So I've gotten into it with a few people now.
I felt like there are enough paladin complaints on the main 2.4 balance thing to warrant it's own link don't you?
But I am Convinced the reason paladins can be so rough to deal with is because of Shockwave , and I think there is reasonable potential that Shockwave is bugged.
Realistically speaking, the main weakness of paladins and gk in general is being swarmed by melee and Shockwave was I think intended to be something along the lines of termie librarian sanctuary in that it was intended as a hard counter to a major weakness.
However while I fully expect it to hurt squads, it being able to outright destroy full hp squads shouldn't be possible or accepted.
For one thing, how is it doing it? Is there something I missed somewhere? The stat line says it only does 30 piercing. That is only 10 more then the assault marines merciless. How is it insta killing anything?
Also with Shockwave around, why did I buy normal gk termies again? For their anti infantry damage? Shockwave makes that conversation silly
Paladin Shockwave
- Wise Windu

- Posts: 1190
- Joined: Sat 14 Sep, 2013 2:22 am
Re: Paladin Shockwave
It's probably because the line of damage is longer, meaning more instances of 30 damage, and the ability knocks them straight back, which means the squad will be hit by the damage multiple times.Triple d wrote:For one thing, how is it doing it? Is there something I missed somewhere? The stat line says it only does 30 piercing. That is only 10 more then the assault marines merciless. How is it insta killing anything?
Re: Paladin Shockwave
Don't worry, it's getting tuned.
- Forestradio

- Posts: 1157
- Joined: Sun 13 Oct, 2013 5:09 pm
- Cheekie Monkie

- Posts: 362
- Joined: Thu 09 Jan, 2014 2:58 pm
Re: Paladin Shockwave
Stay tuned for more updates!
I find it a bit ironic that people used to complain about the paladin draigowing in TT and a few years later down the line we're now complaining about paladins in DOW
I find it a bit ironic that people used to complain about the paladin draigowing in TT and a few years later down the line we're now complaining about paladins in DOW

Playing truth or dare with Diomedes: You dare? YOU DARE?!
Tinder with Diomedes: THINK YOU ARE MY MATCH?!
Tinder with Diomedes: THINK YOU ARE MY MATCH?!
Re: Paladin Shockwave
Forestradio wrote:
Lol. What makes it really funny to me is I think otherwise they aren't that scary. I mean hell if we ignore damage type don't sluggas and hormagaunts pour out more?
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hiveminion

- Posts: 267
- Joined: Fri 09 Aug, 2013 1:02 pm
Re: Paladin Shockwave
Triple d wrote:Lol. What makes it really funny to me is I think otherwise they aren't that scary. I mean hell if we ignore damage type don't sluggas and hormagaunts pour out more?
Which is why you shouldn't ignore damage type.
Re: Paladin Shockwave
Triple d wrote:Forestradio wrote:
Lol. What makes it really funny to me is I think otherwise they aren't that scary. I mean hell if we ignore damage type don't sluggas and hormagaunts pour out more?
Well, if you ignore damage altogether they aren't scary at all, so maybe we should do that?
ALWAYS ANGRY!! ALL THE TIME!!
Re: Paladin Shockwave
Please don't scratch it out though, I like the innovation in adding well thought out abilities.
Tweak it, tune it, get it kinda right over time.
Tweak it, tune it, get it kinda right over time.
Ring ring. Call Da Boyz!
Theory.
I have never played vs a human......
b-b-b-but I watch 100s of casts.
Theory.
I have never played vs a human......
b-b-b-but I watch 100s of casts.
Re: Paladin Shockwave
[quote="hiveminion]
Which is why you shouldn't ignore damage type.[/quote]
Fair enough.
All I'm saying is that until I get to tier 3 playing as Grey knights there are lots of things that are really scary for me because they have such good early damage out puts. In tier 2 I could get flame purgs, a dread, or the termie libby but they are hard to justify when the other big problem with Grey knights is a lack of vehicles control, and none of those three are an answer to both a melee swarm and a vehicle heavy build.
I like balance wise being tasked with making that choice, of my ability to predict my opponents having a big impact on my ability to deal with them.
I also liked the potential for my tier 3 purchase to help ease pressure on whatever tier 2 choice I made if I guessed wrong or if my opponent recovered exceptionally well.
Pre patch experience though had been that paladins had been my answer to vehicles and my termies were a anti infantry answer...
But the termies were never really an answer to massed melee and we're just as vulnerable as paladins in this area.
I had felt that Shockwave had been intended as a tier 3 counter to mass melee but I had thought it was both on the wrong unit and stronger then intended. No other change I can think of for them makes them so strong against their own counter. I know a lot of people have an issue with their retreat function but all I noticed is that it makes the termie variants more vulnerable to an old weakness, melee rushing.
I am glad that Shockwave is doing more damage then intended. Maybe when it is reduced to its intended form the other changes will be seen in a different light
Also I saw someone mention maybe taking away teleport in favor of keeping retreat.
I actually think it would be an interesting idea. It would make the gk t3 look pretty different and balance wise making them walk would help shooty armies a lot with them I would think
Which is why you shouldn't ignore damage type.[/quote]
Fair enough.
All I'm saying is that until I get to tier 3 playing as Grey knights there are lots of things that are really scary for me because they have such good early damage out puts. In tier 2 I could get flame purgs, a dread, or the termie libby but they are hard to justify when the other big problem with Grey knights is a lack of vehicles control, and none of those three are an answer to both a melee swarm and a vehicle heavy build.
I like balance wise being tasked with making that choice, of my ability to predict my opponents having a big impact on my ability to deal with them.
I also liked the potential for my tier 3 purchase to help ease pressure on whatever tier 2 choice I made if I guessed wrong or if my opponent recovered exceptionally well.
Pre patch experience though had been that paladins had been my answer to vehicles and my termies were a anti infantry answer...
But the termies were never really an answer to massed melee and we're just as vulnerable as paladins in this area.
I had felt that Shockwave had been intended as a tier 3 counter to mass melee but I had thought it was both on the wrong unit and stronger then intended. No other change I can think of for them makes them so strong against their own counter. I know a lot of people have an issue with their retreat function but all I noticed is that it makes the termie variants more vulnerable to an old weakness, melee rushing.
I am glad that Shockwave is doing more damage then intended. Maybe when it is reduced to its intended form the other changes will be seen in a different light
Also I saw someone mention maybe taking away teleport in favor of keeping retreat.
I actually think it would be an interesting idea. It would make the gk t3 look pretty different and balance wise making them walk would help shooty armies a lot with them I would think
Re: Paladin Shockwave
Also my bad. That came out way longer then I had meant it to.
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