So... since I came back...
Posted: Mon 11 May, 2015 3:17 am
Okay so I am going to do this in short form... Previously I typed up an entire well written essay just to have it gobbled up and lost forever to the warp of the internet.
Basically I'm just going to list a few things that I have noticed since I became active again and I'll spit out an idea or two about it.
Feel free to say whatever you want. I've got thick skin.
PC
-Plague grenades are overshadowed entirely by bilespewer and fetid armor. They have 0 reason to exist in their current form. I suggest cutting grenades, and instead making them gas canisters that the PC can empower nearby troops' ranged attack with.
-Bile spewer bilious discharge ability cooldown is WAY too short. Add at least 6 seconds.
-Chose Plague Marines could use optimization. IMO, they need to cost more power, cost less req, and cost a bit more red (200 is my suggestion). As well, I feel like they could use an energy bar and have nurgle's rot cost 60 energy. Futher, they could have a second ability that also costs 60 energy which expands the AOE of their slow for 10(?) seconds. My reasoning being that the ability would allow for an easement in repositioning without having to increase the speed of CPM's.
CS
-Warp still doesn't work on bloodcrushers properly. This sucks. (Thanks for all the hard work on other bugs though devs!)
-Tzeentch shrines don't work in 1v1... like... at all. As I said in a different thread, I would much rather have a debuff effect from the doom bolts than to have damage and DOT. The sorc already does both of those so much better.
-Icon of Tzeentch is a full blown luxury wargear. The % based explosion does less damage to the races where you actually used it, and more damage to the races that you never use it on... If the previous damage was imba (I can't remember), then give this wargear a perk... cast range, minor slow... something, anything...
-Rod of Warpfire has been screaming at me for a while. This wargear is fairly luxury and I would love to see diversity in builds instead of "already have flame sword, not gonna buy rod". I would gladly sacrifice a whole bunch of melee ability on this thing to make it an almost full blown ranged weapon.
Knob
-The knife is OP at 20 power. Hands down. And Inb4 I get called a hypocrite (I was one of the people who badly wanted the knife to get buffed), I have used it a ton now and the thing just kicks too much ass at 20 power. Price needs to be 120-25.
-Kommando squad Nob leader is trash. His cost is high considering he dies so much, and he still has that super annoying minimum range of 10. HE DOESN'T EVEN DO THAT MUCH DAMAGE!! Considering that to actually outright kill a vehicle you would need 2 kommando squads and 2 Nob leaders on top of that, I don't really see taking away the minimum range as being a big issue.
Mek
-Electric armor is poop. There's already talk of this in other threads so I'll be short... Make the shock into a utility slow/snare against vehicles or just reduce the speed penalty... w/e.
Warboss
-The window of opportunity for the bang bang hammer is crazy small. Is it so much to ask to change this thing to power_melee, reduce the damage to an appropriate level, but yet have it as a superior carry over choice vs always getting the claw?
-Boss pole even at 20 power is still not doing what it's supposed to. I've never wanted this to be a "lets buff shootas and lootas and weirdboy" backline thing. I always saw it as a tool to help with flanking, and it just doesn't do the job against setup teams. I think changing the hp bonus to 5% and the suppression resistance to 70-75% as well as making it non stackable would be a step in the right direction.
FC
-Thunder Hammer is boss mode. I don't know how I didn't notice this before, but its worth looking at. Get Rekt much?
General
-Cheaper snipers that fire faster are incredibly frustrating when playing as IG, Chaos, and Nids. I don't feel so bad for IG and nids, but I currently view SM vs Chaos as heavily SM favored. That faster fire rate bleeds tics really bad and as chaos you really have no answer other than offer up your raptors as fodder to the SM backline. And raptors vs SM is not my favorite purchase at all.
-Nobs are poop in this meta. Worth looking at.
Anyway, that's it for now, I will probably do another one of these in a few days as I make my way through some other commanders and situations.
Basically I'm just going to list a few things that I have noticed since I became active again and I'll spit out an idea or two about it.
