2.8 Consensus Changelog (Part 1 of 2)
Posted: Wed 24 Jan, 2018 6:58 am
Hey guys, wanted to check in with you all! I just wanted to fill you people in on what's going on for 2.8 as well as drop the log that we have atm.
First off, if everything goes ok we'll be able to add the Last Stand extra to this iteration. Hooray \o/
Now to the meat of the patch and why it's coming in like this. Normally Myrdal is the tech guy, Torpid is the lead designer and I'm just the #2 guy to help wherever. This time around, Torpid decided to abstain from the design part so the whole "lead designer" spot has been left hazy this time around. Technically, this just makes Myrdal and I the official staff and designers, but I took the initiative to do this patch a little differently.
We tried out a slightly different method this time around. Instead of just having a lead designer give the direction to the patch, this time around I left a changelog with mostly carryover stuff available to the "Inner Circle" group and seeing how they went at it.
From there, people have added/dropped and so on. At this point, they've made it clear to me that they've gone through it so now I'm handing it to you guys and seeing what you make of it.
Here's where the log is right now in two states, the first in this thread is the basic core that should be stable and the second in the other thread where the hard questions need to be asked. You can find a Google Doc link HERE if you would rather use that avenue. Either here or on the Google Doc would do just fine!
So yeah, lemme know what you think! I'm open to a lot.
SIDE NOTE: The Bug Fixes section is more of a "hopeful" section atm. Without going into production, it's hard to say if we can actually fix the problems listed.
---------------------
Basic Version
---------------------
This is the part that seems to pass as is. I wouldn't say it's 100% in stone, but I think this will hold up on the peer review you guys do. I hope this log will help give some context to the questions in the second thread.
Bug Fixes
Spore mines no longer deal full damage to units in retreat.
T3 Lictor flesh responsiveness improved.
If the Brother-Captain moves immediately after starting to cast “psychic lash” it will still pull the target, but CD will not trigger and BC can use it again.
Vox Operator often doesn’t reinforce.
OM Rhino has no A-move function.
Single-target hero abilities are bugging out a lot - being “used” but not having an effect in spite of lowering energy/triggering CD. Trippa shot, high powered shot, hammer of the witches.
Make sure chaos sorcerer shoot 6 doombolts when full energy
Endless swarm still don’t reinforce 2 for 1 if the squad has 6 or more models.
Make sure to make Gravity Blade Levitation Field as reliable as possible, otherwise back to 25 power.
Make sure Blight Grenade initial blast DoT and infection DoT don’t stack with each other.
A fix for setup teams getting stuck in webway gate by making it so they have to de-setup before they enter gates
Chaos Space Marines
Chaos Lord:
Default Bolter range reduced from 38 to 26.
Chaos Sorcerer:
Subjugation now grants the Sorceror 20% damage resistance for the duration of the effect.
Curse of Tzeentch’s effect is now canceled on retreat.
Curse of Tzeentch now lowers the targeted infantry unit’s energy by 60 in addition to its normal effects.
Plague Champion:
Bile Spewer damage modifier vs building light changed from 5 to 3.5.
Bile Spewer slow effect no longer stacks with suppression.
Chaos Space Marine Squad:
Upkeep cost increased from 1.92 to 2.55.
Chaos Havoc Squad:
Crew member bolter damage per hit decreased from 23 to 12. (13.42 to 7 dps)
Eldar
Warlock:
Restoration Field healing effect no longer stacks with base health regeneration.
Swift Movement global cost reduced from 100 to 85.
Warp Spider Exarch:
Phase Shift radius reduced from 15 to 10.
Farseer:
Armour of Fortune health increase reduced from 200 to 150.
Spirit Stones energy cost increased from 70 to 75.
