Random Balance Thoughts
Posted: Thu 06 Oct, 2016 8:10 pm
What exactly needs buffs? But anyway here is my rant.
Razorbacks smoke nade actually working immediately rather than 3 seconds after its detonation.
Also changing the merciless strike so it actually operates better caz atm it fucking sucks only because of how the serg has to path first before using the ability when he should just use the ability. Kinda like i fix that problem and honestly it's too good when i did fix it.
Apothecary's aura stacking with the infiltration kit health regen needs to be fixed because that's a little broken. Each model gets 7.5 hp regen per second when out of combat (which mean they can be shot at but they cant be shooting back). On four models that's an insane 30 hp per second across the squad.
Force Commander's Standard could use a little nerf in some way. Not sure how though. This thing with Tac plasma is a bit too strong. The Sword could use a little rework. I say the initial battle cry gives 15% and after that ever special give 10% like normal. I have had a FC with Power sword and range terminators bet OM terminators in melee before. Not cool. Although it was for me.
Armor of Alacrity needs a small req cost reduction to 105 from 110 and the Artificer armor needs a req increase to 110 or 115. AA stills get overshadowed by Artificer because the health regen energy regen and 200 health is a bit too hard to say no to plus is amazing on him ever since the bolt pistol buff. He has sustain ability and is not easy to kite anymore.
Shotgun scout could use some tweaking in their damage modifiers at the long and distant range as well as making the long and distant range different and not the same 26. Shotgun blast should be used buy the whole squad. And have a range ignore when the ability starts so the scouts are constantly moving forward to the target. And this also fixes the long ignored bug of double shotgun blasts from a single scout squad. There is no way this was intended. Btw did something similar to ASM before so even when they get knocked back they still jump to the targeted location without having the walker into range and then jumping. Although i'm still experimenting.
ASM melta bomb slow should not stack with other slows. Stun locking should never have been a thing anyway. Also the squad should also be immune the KB when throwing it. Just saying.
Walkers should also be able to path over infantry units. But that's a personal thing that doesn't really matter.
Alturch buffs too unit when she lands is stupid strong. And the Speed increased she provides should be increased but the speed buff be exclusive so it doesn't stack so no more speed 13123456 banshees.
Wraithguard need to have fire on the move removed and if they keep it the unit gets moved to t3 and the D cannon switches to t2 and the singularity ability is unlocked at t3.
Dire avengers needs to have their cost increased to 280. Because 300 it actually too much bute 270 is also too little small nerf will probably find this units proper place.
Dark Reapers range is stupid, nearly (they are on the VERY edge of the firing arc) out ranging suppression teams when unbuffed. Reduce the range by 2-4 and lower reload speed or cooldown to compensate.
Warp spiders.....fucking amazing. Idk what to do with them but they needs a miniscule nerf. I mean this unit is almost the only reason why my Banshee and autarch builds work soo fucking well.
Falcon reinforcement radius could go down. and its req cost could be reduced too to compensate but hey i don't really care if the falcon gets looked at.
Seer Council....stupid jumps need to not do so much damage. The Knockback is already freaking annoying for units trying to use a targeted ability.
Inquisitors hammer of the witches. Remove her always facing the enemy so it doesn't. This is for almost every one of her abilities. Make her time for the ability to go off smaller but also make a way for her not do the ability again when she is disrupted. Idk if Assail works like this but if it does not, increases it range by 5 and have it so if she get disrupted the ability stops.
The Guardsmen serg pisses me off. The serg after the first two should cost a bit more. The amount of damage (2 gms plus him) and eco stability these bastards bring is amazing for them to constantly be overlooked.
The Sentinel needs a purpose later in the game. I would like to have an armor upgrade in t3 to change his armor type to super heavy to protect against small arms fire. Plus the things need some love.
IG autocannons....need to do less AV damage. And AV damage specifically they might need their own damage type for that though.
Kasrkin. Do something about them.
Inspire determination. Lower the Speed buff and make the speed buff exclusive. Speed 11 Ograns aren't cool. In return lower the cost for bionic eye.
Stubbornness. Health regen needs to be lowered. He can keep the 75% extra damage he is able to get.
Carapace armor. Health regen that thing gives. Yaaaa no too much. Lower it to 2 from 3.5 and add energy regen.
