hastaga wrote: Regarding your point one. There are no 'most abilities'. Warp vomit is of similar nature but weird boy needs to get to a relatively close range to do that. Close enough to be hit by my CSM anyway. Also it can't charge toward you as fast as the Farseer. I don't really have a problem with them able to walk particularly fast. (Though actually I do, coz that means they always cap mid objectives before other races in 3v3.. should probably put the spell on cool down at the beginning of the game, that is for another thread to discuss) It is the range that is the most problematic (minimal risk to cast). Going back to weirdboy. If he walks up to you, you know he's going to do that, but before the idea of "Oh the FS is coming toward me" knocks into your head, her spell is always already out and your army crippled. This is the difference we're talking about here. IIRC Weirdboy also has a longer casting animation. Obvious and slow enough for you to know 'shit's gonna happen'
And hey, guess what? Unlike Ork, Eldar has a buncha long range/setup stuff that can get you from the fog of war.
Please try to consider what race this is about. Eldar are entirely dependent on mobility, range, and their 'tricks' as without those, they're just worse versions of Orks. Less cost effective. Less raw durability. Less general utility. They make up for this by being able to dodge around engagements with their speed and avoid taking losses until a time when it can benefit them, which is often pivoting on how well they can implement their abilities. If forced to take an inopportune engagement, they tend to fall, and when they do, they fall hard.
Time Field is a perfect example of this. The Farseer is already an energy intensive squishy hero who can drop in the blink of an eye to concentrated ranged fire. If she's being used correctly, she has to properly manage all of her energy in order to actually make use of her abilities, or she won't be able to get more than one or two off at a time. Keep in mind that while using AoA, she can't get Rune Armor, thus keeping her from being able to get the big energy-battery so that she can spam guide/doom/what have you.
hastaga wrote:Onto your point 2. Just because there is a way to mitigate damage doesn't mean the subject in question is not OP. I.E GK stuff hurts too much, you can use abilities/kill them back/play better to mitigate damage, but we'll still agree that it's OP.
The difference between good and OP is how effectively it can be countered in relation to the amount of difficulty there is involved in getting/using it. Once again, Time Field is a T3 option which locks out the very desirable Rune Armor on one of the most energy intensive heroes in the game. In addition, it comes with a hefty 50 power price tag for a race which is known for being notoriously power-hungry gameplay wise. This isn't an idle drop of resources, as it will heavily delay things like a Fire Prism, or an Avatar, or even just a simple D-Cannon quite a bit. The field does very little on its own and is reliant on having a large, long-ranged force to capitalize, or to have something like an Eldritch to drop. If you split your units, the damage is heavily mitigated.
Since you compared them to GK, please excuse this slightly dissimilar comparison to the Force Commander. If he gets both Teleporter and Thunder Hammer, there is no direct hard counter to him. Fighting him in melee is very dangerous, bordering on suicide, because of his tracking 360 specials. Fighting him in range is difficult because of his ability to instantly appear on your face. He can hold up, or even force off entire armies singlehandedly in some cases, but this isn't OP because of the investment. It locks him out of things like Power Fist to fight vehicles, and Banner to support his troops. It's a very powerful build, but its damage, just like Time Field, can be mitigated by splitting up your forces. You take some damage/disruption/maybe have to retreat with a squad or two, but it's hardly a game-breaking ability.
hastaga wrote:Point 3. Good =/= OP. Following your logic that an expensive upgrade/item deserves to be good, how about we give every race a choice to kill everything in sight at the cost of 1k req and 1k power? At least sorc's mind control isn't that convenient of a spell; it needs to be cast in a close range, sorc can't do anything else while channeling the ability. The ability from the commander doesn't threaten to force retreat a large area of your units immediately. That's the borderline meaning of 'room for counter play'.
I apologize if this sounds rude, but that argument feels a bit silly to me if I'm honest. There is no comparison between a literal "I win button" and the AoA. Time Field doesn't insta-kill anything. It can set up combos, and is very dangerous for things like Super-Heavy tanks when combined with an Eldritch, but it's not nearly as dangerous as you're making it sound.
As stated above, there is counter-play. It's more difficult for some races than others, but it's there. Not every piece of wargear is going to be stopped as simply as pressing a button.
Sorc can be concealed with worshipping heretics, making him essentially untargetable (more so if you have 2 squads cloaking each other) so long as the enemy doesn't have a detector nearby. While I rarely play Chaos, that was a trick I used to like to toy around with back in my earlier days as it was very effective when it could be pulled off.
hastaga wrote:Regarding point 4. It doesn't hurt to bring it up here. It's not exactly a 'bug' but a hole in the design rather, as timefield at its current state is meant to prevent anything inside from casting ability.
Whether a bug or an oversight, it obviously isn't intended for the design of the wargear. As such, it should probably be brought up in the bug section since it has closer relation to that then balance as it wasn't created with such a function in mind, and is a definite thing that should be fixed.