Pre-Balance preview
Posted: Fri 17 May, 2013 3:42 am
As I'm still compiling and doing my daily analysis and what have you, I wanted to open up abit of a discussion and give a quick run down and what I've got so far, the feedback from the people are important for the work, and it's becoming more difficult to ease out the remaining issues, due to general lack of feedback on some things, so the balance is going is slowly staggering down and becoming less, well - complicated to say the least.
In other words, there are fewer things that are changed, as I'm assuming some things are okay, as they're not complained about, but I'm paying attention to things that are brought up and given them some consideration. But enough of my blabbering about that, I'll give a up-to-date status report on what's being changed so far, and why
(No real specifics mentioned, as in X changed to Y in dps etc)
Eldar
- Webway Gates has been brought up numerous times, even from fairly good eldar players, and they're considering to be really strong. As in terms of design & useage, it's meant to be abit of a risk-factor purchase to some degree, and it's utility is heavily dependant on the size of the maps. The bigger the map, the usual better pay-off you can get.
What is planned?
Right now, I still want them to maintain the same overall utility and have a decent pay-off factor, if you're not going to dedicate your time in finding crucial objects (Webways) that are putting a dent in your overall map control/economy, you should be punished for it. But obviously, the races should have the neccasary counteract measure/timings to do so. So what is planned right now is to adjust the overall build-time of the webways, and grant a more substantial reward in terms of experience for killing them, granting the possible chance to outweight your opposition by experience advantage (Lvl 2/3 engaging lvls 1) etc. The Eldar can still utilize them to the same effect, they're just going to be more careful with their placing, and not be to reckless and shrug off the loss of them, it'll be overall more rewarding for killing them. Don't worry about the build-time increase, it's more of a minor-delay if much. We're not talking big figures
Dark Reapers
The unit itself, I'm fairly okay with . However, the execution to maintain some of their usefulness against non-heavy armored units has been somewhat disapointing. I believe the original Barrage ability contained in T2 is far more acceptable to maintain some sort of minor-versality based on it's ability. However, the barrage ability is quite potent in itself, and become a nuissance in overbundance (2x) in some corresponding matchups where they are already quite "ok". So what is being done is simply just to adjust the barrage cooldown, to maintain a relative balance between how often it can be used to strong effect, so again, you're going to want to make them count on the infantry units, such as Guardsmen (generally, you'll be able to land it on them due to the formation/Squad size) etc, compared to Tacticals/etc who are plentiful and more durable)
Orks
Shootas are still quite a dominant builds, this is something I'm on the fence of, and not entirely sure on how I want to approach, or I should do infact. I'm stricly basing things on matches/gameplay that the 2x shootas have a generally strong transition compared to other builds. Are the other transition/build orders from other T1 builds not on-par with the shootas, if not - how so, and can it be adjusted from your perspective? Please be detailed on this, and don't just say simplistic sayings, I'm looking for unit compositions (theorize something, also preferably from the opposition player as well)
Chaos
Lack of Chaos feedback, there's nothing detailed just yet. Are they ok? Is there anything wrong in general, wargear/globals and such? Would love to hear more on these, since I'm just assuming it's okay here.
Imperial Guard
Imperial Guard has been having abit of a trouble. I believe this is strongly a cause of the transition/timing adjustments that were made primarily to the sentinel. They've lost alot of their early-potential pressure with it, but I believe it's for the better for the most part. However, I still think the flavorism of strong-early pressure should be mainted slightly to some degree. The Artillery Spotters are most likely being added as a detector unit for IG (Lulz 2x detectors) but again, it brings out some versaility in how IG can be played in their early-game, since they're not going to feel the much need for Catachan in some matchups, where they can sometimes be abit of a drawback more then a beneficial unit. But it varies quite so depending on the matchup itself with the map. The Artillery Spotter are undergoing some substantial changes that will shapen up their useage quite so, and make them more then a one-trick pony. Don't take the phrasing to literal tho, since I'm viewing the documents now myself, and I'm not really obliged to show it just yet, don't expect a quantity of changes that will shake the very foundation of the unit itself to a new level, it's more of the small things that can spice things up in terms of flexibility and utility, more so then the raw performance of the unit itself.
Apart from that, mostly just transition stuff in their gameplay is being looked at , not making any promises, but I've alway felt some of their transitions can be abit akward and sometimes abit of a reminiscence of the past of how some matchups were played.
Tyranids
Just some changes to the Infestation Pillars probabably, nothing that big.
Grey Knights
Still trying to find the sweet-spot for the Purgation Squad supression rate, previous patch was meant to help it out abit, but it wasn't enough. So probably going to bump up abit. Been fiddling with some concepts, but it's been scrapped and etc. The GK Dread will get it's multi-compatible GL upgrade eventually which works with other upgrades, such as Plasma Cannon + GL, Inferno Cannon + GL etc, you get the picture. Alot of investments poured into the most expensive walker in the game, so you're going to expect some pay-off in return however. So yeah, Maelstrom is also going to only be accessible in conjunction with this, to the melee-version, that's always been a partial part of it's design, the Maelstrom has been abit of a minor-placeholder for it's utility so far.
