Wargear

Issues dealing with gameplay balance.
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Nuclear Arbitor
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Wargear

Postby Nuclear Arbitor » Sat 20 Apr, 2013 11:10 pm

seeing as we no longer have a wargear thread i figured i'd start one rather than post an individual thread.
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Re: Wargear

Postby Nuclear Arbitor » Sat 20 Apr, 2013 11:13 pm

and to start it off: does do people feel about fortune? i think the armour it self is ok but i'm not really sure about the ability. i originally thought it was 50% damage reduction but it turns out it's only 30%, which explains the differences between what i expected and what i got. 30% is fairly substantial but i never notice a difference between when i use it and when i don't so i was wondering what other people thought about it.
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Re: Wargear

Postby FiSH » Sat 20 Apr, 2013 11:41 pm

I think 50% would be just ridiculous, and 30% to be a good number.
Warboss, for example, has to use 75 red (I think?) for 'Ard Boyz, which I think is 30% damage reduction in elite, but that global is quite useful still.

Also, think of damage reduction is better than health buff:
EX) say a squad with 100 health gets hit with 10 dps, takes 10 seconds to die.
-> 30% damage reduction: 100 health / 7 dps = 14.3 seconds to die
-> 30% health buff: 130 health / 10 dps = 13 seconds to die
Doing the math with 50% damage reduction:
-> 50% damage reduction: 100 health / 5 dps = 20 seconds to die
-> 50% health buff: 150 health / 10 dps = 15 seconds to die
We see that 30% damage reduction is almost as good as 50% health buff, which is no joke.
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Re: Wargear

Postby Indrid » Sat 20 Apr, 2013 11:48 pm

'Ard Boyz is 25%.

Blight Grenades: Buff! Increase the cost if you have to.
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Re: Wargear

Postby Ace of Swords » Sun 21 Apr, 2013 1:51 am

I was thinking about the armor of the apotecharion and how it doesn't really fit any real apo build at the 100%, a few patches ago it changed making it more useful for going around and capping, it's quite nice, but since it doesn't revive your hero anymore (which was quite OP anyway) and considering it's cost it's not really worth taking in any other build beside chainsword/armor of the apotecharion/nades or purfication rites, and even in this build the AoE heal it brings doesn't synergize well at all, so i was thinking if instead it would lose it's aoe heal and get a better main heal perhaps in form of it's former Healing over Time.
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Re: Wargear

Postby Nurland » Sun 21 Apr, 2013 10:57 am

What I never quite understood was why damonic visage was changed to its current state? I liked it in retail but now it just feels like a crappier version of trophy rack.
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Re: Wargear

Postby Lulgrim » Sun 21 Apr, 2013 11:54 am

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Re: Wargear

Postby Nurland » Sun 21 Apr, 2013 1:26 pm

Rofl. Oops. I haz fehled teh typing gods.
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Re: Wargear

Postby Dark Riku » Sun 21 Apr, 2013 4:08 pm

:lol:
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Re: Wargear

Postby Lost Son of Nikhel » Tue 23 Apr, 2013 4:34 pm

Nurland wrote:What I never quite understood was why damonic visage was changed to its current state? I liked it in retail but now it just feels like a crappier version of trophy rack.


In retail Damonic ( :lol: ) Visage was a crappier and unconsistent version of Trophy Rack with 5 more radius.

In ELITE is a even a worst version of Trophy Rack with 5 more radius. And more expensive. But at least the debuff is consistent and don't depends on the Chaos Lord hitting something in melee.
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Re: Wargear

Postby Indrid » Tue 23 Apr, 2013 7:50 pm

They have the same radius now (25) iirc
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Re: Wargear

Postby Nuclear Arbitor » Tue 30 Apr, 2013 5:59 am

i think the knob stun grenade could use some tweaking; either a faster fly time or a slightly shorter fuzz time. right now it just flat out doesn't work against anyone who is even slightly aware, especially from long range, and you can't use it as a deterrent very well because it stuns your own people.
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Re: Wargear

Postby Kvek » Tue 30 Apr, 2013 10:27 am

lol ? the stun nade is awesome it can stop melee units from closing in. Can force enemies to leave cover etc.
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Re: Wargear

Postby Codex » Wed 01 May, 2013 7:16 pm

The Chaos Lord walks through cover and cannot be suppressed. The only way to deal with his Damonic :P Visage IS damage. The same is not true of Warboss, and thus there should be a discrepancy.
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Commissar Yarrick
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Re: Wargear

Postby Commissar Yarrick » Wed 01 May, 2013 9:44 pm

Commissar power fist model must be changed into a power claw! Having two firsts in one arsenal feels silly.
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Re: Wargear

Postby PanKiller » Thu 02 May, 2013 2:15 am

Yes definitely , even tho comissar lord is so gay .
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Re: Wargear

Postby Kvek » Sat 11 May, 2013 9:58 am

Merciless witchblade. This thing has a passive 100% chance to knockback enemies. This thing is like a full auto with low damage but no cooldown. Can it get a nerf to 50% to KB ?
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Re: Wargear

Postby FiSH » Sat 11 May, 2013 10:06 am

I'd agree with you kvek if the blade was lowered in power cost somewhat. 35 power in T1 is A LOT, especially if you consider how power hungry eldar T1 can be.