LG the Incoming ability needs to not block ability KB and have the wargear cost lowered after. Stabilizer health regen duration could use a small decrease.
Basilisk flare needs a red increase as well to 80-85. 75 red to completely shut down another player's army and nearly win the fight from that is ridiculous. If that doesn't happen the radius that it affects units needs to be lowered because atm its super powerful.
Heretic needs their doomblast damage back when the get the AC everyone has agreed on that. P.S it annoys me when people say the heretics are fragile this patch when their health was not touched. How about the cost effectiveness out of the gate is as good anymore since the nerf?
Raptor melta guns need some love. Honestly id say just a flat cost decrease to 50/20. Freakin unit is probably going to die anyway when they get this upgrade if there is counter initiation and you get the most out of this when the AC is purchase which is a MASSIVE risk. OR increase the cost and have raptors function like interceptors. Idk it's yall call.
Autocannon Havocs. Pretty much the same out look on IG autocannons.
Bloodletters are perfect btw.
Chaos Lord's immolate could use a rework. Id like it to persuade Tactical Marines to get out of the area. Not a flat damage increase though. Maybe add a modifier on hit action the specifically target heavy infantry sort of how kraken rounds work.
Chaos Sorc...love him the only grip is how is doombots are hit or miss...literally. This probably can't be changed though. I tried myself it just looks weird when fiddled with.
Plague Champion. The real reason why Melta Gun raptors need a buff because good luck with a tank.
Chosen PM's need a nerf. Everyone agrees on this. Lower Hp regen a bit same with regular PMs.
Nurgle Pred. The DoT damage based on range should be looked at imo, since it's nearly neglectable. Unless you are IG.
Orks...Sluggas nobs swamp 'em could use a red increase but it's not totally needed.
Battery Pack. Cost increase please. The 150 hp heal on orks (which is already too strong) but it also works on vehicles. Storm boyz turn into actual t1 nobs with mekboy support. And let's not even mention the pain boy heal.
Pain boy. Melee resistance please. I mean i know he lost a leg and all but he can still fight. Don't leave out the crippled that's mean boss.
Mek Boy's turrets. 150/20 for a piece of nonsense. Lower it to 150/10 and reduced the damage by a small amount. And then remove the scrape ability. People will then actually use the dang thing. I mean "two grotz in a can comin' up" is an amazing quote. Let's not have it go to waste #makegrotzgreatagain
Angry Bitz damage buff could get a small decrease from 35% to 30%. And reduced the energy cost to 45 plz. Make shoot 'em good actually useful ty. Or just replace the thing with a bag of gitz. And he just throws them at the enemy to knock them down. World's more useful than how the ability works atm.
Honestly i can think of too much else on orks they are already in an amazing spot imo.
Tyranids. My main concern is zoanthropes need the snare back even if it's just 30% movement snare and also reduce the damage to around 90-100 and then i am fine.
Ravener Alpha Melee builds might be too strong but I have to play, play againsts and see it more often to get a good judgment on this.
Venom Cannon Fex should get fire on the move again or a Range increase to 50. So then its actual worth its price. Or like the trend is already lower the cost for the upgrade to 100/35 like how the lascannon upgrades worked. Yes i know the Venom canon fex comes with a artillery ability but so what. The Venom Cannon is on a slow mobile platform that needs to go to base when it needs to heal. And it doesn't do that much damage anyway. The only reason why it can do anything anyway is because it's health pool allows for it to bully other tanks. But it will lose a chunk of HP from doing so and will have to walk back to base to heal up while the tank get repairs so much faster and hit the field again to half the time the fex does. Plus the moment this fex get snared it's usually dead. He can Knock back the AV set up team but they will just get right back up. Yes you can try and focus that set up but that leaves your synapse creatures wide open which is fatal. The Barbed Strangler suppress and does insane damage and can spawn spore mines to do even more suppression and damage. Your only hope being a tank or heavy melee to deal with a barbed Fex effectively and another snaring AV setup. While the Venom cannon fex can be put at bay by one AV set up. 150/50 is way to much on a squad that already costs 600/150. For the price tag of 750/200 this should perform way better than it does.
The Thornback Fex could also a bit of a buff. Lower the req cost to 135 from 150. Keep the power cost. I still think it underperforms when compared to the cost.
