Suggestions heading into 2.5
Posted: Sun 04 Oct, 2015 4:57 pm
Preamble
Well, when I saw that Caeltos has been working on 2.5 it inspired me to relay some of my thoughts and ideas in terms of how to improve the state of the game. I know that this isn't my mod, but I feel like I can say I have provided some (mostly) non-biased ideas and suggestions towards the optimization of existing wargears or units, many of which have been at least in part taken upon.
Now, I'll be the first to admit that not everything that comes out of my brain is gold... and that's why as a community and more importantly, as a development team, ideas are filtered and discussed, and usually the good ones can stand on their own merit.
In terms of my philosophy for Dow2, especially in the case of weapons and armor, I have always wanted them to be useful without completely relying on another purchase. Obviously synergy is a thing, but in my viewpoint, synergy should serve to make something stronger. It shouldn't be required for something to work in any fashion at all. When it comes to accessories, things are a bit more complicated, but in any case, it still makes to give each wargear individual value.
A great example of this would be the plague sword before it got the long fought over HP buff. This weapon was completely pointless without buying armor to accompany it. With a simple buff of +70 hp, the PC received just enough padding so that he could swing his blade a few times instead of having to insta-retreat.
Concept
What if we could take a few things (wargears) and change the way they perform in very specific instances to give them just enough buff to become relevant?
What if we could adjust performance without changing cost or damage values?
Can we use some balance concepts that have worked before and apply them to situations we have now?
Suggestions
Disclaimer: This list will grow or shrink and be updated if I find some more good ideas posted in this thread. I have more items incoming and will start with just this few for now.
1) Force Commander Power Sword
Let's be honest, it's a decent upgrade. The special attack is quick and deadly. The damage buff is pretty decent, but this wargear is plagued by internal and external conflict. The direct external comparison is of course the LC power sword, which is just flat out better for only 10 req. The only difference being that the LC is a softer hero and doesn't get knockback immunity. Then of course there is the internal conflict with the thunder hammer, which of course is a disgustingly powerful wargear. Now I know that TH is getting adjusted, but that still doesn't include the power sword into any build I know of.
So taking into mind my philosophy on wargear, and also the concepts I'm thinking of, here is my suggestion:
-Power sword increases courage by 50
Reason being that it allows the force commander an increased window for flanking setups, allows him to fight through AWD and ranger suppression better, and doesn't change the way the weapon performs at all. It will compete very slightly with the stormshield, but I don't see it taking away the role.
2)Warboss bang bang hammer/angry bitz
This is a paradigm shift that I have wanted for a long time, yet I haven't had the right idea to pull it off. Now I believe I have the right idea.
This change would have to be a double wammy. First, a nerf to angry bitz, and then seconds, a buff to the bang bang hammer.
-bang bang hammer cost increased to 150-30, bang bang hammer increases warboss courage by 100
-angry bitz cost increased to 130-25, angry bitz no longer grant increased damage
-NOTE: if bang bang hammer changes are put in, boss pole courage damage resistance modifiers for warboss are shrunk considerably.
Reason being that it gives the bang bang hammer a very ego-centric addition to its role and quite frankly, gives it a reason to exist (again, without changing damage values). Again, it will open a larger window for the warboss to get into combat and will make him a flanking nightmare (think team games here too!).
In the same right, angry bitz has needed a nerf for a long time, and I think taking away some of this ridiculous smorgasbord of buffs that the warboss gets from a 20 power wargear along with increasing its value is a great direction to go in. He still gets the regen and the speed buff, which in my opinion are the most important buffs.
3) Techmarine artificer armor
It's a decent upgrade. Probably overshadowed at this point by bionics. Some might argue that bionics is what needs the nerf. At any rate, it got me thinking about how tanky the TM is in cover with this armor, but also how mines have been indirectly nerfed by so many hard to kill/immortal detectors. Here is my suggestion:
-Artificer armor increases TM courage by 50
Reason? In my mind this opens up a larger window for the TM to do his thing and threaten that which threatens him most (Setups in T1 and has worst synergy with ASM). In green cover with 50 extra courage, I guarantee you wont be setting up in this guy's face. Also, no sense buffing the mines because they already do massive damage if you can get something to walk over them, and buffing them seems like a waste because most players wont be crafty enough to use them outside of detection.
4) Warlock Heart of Darkness
The idea for enhance is nice, but currently its just not doing what it needs to. 6 seconds is too short, and not being able to cast it on the warlock is a huge downside. Possible suggestions:
-a) Heart of Darkness increases energy regeneration of warlock by x (value needed) and gives passive benefits to his three weapons: increased DoT for immolate, increased knockback frequency or special procs for MWB, and higher damage output for WoK.
-b) Heart of Darkness ability "enhance" duration increased to 10 seconds and becomes castable on the warlock as well.
5) More dakka global red cost changed for 75 to 50. No brainer
6) Redesign of GK T1 into energy and ability co-dependence
a) Strike squad start with purification as starting ability
b) WATH is changed to a toggle ability
c) IST's have damage upgrade split between both squad leaders
d) IST grenade barrage has damage lowered, cooldown lowered, and is given an energy cost of 65(?)
e) OPS cost increased to 300-30
f) OPS starting ability changed to stun bomb (with slightly decreased radius). OPS speed reduced to 5.5, cloaking is now granted with fallback plan. Cloaking increases move speed by +1 and energy drain rate is increased.
g) OPS starting DPS lowered by 15%, OPS squad gain 10% DPS when squad leader is purchased in T2.
h) OPS are given a shotgun blast as a second starting ability
i) Purified blades wargear is redesigned with an ability costing energy
j) Purgation squad, both abilities cost energy and the "focus" becomes toggle
MORE TO COME!