It's funny that I can still relate to you, and this is after the knockback is nerfed already from retail... the trollblade lol
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Re: Wargear

Postby Kvek » Sat 11 May, 2013 10:15 am

35 is maybe a lot but still. It has a nice melee damage and drains energy from enemy.
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Re: Wargear

Postby Ace of Swords » Sat 11 May, 2013 2:21 pm

FiSH wrote:I'd agree with you kvek if the blade was lowered in power cost somewhat. 35 power in T1 is A LOT, especially if you consider how power hungry eldar T1 can be.

It's funny that I can still relate to you, and this is after the knockback is nerfed already from retail... the trollblade lol


It has high dps, can knockout heroes/single entities forever and drains energy, + the special attack it has, 35 power seems low for what it does.
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Re: Wargear

Postby Asmon » Sat 11 May, 2013 6:10 pm

MWB has been nerfed, it cannot kb units as well as it did before. The special also has been toned down. And the dps are not high, just medium.

And 35 power is a game-changer investment in T1. Stop thinking in matter of 3v3.
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Re: Wargear

Postby Ace of Swords » Sat 11 May, 2013 7:15 pm

The game mode doesn't matter, this investment pays off too much for what it costs and doesn't require any particular skill to make it work, compared to let's say, the throw,currently it's too stong as it grants too many things in a single upgrade.
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Re: Wargear

Postby Dark Riku » Sat 11 May, 2013 8:25 pm

Asmon wrote:MWB has been nerfed, it cannot kb units as well as it did before. The special also has been toned down. And the dps are not high, just medium.

And 35 power is a game-changer investment in T1. Stop thinking in matter of 3v3.


It hasn't been nerfed. You get a slight chance to retreat out of it now. Unless you are using an ability or capping. It still chain knockbacks your into eternity.

Not high dps?! Eldar bias much?

We are talking 1v1.
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Re: Wargear

Postby Kvek » Sat 11 May, 2013 8:35 pm

Asmon wrote:MWB has been nerfed, it cannot kb units as well as it did before. The special also has been toned down.



http://youtu.be/Vv1kJch1Gm0?t=20m46s
The special is still great...
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Re: Wargear

Postby FiSH » Sat 11 May, 2013 8:57 pm

I believe what asmon means by "special has been toned down" is regarding the damage, which is definitely true. Also, that clip has a lvl 5 WL, of course the special attack is going to hurt. Any special attack from a lvl 5 offense commander with a decent weapon upgrade on a huge blob like that is going to hurt.

I agree that MWB may be too powerful, but the term "OP" here may be distorted: what are we comparing the MWB to? Because iirc, it is the most expensive T1 weapon upgrade out of all the races, and so hopefully it's the best. (not sure about GK)
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Re: Wargear

Postby Kvek » Sat 11 May, 2013 9:03 pm

FiSH wrote:I believe what asmon means by "special has been toned down" is regarding the damage, which is definitely true. Also, that clip has a lvl 5 WL, of course the special attack is going to hurt. Any special attack from a lvl 5 offense commander with a decent weapon upgrade on a huge blob like that is going to hurt.


Yeah that's maybe true but the MWB is t1. Thunder hammer has a great special too but is t2.
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Re: Wargear

Postby Ace of Swords » Sat 11 May, 2013 9:35 pm

Lowering it's price and removing either the energy drain or the knockback would make it in line with the T1 upgrades of every other hero of every other faction and maybe alittle tweak on the special.
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Re: Wargear

Postby Kvek » Sun 02 Jun, 2013 7:49 am

Plague Sword for PC- Why this wargear is for 30 power ? I find those zombies pretty much useless.
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Re: Wargear

Postby Nurland » Sun 02 Jun, 2013 9:05 am

I think plague sword ignores melee resistance. And those zombies are far from useless. Jumping with a raptor/lulceptor/asm zombie, doomblasting tic zombies, killing a shee or stormboy gives a nice dmg buff etc.
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Re: Wargear

Postby Kvek » Sun 02 Jun, 2013 9:37 am

meh. okay it's not useless but still for 30 power. It's just way better to wait for lul fist.

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