Guardian Weapon Team:
Population cost increased from 3 to 4. (9 to 12 for whole squad)
Falcon:
Damage modifier on the eld_pulse_laser vs Building_Light reduced from 1.5 to 0.75. (venom_cannon_pvp)
Eld_dual_shuriken_catapults_fire_prism and eld_scatter_laser fire on the move accuracy reduced from 100% to 75%.
Sight range reduced from 45 to 40.
Rangers:
Setup and Teardown time increased from .75 and .5 seconds to 1 and .75 seconds respectively.
Imperial Guard
Inquisitor:
Targets affected by Judgment only suffer 50% damage from Judgment’s effects while in retreat.
Leman Russ Battle Tank:
Sight range reduced from 55 to 45.
Baneblade:
Cost increased from 700/180 to 800/180.
Primary cannon damage increased from 150 to 180.
Ordo Malleus
Brother Captain:
Storm Bolter range reduced from 38 to 26.
Inquisitorial Stormtroopers:
Sergeant cost increased from 75/15 to 75/20.
Frag Grenade ability removed.
Sergeant now unlocks the Incendiary Grenade ability.
Incendiary Grenade -
Throw an incendiary grenade that coats an area in flame. 45 grenade damage radius 7.5 initial detonation(no knockback), 10 flame_aoe_ability_pvp damage per second for 10 seconds afterwards in a radius of 10. Range 25, Cooldown 50 seconds. Energy cost set to 60.
Purgation Squad:
Model hp reduced from 350 to 333.
Squad is no longer equipped with 3 Incinerators by default.
Squad is now equipped with 1 Incinerator and 2 sets of Stormbolters and Force Halberds.
Incinerator damage per hit increased from 7 to 16.
Stormbolter damage per hit set to 12. (7 dps)
Force Sword damage per hit set to 12. (12 dps)
Psilencers upgrade now equips the squad with only 1 Psilencer, rather than 3.
Psilencer damage per hit increased from 31 to 50.
Psilencer no longer deals damage in an area of effect.
Squad now has the Conversion Beamer upgrade.
Conversion Beamer -
Equip one member of the squad with a Conversion Beamer, effective against vehicles. Attacks on vehicles or monstrous creatures reduce their speed by 50% for 5 seconds.
Cost set to 75/0, unlocks in T2.
Conversion Beamer weapon has stats identical to the SM Lascannon.
Orks
Warboss:
Default Shoota range reduced from 38 to 26.
Kommando Nob:
Betta Kombat Kit health increase increased from 100 to 175.
Betta Kombat Kit no longer increases the Kommando Nob’s energy by 25.
Space Marines
Terminator Force Commander:
Cost increased from 150/65 to 150/80.
Tyranids
Hive Tyrant:
Warrior Brood Call-In changed to Tyrant Guard Call-In at base 350/45/175. Unlocks in T2.
Bio Plasma now inflicts 7 flame dps for 10 seconds in radius of 5 around the area of impact.
Lictor Alpha:
Spore Mine Call-In changed to Venom Brood Call-In, Cost 300/0/175, delay of 7 seconds. Unlocks in T2.
Health increased from 620 to 630.
Sight range increased from 38 to 40.
Flesh hook energy cost reduced from 60 to 50.
Adrenal Glands heath increase increased from 100 to 150.
Corrosive Claws cost increased from 110/25 to 125/35.
Corrosive Claws debuff can now also be applied to vehicles in addition to its normal effects.
Ravener Alpha:
Reinforced Chitin cost increased from 100/20 to 120/25.
Strengthened Sinew cost reduced from 110/20 to 100/20.
Ravener Brood:
Cost reduced from 400/45 to 400/40.
Zoanthrope:
Now has the Symbiosis upgrade. Unlocks at T3. Cost set to 100/25.
Symbiosis upgrade unlocks the Symbiosis ability.
Symbiosis -
Mend the wounds of a monstrous creature with your psychic might. Channeled ability. Heals an allied monstrous creature for 20 hp/s for 10 seconds. Cooldown 60 seconds. Range 15. Energy cost set to 70.