Think that is my two cents.
Razorbacks smoke nade actually working immediately rather than 3 seconds after its detonation.
Also changing the merciless strike so it actually operates better caz atm it fucking sucks only because of how the serg has to path first before using the ability when he should just use the ability. Kinda like i fix that problem and honestly it's too good when i did fix it.
Apothecary's aura stacking with the infiltration kit health regen needs to be fixed because that's a little broken. Each model gets 7.5 hp regen per second when out of combat (which mean they can be shot at but they cant be shooting back). On four models that's an insane 30 hp per second across the squad.
Force Commander's Standard could use a little nerf in some way. Not sure how though. This thing with Tac plasma is a bit too strong. The Sword could use a little rework. I say the initial battle cry gives 15% and after that ever special give 10% like normal. I have had a FC with Power sword and range terminators bet OM terminators in melee before. Not cool. Although it was for me.
Armor of Alacrity needs a small req cost reduction to 105 from 110 and the Artificer armor needs a req increase to 110 or 115. AA stills get overshadowed by Artificer because the health regen energy regen and 200 health is a bit too hard to say no to plus is amazing on him ever since the bolt pistol buff. He has sustain ability and is not easy to kite anymore.
Shotgun scout could use some tweaking in their damage modifiers at the long and distant range as well as making the long and distant range different and not the same 26. Shotgun blast should be used buy the whole squad. And have a range ignore when the ability starts so the scouts are constantly moving forward to the target. And this also fixes the long ignored bug of double shotgun blasts from a single scout squad. There is no way this was intended. Btw did something similar to ASM before so even when they get knocked back they still jump to the targeted location without having the walker into range and then jumping. Although i'm still experimenting.
ASM melta bomb slow should not stack with other slows. Stun locking should never have been a thing anyway. Also the squad should also be immune the KB when throwing it. Just saying.
Walkers should also be able to path over infantry units. But that's a personal thing that doesn't really matter.
Alturch buffs too unit when she lands is stupid strong. And the Speed increased she provides should be increased but the speed buff be exclusive so it doesn't stack so no more speed 13123456 banshees.
Wraithguard need to have fire on the move removed and if they keep it the unit gets moved to t3 and the D cannon switches to t2 and the singularity ability is unlocked at t3.
Dire avengers needs to have their cost increased to 280. Because 300 it actually too much bute 270 is also too little small nerf will probably find this units proper place.
Dark Reapers range is stupid, nearly (they are on the VERY edge of the firing arc) out ranging suppression teams when unbuffed. Reduce the range by 2-4 and lower reload speed or cooldown to compensate.
Warp spiders.....fucking amazing. Idk what to do with them but they needs a miniscule nerf. I mean this unit is almost the only reason why my Banshee and autarch builds work soo fucking well.
Falcon reinforcement radius could go down. and its req cost could be reduced too to compensate but hey i don't really care if the falcon gets looked at.
Seer Council....stupid jumps need to not do so much damage. The Knockback is already freaking annoying for units trying to use a targeted ability.
Inquisitors hammer of the witches. Remove her always facing the enemy so it doesn't. This is for almost every one of her abilities. Make her time for the ability to go off smaller but also make a way for her not do the ability again when she is disrupted. Idk if Assail works like this but if it does not, increases it range by 5 and have it so if she get disrupted the ability stops.
The Guardsmen serg pisses me off. The serg after the first two should cost a bit more. The amount of damage (2 gms plus him) and eco stability these bastards bring is amazing for them to constantly be overlooked.
The Sentinel needs a purpose later in the game. I would like to have an armor upgrade in t3 to change his armor type to super heavy to protect against small arms fire. Plus the things need some love.
IG autocannons....need to do less AV damage. And AV damage specifically they might need their own damage type for that though.
Kasrkin. Do something about them.
Inspire determination. Lower the Speed buff and make the speed buff exclusive. Speed 11 Ograns aren't cool. In return lower the cost for bionic eye.
Stubbornness. Health regen needs to be lowered. He can keep the 75% extra damage he is able to get.
Carapace armor. Health regen that thing gives. Yaaaa no too much. Lower it to 2 from 3.5 and add energy regen.