Feel free to say whatever you want. I've got thick skin.
PC
-Plague grenades are overshadowed entirely by bilespewer and fetid armor. They have 0 reason to exist in their current form. I suggest cutting grenades, and instead making them gas canisters that the PC can empower nearby troops' ranged attack with.
-Bile spewer bilious discharge ability cooldown is WAY too short. Add at least 6 seconds.
-Chose Plague Marines could use optimization. IMO, they need to cost more power, cost less req, and cost a bit more red (200 is my suggestion). As well, I feel like they could use an energy bar and have nurgle's rot cost 60 energy. Futher, they could have a second ability that also costs 60 energy which expands the AOE of their slow for 10(?) seconds. My reasoning being that the ability would allow for an easement in repositioning without having to increase the speed of CPM's.
CS
-Warp still doesn't work on bloodcrushers properly. This sucks. (Thanks for all the hard work on other bugs though devs!)
-Tzeentch shrines don't work in 1v1... like... at all. As I said in a different thread, I would much rather have a debuff effect from the doom bolts than to have damage and DOT. The sorc already does both of those so much better.
-Icon of Tzeentch is a full blown luxury wargear. The % based explosion does less damage to the races where you actually used it, and more damage to the races that you never use it on... If the previous damage was imba (I can't remember), then give this wargear a perk... cast range, minor slow... something, anything...
-Rod of Warpfire has been screaming at me for a while. This wargear is fairly luxury and I would love to see diversity in builds instead of "already have flame sword, not gonna buy rod". I would gladly sacrifice a whole bunch of melee ability on this thing to make it an almost full blown ranged weapon.
Knob
-The knife is OP at 20 power. Hands down. And Inb4 I get called a hypocrite (I was one of the people who badly wanted the knife to get buffed), I have used it a ton now and the thing just kicks too much ass at 20 power. Price needs to be 120-25.
-Kommando squad Nob leader is trash. His cost is high considering he dies so much, and he still has that super annoying minimum range of 10. HE DOESN'T EVEN DO THAT MUCH DAMAGE!! Considering that to actually outright kill a vehicle you would need 2 kommando squads and 2 Nob leaders on top of that, I don't really see taking away the minimum range as being a big issue.
Mek
-Electric armor is poop. There's already talk of this in other threads so I'll be short... Make the shock into a utility slow/snare against vehicles or just reduce the speed penalty... w/e.
Warboss
-The window of opportunity for the bang bang hammer is crazy small. Is it so much to ask to change this thing to power_melee, reduce the damage to an appropriate level, but yet have it as a superior carry over choice vs always getting the claw?
-Boss pole even at 20 power is still not doing what it's supposed to. I've never wanted this to be a "lets buff shootas and lootas and weirdboy" backline thing. I always saw it as a tool to help with flanking, and it just doesn't do the job against setup teams. I think changing the hp bonus to 5% and the suppression resistance to 70-75% as well as making it non stackable would be a step in the right direction.
FC
-Thunder Hammer is boss mode. I don't know how I didn't notice this before, but its worth looking at. Get Rekt much?
General
-Cheaper snipers that fire faster are incredibly frustrating when playing as IG, Chaos, and Nids. I don't feel so bad for IG and nids, but I currently view SM vs Chaos as heavily SM favored. That faster fire rate bleeds tics really bad and as chaos you really have no answer other than offer up your raptors as fodder to the SM backline. And raptors vs SM is not my favorite purchase at all.
-Nobs are poop in this meta. Worth looking at.
Anyway, that's it for now, I will probably do another one of these in a few days as I make my way through some other commanders and situations.

I'd only get them if I had painboy support which is pretty much the only time I'd want them but it's a serious resource dump. The mek and the Knob have something that can support them well enough to make them worth getting but with the Warboss it's not a good idea to get them over the aforementioned units. The mek makes them a wrecking ball but it's a seriously expensive wrecking ball.
I mean in a Eldar/SM vs Orks way). I often heard even before the change more people complaining about enemy scoutsnipers than Rangers.