First off, if everything goes ok we'll be able to add the Last Stand extra to this iteration. Hooray \o/
Now to the meat of the patch and why it's coming in like this. Normally Myrdal is the tech guy, Torpid is the lead designer and I'm just the #2 guy to help wherever. This time around, Torpid decided to abstain from the design part so the whole "lead designer" spot has been left hazy this time around. Technically, this just makes Myrdal and I the official staff and designers, but I took the initiative to do this patch a little differently.
We tried out a slightly different method this time around. Instead of just having a lead designer give the direction to the patch, this time around I left a changelog with mostly carryover stuff available to the "Inner Circle" group and seeing how they went at it.
From there, people have added/dropped and so on. At this point, they've made it clear to me that they've gone through it so now I'm handing it to you guys and seeing what you make of it.
Here's where the log is right now in two states, the first in this thread is the basic core that should be stable and the second in the other thread where the hard questions need to be asked. You can find a Google Doc link HERE if you would rather use that avenue. Either here or on the Google Doc would do just fine!
So yeah, lemme know what you think! I'm open to a lot.
SIDE NOTE: The Bug Fixes section is more of a "hopeful" section atm. Without going into production, it's hard to say if we can actually fix the problems listed.
---------------------
Basic Version
---------------------
This is the part that seems to pass as is. I wouldn't say it's 100% in stone, but I think this will hold up on the peer review you guys do. I hope this log will help give some context to the questions in the second thread.
Bug Fixes
Spore mines no longer deal full damage to units in retreat.
T3 Lictor flesh responsiveness improved.
If the Brother-Captain moves immediately after starting to cast “psychic lash” it will still pull the target, but CD will not trigger and BC can use it again.
Vox Operator often doesn’t reinforce.
OM Rhino has no A-move function.
Single-target hero abilities are bugging out a lot - being “used” but not having an effect in spite of lowering energy/triggering CD. Trippa shot, high powered shot, hammer of the witches.
Make sure chaos sorcerer shoot 6 doombolts when full energy
Endless swarm still don’t reinforce 2 for 1 if the squad has 6 or more models.
Make sure to make Gravity Blade Levitation Field as reliable as possible, otherwise back to 25 power.
Make sure Blight Grenade initial blast DoT and infection DoT don’t stack with each other.
A fix for setup teams getting stuck in webway gate by making it so they have to de-setup before they enter gates
Chaos Space Marines
Chaos Lord:
Default Bolter range reduced from 38 to 26.
Chaos Sorcerer:
Subjugation now grants the Sorceror 20% damage resistance for the duration of the effect.
Curse of Tzeentch’s effect is now canceled on retreat.
Curse of Tzeentch now lowers the targeted infantry unit’s energy by 60 in addition to its normal effects.
Plague Champion:
Bile Spewer damage modifier vs building light changed from 5 to 3.5.
Bile Spewer slow effect no longer stacks with suppression.
Chaos Space Marine Squad:
Upkeep cost increased from 1.92 to 2.55.
Chaos Havoc Squad:
Crew member bolter damage per hit decreased from 23 to 12. (13.42 to 7 dps)
Eldar
Warlock:
Restoration Field healing effect no longer stacks with base health regeneration.
Swift Movement global cost reduced from 100 to 85.
Warp Spider Exarch:
Phase Shift radius reduced from 15 to 10.
Farseer:
Armour of Fortune health increase reduced from 200 to 150.
Spirit Stones energy cost increased from 70 to 75.
Guardian Weapon Team:
Population cost increased from 3 to 4. (9 to 12 for whole squad)
Falcon:
Damage modifier on the eld_pulse_laser vs Building_Light reduced from 1.5 to 0.75. (venom_cannon_pvp)
Eld_dual_shuriken_catapults_fire_prism and eld_scatter_laser fire on the move accuracy reduced from 100% to 75%.
Sight range reduced from 45 to 40.