LG the Incoming ability needs to not block ability KB and have the wargear cost lowered after. Stabilizer health regen duration could use a small decrease.
Basilisk flare needs a red increase as well to 80-85. 75 red to completely shut down another player's army and nearly win the fight from that is ridiculous. If that doesn't happen the radius that it affects units needs to be lowered because atm its super powerful.
Heretic needs their doomblast damage back when the get the AC everyone has agreed on that. P.S it annoys me when people say the heretics are fragile this patch when their health was not touched. How about the cost effectiveness out of the gate is as good anymore since the nerf?
Raptor melta guns need some love. Honestly id say just a flat cost decrease to 50/20. Freakin unit is probably going to die anyway when they get this upgrade if there is counter initiation and you get the most out of this when the AC is purchase which is a MASSIVE risk. OR increase the cost and have raptors function like interceptors. Idk it's yall call.
Autocannon Havocs. Pretty much the same out look on IG autocannons.
Bloodletters are perfect btw.
Chaos Lord's immolate could use a rework. Id like it to persuade Tactical Marines to get out of the area. Not a flat damage increase though. Maybe add a modifier on hit action the specifically target heavy infantry sort of how kraken rounds work.
Chaos Sorc...love him the only grip is how is doombots are hit or miss...literally. This probably can't be changed though. I tried myself it just looks weird when fiddled with.
Plague Champion. The real reason why Melta Gun raptors need a buff because good luck with a tank.
Chosen PM's need a nerf. Everyone agrees on this. Lower Hp regen a bit same with regular PMs.
Nurgle Pred. The DoT damage based on range should be looked at imo, since it's nearly neglectable. Unless you are IG.
Orks...Sluggas nobs swamp 'em could use a red increase but it's not totally needed.
Battery Pack. Cost increase please. The 150 hp heal on orks (which is already too strong) but it also works on vehicles. Storm boyz turn into actual t1 nobs with mekboy support. And let's not even mention the pain boy heal.
Pain boy. Melee resistance please. I mean i know he lost a leg and all but he can still fight. Don't leave out the crippled that's mean boss.
Mek Boy's turrets. 150/20 for a piece of nonsense. Lower it to 150/10 and reduced the damage by a small amount. And then remove the scrape ability. People will then actually use the dang thing. I mean "two grotz in a can comin' up" is an amazing quote. Let's not have it go to waste #makegrotzgreatagain
Angry Bitz damage buff could get a small decrease from 35% to 30%. And reduced the energy cost to 45 plz. Make shoot 'em good actually useful ty. Or just replace the thing with a bag of gitz. And he just throws them at the enemy to knock them down. World's more useful than how the ability works atm.
Honestly i can think of too much else on orks they are already in an amazing spot imo.
Tyranids. My main concern is zoanthropes need the snare back even if it's just 30% movement snare and also reduce the damage to around 90-100 and then i am fine.
Ravener Alpha Melee builds might be too strong but I have to play, play againsts and see it more often to get a good judgment on this.
Venom Cannon Fex should get fire on the move again or a Range increase to 50. So then its actual worth its price. Or like the trend is already lower the cost for the upgrade to 100/35 like how the lascannon upgrades worked. Yes i know the Venom canon fex comes with a artillery ability but so what. The Venom Cannon is on a slow mobile platform that needs to go to base when it needs to heal. And it doesn't do that much damage anyway. The only reason why it can do anything anyway is because it's health pool allows for it to bully other tanks. But it will lose a chunk of HP from doing so and will have to walk back to base to heal up while the tank get repairs so much faster and hit the field again to half the time the fex does. Plus the moment this fex get snared it's usually dead. He can Knock back the AV set up team but they will just get right back up. Yes you can try and focus that set up but that leaves your synapse creatures wide open which is fatal. The Barbed Strangler suppress and does insane damage and can spawn spore mines to do even more suppression and damage. Your only hope being a tank or heavy melee to deal with a barbed Fex effectively and another snaring AV setup. While the Venom cannon fex can be put at bay by one AV set up. 150/50 is way to much on a squad that already costs 600/150. For the price tag of 750/200 this should perform way better than it does.
The Thornback Fex could also a bit of a buff. Lower the req cost to 135 from 150. Keep the power cost. I still think it underperforms when compared to the cost.
Think that is my two cents.