And the GK Rhino will get some tweaks in return to how the overall GK economy is built up, and with the fixed- (hopefuly) supression rate of the GK Purgation, there will be more options to build up your early-game GK into mid-late game. Also, the LRC will be less annoying, but still strong in terms of durability and punishment. Just overall economy changes that are more based on transitions. Some of the overall army-build compositions (with upgrade and such) will be actually in it's current state, unchanged. It's like I said, the transition builds will be changed up bit.
Space Marines
Make someone actually bother to use Kraken Rounds for the Sternguards, that's about it. And also, the Vanguards are probably going to get some adjustments, since 1600 lvl 1 Vanguards can be abit of a liability to some degree in the late-game. They're quite strong once they get levels tho, so will be abit careful so that they don't achieve a faster snowball potential. Also the pressure-potential of the Whirlwind might go up abit. However, with some changes in mind there might not be a need for it. It depends on how some of the "meta" is going to change, or how people go on about their mid-late game builds and compositions. They're quite the turtle-oriented units, and it might not just be their preference on how they want to play Space Marines. Any thoughts & feedbacks on that?
Wargears
Again, there hasn't been much mention on wargears, are they alright? Is something still not good enough (Just because it's not used doesn't translate into it being bad) since people are quite too stubborn to change their ordinary playstyles. The people who experiement and give things a spin, I'd love to hear what your thoughts are on some of the changed wargears (That were deemed bad or flat out up) and such, feedbacks, moar!
VP TICKER - IMPORTANT
Long games are often a good indication of a fairly "good" and "even" game to some people, and I'm probably one of those as well. One wouldn't bother to watch/dl something if it was a 10 minute stomp, but if it was a 25-40 minute game, that's something you just want to watch because it might involve something crazy, and almost every present stage of the game will be present. So the VP ticker timer can be changed (Thanks to Kolaris for telling) however, this HAS SOME SERIOUS overall performance as whole, as some races have fairly strong transitions into late-game. So the importance of early-mid-late game status report is crucial for this in order to happend. Do all races have a fairly good option to fight each other in the late-game, or is no way in hell for some races/matchups. Considering the unit additions that has been made, are the existing army compositions good enough to compete with one another, or do some races (Dare I say it?) need additional changes/addons (units)?
* This is not something that is obviously set in stone, I'd rather want a unified agreedment on this, if it was to be changed *
That about wraps some of it. I might have missed something, but that's a wee-bit of a quick-run down on some of the changes that are present in the current WIP-documents.
In other words, there are fewer things that are changed, as I'm assuming some things are okay, as they're not complained about, but I'm paying attention to things that are brought up and given them some consideration. But enough of my blabbering about that, I'll give a up-to-date status report on what's being changed so far, and why
(No real specifics mentioned, as in X changed to Y in dps etc)
Eldar
- Webway Gates has been brought up numerous times, even from fairly good eldar players, and they're considering to be really strong. As in terms of design & useage, it's meant to be abit of a risk-factor purchase to some degree, and it's utility is heavily dependant on the size of the maps. The bigger the map, the usual better pay-off you can get.
What is planned?
Right now, I still want them to maintain the same overall utility and have a decent pay-off factor, if you're not going to dedicate your time in finding crucial objects (Webways) that are putting a dent in your overall map control/economy, you should be punished for it. But obviously, the races should have the neccasary counteract measure/timings to do so. So what is planned right now is to adjust the overall build-time of the webways, and grant a more substantial reward in terms of experience for killing them, granting the possible chance to outweight your opposition by experience advantage (Lvl 2/3 engaging lvls 1) etc. The Eldar can still utilize them to the same effect, they're just going to be more careful with their placing, and not be to reckless and shrug off the loss of them, it'll be overall more rewarding for killing them. Don't worry about the build-time increase, it's more of a minor-delay if much. We're not talking big figures
Dark Reapers
The unit itself, I'm fairly okay with . However, the execution to maintain some of their usefulness against non-heavy armored units has been somewhat disapointing. I believe the original Barrage ability contained in T2 is far more acceptable to maintain some sort of minor-versality based on it's ability. However, the barrage ability is quite potent in itself, and become a nuissance in overbundance (2x) in some corresponding matchups where they are already quite "ok". So what is being done is simply just to adjust the barrage cooldown, to maintain a relative balance between how often it can be used to strong effect, so again, you're going to want to make them count on the infantry units, such as Guardsmen (generally, you'll be able to land it on them due to the formation/Squad size) etc, compared to Tacticals/etc who are plentiful and more durable)
Orks
Shootas are still quite a dominant builds, this is something I'm on the fence of, and not entirely sure on how I want to approach, or I should do infact. I'm stricly basing things on matches/gameplay that the 2x shootas have a generally strong transition compared to other builds. Are the other transition/build orders from other T1 builds not on-par with the shootas, if not - how so, and can it be adjusted from your perspective? Please be detailed on this, and don't just say simplistic sayings, I'm looking for unit compositions (theorize something, also preferably from the opposition player as well)
Chaos
Lack of Chaos feedback, there's nothing detailed just yet. Are they ok? Is there anything wrong in general, wargear/globals and such? Would love to hear more on these, since I'm just assuming it's okay here.