Rangers:
Setup and Teardown time increased from .75 and .5 seconds to 1 and .75 seconds respectively.
Imperial Guard
Inquisitor:
Targets affected by Judgment only suffer 50% damage from Judgment’s effects while in retreat.
Leman Russ Battle Tank:
Sight range reduced from 55 to 45.
Baneblade:
Cost increased from 700/180 to 800/180.
Primary cannon damage increased from 150 to 180.
Ordo Malleus
Brother Captain:
Storm Bolter range reduced from 38 to 26.
Inquisitorial Stormtroopers:
Sergeant cost increased from 75/15 to 75/20.
Frag Grenade ability removed.
Sergeant now unlocks the Incendiary Grenade ability.
Incendiary Grenade -
Throw an incendiary grenade that coats an area in flame. 45 grenade damage radius 7.5 initial detonation(no knockback), 10 flame_aoe_ability_pvp damage per second for 10 seconds afterwards in a radius of 10. Range 25, Cooldown 50 seconds. Energy cost set to 60.
Purgation Squad:
Model hp reduced from 350 to 333.
Squad is no longer equipped with 3 Incinerators by default.
Squad is now equipped with 1 Incinerator and 2 sets of Stormbolters and Force Halberds.
Incinerator damage per hit increased from 7 to 16.
Stormbolter damage per hit set to 12. (7 dps)
Force Sword damage per hit set to 12. (12 dps)
Psilencers upgrade now equips the squad with only 1 Psilencer, rather than 3.
Psilencer damage per hit increased from 31 to 50.
Psilencer no longer deals damage in an area of effect.
Squad now has the Conversion Beamer upgrade.
Conversion Beamer -
Equip one member of the squad with a Conversion Beamer, effective against vehicles. Attacks on vehicles or monstrous creatures reduce their speed by 50% for 5 seconds.
Cost set to 75/0, unlocks in T2.
Conversion Beamer weapon has stats identical to the SM Lascannon.
Orks
Warboss:
Default Shoota range reduced from 38 to 26.
Kommando Nob:
Betta Kombat Kit health increase increased from 100 to 175.
Betta Kombat Kit no longer increases the Kommando Nob’s energy by 25.
Space Marines
Terminator Force Commander:
Cost increased from 150/65 to 150/80.
Tyranids
Hive Tyrant:
Warrior Brood Call-In changed to Tyrant Guard Call-In at base 350/45/175. Unlocks in T2.
Bio Plasma now inflicts 7 flame dps for 10 seconds in radius of 5 around the area of impact.
Lictor Alpha:
Spore Mine Call-In changed to Venom Brood Call-In, Cost 300/0/175, delay of 7 seconds. Unlocks in T2.
Health increased from 620 to 630.
Sight range increased from 38 to 40.
Flesh hook energy cost reduced from 60 to 50.
Adrenal Glands heath increase increased from 100 to 150.
Corrosive Claws cost increased from 110/25 to 125/35.
Corrosive Claws debuff can now also be applied to vehicles in addition to its normal effects.
Ravener Alpha:
Reinforced Chitin cost increased from 100/20 to 120/25.
Strengthened Sinew cost reduced from 110/20 to 100/20.
Ravener Brood:
Cost reduced from 400/45 to 400/40.
Zoanthrope:
Now has the Symbiosis upgrade. Unlocks at T3. Cost set to 100/25.
Symbiosis upgrade unlocks the Symbiosis ability.
Symbiosis -
Mend the wounds of a monstrous creature with your psychic might. Channeled ability. Heals an allied monstrous creature for 20 hp/s for 10 seconds. Cooldown 60 seconds. Range 15. Energy cost set to 70.
On a serious note looks pretty good patch! I like the idea of Zoan healing monstrous, would that work on TG as well as his shield wall?
Anyway, I would say it can be changed for a Warrior Brood drop. Because LA players are focusing on melee in general.

