force Sword - I'd like to like this upgrade, but I don't. The amount it increases melee damage by is small, and the amount it increases We Are The Hammer by is small. It's prolly balanced and fine, but it doesn't make enough impact for me to want to buy in T1, especialy since the BC feels like he needs one of his T2 weapons to funtion properly. I'd rather invest in the Agies and call it a day, save money for other squads or upgrades. It's nice with double purgation rushdown though!
Mantle Of Terra - This used to be beast with instant Int teleport in T2, now it's just so-so. And since it's in direct comparison to Agies, it's hard to pick. Reminds me of TM's Bionics before it had regen or the Power Axe. Yes, it helped in certain situations, but Artificers helped ALL THE TIME. Terra it counters some melee squads who need to use abilities. I wish there were a few more GK squads who had energy instead of CD only abilities, or who had cooldowns low enough that this helped a lot (right now it's Int and Libby only) or toggles - all of which would appreciate the aura more. All in all, a fine wargear that I want to experiment with more, but I will almost never buy it because it doesn't help as much as agies, and is 5 more power. For instance, it was a lot better when IST had their toggle plasma gun ability! Imagine purgation with astral aim as a toggle. Would go great with this too!
Unending Purge - One of the 2 good accessories, I pick up purge when doing a very heavy T1. A unique and cool wargear option, I like how it encourages different ways to play, or be countered.
Purified Blades - One of the 2 bad accessories
This is trying to do too many differnt things, and ends up doing nothing. Who do I build it against? T1 melee squads don't dare fight the BC already, unless he's totaly isolated and this alone won't save him. T2 it gets a bit better against some dedicated melee, but with the various T2 weapons the BC already would love if something tried to melee him! T3 with super melee, the 15% chance is just not significant when 4 Nobs are beating your face in, and the 5 damage of cleave is pitifully low by then. I think this should be strongly re-focused at a specific role or use. Here are some thoughts!- Go back to and increase the old energy burn, it countered Energy Shield commanders better, giving it a real niche.
- Instead of %chance for enemies to be knocked down, have it grant the BC +10 melee skill!
- Greatly increase the cleave damage and remove the knockdown (I think this would be ok, since it's mutually exclusive to the speed upgrade of unending or the teleporter)
- Make the passive knockdown an active ability - For the next 10s, 100% of melee attackers knock them selves down (maybe 50%?).
T2 - Time to pick a weapon! (Hint: the correct answer is Halberd)
Nemesis Force Halberd - Relatively low cost for high damage and a bit of cleave. This is almost always my choice these days. I feel the BC lacks the FC's speed or CL/HT/WB durability/regen/tricks that allow them to really gain intense benefits from such weapons. He spends so much time running after squads that are faster then him, that I can't justify spending 50 power on a weapon when he is usually hitting with his wrist bolter. The Halberd gives him enough of a punch that squads can't just sit around and take his hits, and that's good enough.
Nemesis Daemon Hammer - This used to be my goto weapon, and an auto-purchase against dedicated melee. Then I noticed good players just ran past the BC and beat up my army. Even if I land the knockdown skill, it doesn't stun, so they tend to stand up and keep rushing down my horrifies IST
Combos great with teleporter for initiation, but BC is often running back to base after this, and it means no Unending Purge for the followup regen (though the "buy both and swap" trick does work!) Grenade launchers better for the ranged knockdown. Overall, an expense I can skip.Warding Staff - Much like the Hammer, this is a decent weapon that doesn't do quite enough to justify the cost. Warding is sweet, but 10s duration and it's range make it hard to line up right. Again, too much cost for the impact, so I skip it. I don;t like many of the targets for it either - Int suck and Purifiers are niche.
Nemesis Vortex - ...is not Agies, so I never buy it. It's also very micro intensive and has a short range, so by T2 I'm busy with a lot of other abilities, so can't baby-sit this.
Teleporter Pack - Yep, the other good accessory. Counter setup hard, initiate well, back out safely. This is as nuts as you think it is. It could stand some nerfs to cost, CD or range. I'm not sure I like that it exists even and wouldn't mind it going away. A teleporting unsupressable commander seems wrong somehow, especially when he was WATH for initiation. Part of me wonders if this going away would make space for other wargear to get stronger, as it's presence I think is a good argument against some of the other buffs I'd like to see. In any case, get this if you don't need more regen, since the other 2 upgrades are bad. Care in point...
Psychic Lash - On paper this is amazing, but in practice not so much. It reads like flesh-hook... but it bugs out half the time, has a short range and is on a commander who can't really sneak into clutch positions. I have massively regretted purchasing this upgrade, even against things it supposedly counters - T2 support sub-commanders. The problem with it is it's cast time + range + failure case. If you cast it on an enemy at long range, and they walk away from you, the spell will go off, go on CD and spend energy, and do nothing. This is like the old ASM melta bug, which was fixed a while ago, or the FC's FoS. This badly needs the same fix! Reduce the range if need be, but get it to a non-buggy state first.
T3 - Not much here!
Holy Armor of Titan - Again, good on paper, less great in practice. Main problem is that Energy cost on an Energy restore skill is super awkward! Just change this to a free skill, and change the energy restore from "Fill you" to "+80" or something. It is super frustrating to teleport into a crowd of enemies then click Immortal... but it doesn't work cause you have 55 energy. Yes, you can play around this by counting your energy, but to me this is an unnecessary skill check for an ability that should make you feel awesome. Also, immortal for 6s is not terribly desirable on the BC cause of his innate tankyness, though the CDR is amazing (especialy if you took one of the T2 weapons that I advised against!) I skip this cause if I'm T3, the only thing worth saving for is Termies. And I already have Agies.
To do:
Spell check / grammar
Units
Caeltos rummors
My fantasy changelist