Imperial Guard
Imperial Guard has been having abit of a trouble. I believe this is strongly a cause of the transition/timing adjustments that were made primarily to the sentinel. They've lost alot of their early-potential pressure with it, but I believe it's for the better for the most part. However, I still think the flavorism of strong-early pressure should be mainted slightly to some degree. The Artillery Spotters are most likely being added as a detector unit for IG (Lulz 2x detectors) but again, it brings out some versaility in how IG can be played in their early-game, since they're not going to feel the much need for Catachan in some matchups, where they can sometimes be abit of a drawback more then a beneficial unit. But it varies quite so depending on the matchup itself with the map. The Artillery Spotter are undergoing some substantial changes that will shapen up their useage quite so, and make them more then a one-trick pony. Don't take the phrasing to literal tho, since I'm viewing the documents now myself, and I'm not really obliged to show it just yet, don't expect a quantity of changes that will shake the very foundation of the unit itself to a new level, it's more of the small things that can spice things up in terms of flexibility and utility, more so then the raw performance of the unit itself.
Apart from that, mostly just transition stuff in their gameplay is being looked at , not making any promises, but I've alway felt some of their transitions can be abit akward and sometimes abit of a reminiscence of the past of how some matchups were played.
Tyranids
Just some changes to the Infestation Pillars probabably, nothing that big.
Grey Knights
Still trying to find the sweet-spot for the Purgation Squad supression rate, previous patch was meant to help it out abit, but it wasn't enough. So probably going to bump up abit. Been fiddling with some concepts, but it's been scrapped and etc. The GK Dread will get it's multi-compatible GL upgrade eventually which works with other upgrades, such as Plasma Cannon + GL, Inferno Cannon + GL etc, you get the picture. Alot of investments poured into the most expensive walker in the game, so you're going to expect some pay-off in return however. So yeah, Maelstrom is also going to only be accessible in conjunction with this, to the melee-version, that's always been a partial part of it's design, the Maelstrom has been abit of a minor-placeholder for it's utility so far.
And the GK Rhino will get some tweaks in return to how the overall GK economy is built up, and with the fixed- (hopefuly) supression rate of the GK Purgation, there will be more options to build up your early-game GK into mid-late game. Also, the LRC will be less annoying, but still strong in terms of durability and punishment. Just overall economy changes that are more based on transitions. Some of the overall army-build compositions (with upgrade and such) will be actually in it's current state, unchanged. It's like I said, the transition builds will be changed up bit.
Space Marines
Make someone actually bother to use Kraken Rounds for the Sternguards, that's about it. And also, the Vanguards are probably going to get some adjustments, since 1600 lvl 1 Vanguards can be abit of a liability to some degree in the late-game. They're quite strong once they get levels tho, so will be abit careful so that they don't achieve a faster snowball potential. Also the pressure-potential of the Whirlwind might go up abit. However, with some changes in mind there might not be a need for it. It depends on how some of the "meta" is going to change, or how people go on about their mid-late game builds and compositions. They're quite the turtle-oriented units, and it might not just be their preference on how they want to play Space Marines. Any thoughts & feedbacks on that?
Wargears
Again, there hasn't been much mention on wargears, are they alright? Is something still not good enough (Just because it's not used doesn't translate into it being bad) since people are quite too stubborn to change their ordinary playstyles. The people who experiement and give things a spin, I'd love to hear what your thoughts are on some of the changed wargears (That were deemed bad or flat out up) and such, feedbacks, moar!
VP TICKER - IMPORTANT
Long games are often a good indication of a fairly "good" and "even" game to some people, and I'm probably one of those as well. One wouldn't bother to watch/dl something if it was a 10 minute stomp, but if it was a 25-40 minute game, that's something you just want to watch because it might involve something crazy, and almost every present stage of the game will be present. So the VP ticker timer can be changed (Thanks to Kolaris for telling) however, this HAS SOME SERIOUS overall performance as whole, as some races have fairly strong transitions into late-game. So the importance of early-mid-late game status report is crucial for this in order to happend. Do all races have a fairly good option to fight each other in the late-game, or is no way in hell for some races/matchups. Considering the unit additions that has been made, are the existing army compositions good enough to compete with one another, or do some races (Dare I say it?) need additional changes/addons (units)?
* This is not something that is obviously set in stone, I'd rather want a unified agreedment on this, if it was to be changed *
That about wraps some of it. I might have missed something, but that's a wee-bit of a quick-run down on some of the changes that are present in the current WIP-documents.