Well, when I saw that Caeltos has been working on 2.5 it inspired me to relay some of my thoughts and ideas in terms of how to improve the state of the game. I know that this isn't my mod, but I feel like I can say I have provided some (mostly) non-biased ideas and suggestions towards the optimization of existing wargears or units, many of which have been at least in part taken upon.
Now, I'll be the first to admit that not everything that comes out of my brain is gold... and that's why as a community and more importantly, as a development team, ideas are filtered and discussed, and usually the good ones can stand on their own merit.
In terms of my philosophy for Dow2, especially in the case of weapons and armor, I have always wanted them to be useful without completely relying on another purchase. Obviously synergy is a thing, but in my viewpoint, synergy should serve to make something stronger. It shouldn't be required for something to work in any fashion at all. When it comes to accessories, things are a bit more complicated, but in any case, it still makes to give each wargear individual value.
A great example of this would be the plague sword before it got the long fought over HP buff. This weapon was completely pointless without buying armor to accompany it. With a simple buff of +70 hp, the PC received just enough padding so that he could swing his blade a few times instead of having to insta-retreat.
Concept
What if we could take a few things (wargears) and change the way they perform in very specific instances to give them just enough buff to become relevant?
What if we could adjust performance without changing cost or damage values?
Can we use some balance concepts that have worked before and apply them to situations we have now?
Suggestions
Disclaimer: This list will grow or shrink and be updated if I find some more good ideas posted in this thread. I have more items incoming and will start with just this few for now.
1) Force Commander Power Sword
Let's be honest, it's a decent upgrade. The special attack is quick and deadly. The damage buff is pretty decent, but this wargear is plagued by internal and external conflict. The direct external comparison is of course the LC power sword, which is just flat out better for only 10 req. The only difference being that the LC is a softer hero and doesn't get knockback immunity. Then of course there is the internal conflict with the thunder hammer, which of course is a disgustingly powerful wargear. Now I know that TH is getting adjusted, but that still doesn't include the power sword into any build I know of.
So taking into mind my philosophy on wargear, and also the concepts I'm thinking of, here is my suggestion:
-Power sword increases courage by 50
Reason being that it allows the force commander an increased window for flanking setups, allows him to fight through AWD and ranger suppression better, and doesn't change the way the weapon performs at all. It will compete very slightly with the stormshield, but I don't see it taking away the role.
2)Warboss bang bang hammer/angry bitz
This is a paradigm shift that I have wanted for a long time, yet I haven't had the right idea to pull it off. Now I believe I have the right idea.
This change would have to be a double wammy. First, a nerf to angry bitz, and then seconds, a buff to the bang bang hammer.
-bang bang hammer cost increased to 150-30, bang bang hammer increases warboss courage by 100
-angry bitz cost increased to 130-25, angry bitz no longer grant increased damage
-NOTE: if bang bang hammer changes are put in, boss pole courage damage resistance modifiers for warboss are shrunk considerably.
Reason being that it gives the bang bang hammer a very ego-centric addition to its role and quite frankly, gives it a reason to exist (again, without changing damage values). Again, it will open a larger window for the warboss to get into combat and will make him a flanking nightmare (think team games here too!).
In the same right, angry bitz has needed a nerf for a long time, and I think taking away some of this ridiculous smorgasbord of buffs that the warboss gets from a 20 power wargear along with increasing its value is a great direction to go in. He still gets the regen and the speed buff, which in my opinion are the most important buffs.
3) Techmarine artificer armor
It's a decent upgrade. Probably overshadowed at this point by bionics. Some might argue that bionics is what needs the nerf. At any rate, it got me thinking about how tanky the TM is in cover with this armor, but also how mines have been indirectly nerfed by so many hard to kill/immortal detectors. Here is my suggestion:
-Artificer armor increases TM courage by 50
Reason? In my mind this opens up a larger window for the TM to do his thing and threaten that which threatens him most (Setups in T1 and has worst synergy with ASM). In green cover with 50 extra courage, I guarantee you wont be setting up in this guy's face. Also, no sense buffing the mines because they already do massive damage if you can get something to walk over them, and buffing them seems like a waste because most players wont be crafty enough to use them outside of detection.
4) Warlock Heart of Darkness
The idea for enhance is nice, but currently its just not doing what it needs to. 6 seconds is too short, and not being able to cast it on the warlock is a huge downside. Possible suggestions:
-a) Heart of Darkness increases energy regeneration of warlock by x (value needed) and gives passive benefits to his three weapons: increased DoT for immolate, increased knockback frequency or special procs for MWB, and higher damage output for WoK.
-b) Heart of Darkness ability "enhance" duration increased to 10 seconds and becomes castable on the warlock as well.
5) More dakka global red cost changed for 75 to 50. No brainer
6) Redesign of GK T1 into energy and ability co-dependence
a) Strike squad start with purification as starting ability
b) WATH is changed to a toggle ability
c) IST's have damage upgrade split between both squad leaders
d) IST grenade barrage has damage lowered, cooldown lowered, and is given an energy cost of 65(?)
e) OPS cost increased to 300-30
f) OPS starting ability changed to stun bomb (with slightly decreased radius). OPS speed reduced to 5.5, cloaking is now granted with fallback plan. Cloaking increases move speed by +1 and energy drain rate is increased.
g) OPS starting DPS lowered by 15%, OPS squad gain 10% DPS when squad leader is purchased in T2.
h) OPS are given a shotgun blast as a second starting ability
i) Purified blades wargear is redesigned with an ability costing energy
j) Purgation squad, both abilities cost energy and the "focus" becomes toggle
MORE TO COME!
