Spiky Armour + Angry Bitz

Issues dealing with gameplay balance.
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Torpid
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Spiky Armour + Angry Bitz

Postby Torpid » Sun 05 Jan, 2014 10:40 pm

Overperforming atm. The regen is absolutely absurd and it's pretty much impossible to force off the WB unless he is caught isolated by an entire army (which there is never any good reason for). It's hard to explain exactly why this is an issue as it's merely a matter of the regen of spiky being too high so it's something you have to experience yourself, has anybody else noticed this?

Either angry bitz or spiky needs a price increase or one of them needs their elite-added bonuses to be removed (crazy regen for spiky and speed/damage/hp regen buff for angry).
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Re: Spiky Armour + Angry Bitz

Postby SirSid » Sun 05 Jan, 2014 10:46 pm

U can supress or kockback a WB in mid angry bitz charge. The war gears do not alow him to have constant field presence ( like stoborness ) I use this war gear combo alot , it's strong but i feel it's fine.
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Re: Spiky Armour + Angry Bitz

Postby Ace of Swords » Sun 05 Jan, 2014 10:54 pm

Broken atm, it's not counterable with a faction like chaos.
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Re: Spiky Armour + Angry Bitz

Postby Asmon » Sun 05 Jan, 2014 11:43 pm

Knockback or stun plus suppression, every faction has this, even Chaos. It is quite a strong combo though, spiky armor could use a price increase.
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Re: Spiky Armour + Angry Bitz

Postby Torpid » Sun 05 Jan, 2014 11:46 pm

Asmon wrote:Knockback or stun plus suppression, every faction has this, even Chaos. It is quite a strong combo though, spiky armor could use a price increase.


Have you played against it this beta in 1v1? It's far more difficult to deal with than KB+suppression and chaos doesn't kb/stun anyway, only suppression, which gets swiftly devoured by UYC storms.
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Re: Spiky Armour + Angry Bitz

Postby Black Relic » Sun 05 Jan, 2014 11:50 pm

I have faced this before. He had a big bang hammer too. And all this in t1 was insane. Suppressing him or KB didnt seem to do much to control him when I was playing. At first i thought it was just me having a bad day and didn't look to much into it.

And I was chaos (CL) lol, go figure.
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Re: Spiky Armour + Angry Bitz

Postby Ace of Swords » Sun 05 Jan, 2014 11:53 pm

Asmon wrote:Knockback or stun plus suppression, every faction has this, even Chaos. It is quite a strong combo though, spiky armor could use a price increase.


try yourself, doesn't work.

There is simply too much hp regen and damage output with the bangbang hammer + basically what is splash damage with the spiky armour.
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Re: Spiky Armour + Angry Bitz

Postby Torpid » Sun 05 Jan, 2014 11:57 pm

Try it guys, WB, bang bang hammer/spiky/angry bitz vs sm/chaos/nids, swap the bang bang for shoota vs eldar/orks/ig and support it with 2x shoota/slugs/storms -> DD+webo -> nobs+looted. It's pretty insane.
Last edited by Torpid on Mon 06 Jan, 2014 3:33 am, edited 1 time in total.
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Re: Spiky Armour + Angry Bitz

Postby Forestradio » Mon 06 Jan, 2014 12:07 am

Ace curbstomped me recently pretty bad with this combo on his WB. I was playing GK, and literally had no answer to it.

Before you say "well Ace is a better player" well yes he is. But there's something wrong when a strike squad and two inq stormtrooper squads can't even scratch a commander or even kite him. :|

It only gets worse when you add a painboy......
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Re: Spiky Armour + Angry Bitz

Postby Torpid » Mon 06 Jan, 2014 12:18 am

Yeah, don't try to kite him since the charge makes him get 30% extra damage so bang bang is two-hitting tactical marines despite it not having power melee and tacs getting a hp-buff in elite. -_-
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Re: Spiky Armour + Angry Bitz

Postby Ace of Swords » Mon 06 Jan, 2014 12:30 am

That Torpid Gamer wrote:Yeah, don't try to kite him since the charge makes him get 30% extra damage so bang bang is two-hitting tactical marines despite it not having power melee and tacs getting a hp-buff in elite. -_-


and one shotting deva/havok models.
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Re: Spiky Armour + Angry Bitz

Postby Lag » Mon 06 Jan, 2014 2:04 am

Include a Painboy in the mix for extended durability on the field. I agree, this is overperforming but I have no idea how to sort it out, because if you take the charge regen off, the WB dies as soon as he starts charging into a suppression team as he takes loads of damage (moving slowly + getting closer and closer) while you can't retreat out of it.
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Re: Spiky Armour + Angry Bitz

Postby Caeltos » Mon 06 Jan, 2014 2:26 am

Exclusive Health Regeneration.

Problum fix'd. :mrgreen:
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Re: Spiky Armour + Angry Bitz

Postby PhatE » Mon 06 Jan, 2014 6:15 am

Caeltos wrote:Exclusive Health Regeneration.

Problum fix'd. :mrgreen:



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Re: Spiky Armour + Angry Bitz

Postby Sub_Zero » Mon 06 Jan, 2014 7:33 am

When this change happened I said that it would be OP. Even without gameplay I understood that such health regen was a bit out of control.

I would remove 0.5 of this health regen and make this armor more expensive.

P. S. What is exclusive health regeneration?
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Re: Spiky Armour + Angry Bitz

Postby Indrid » Mon 06 Jan, 2014 7:49 am

Means it wouldn't stack with any other regen, like the Painboy's heal.
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Re: Spiky Armour + Angry Bitz

Postby Lag » Mon 06 Jan, 2014 10:48 am

Which it doesn't but the WB still has insane staying power if you wait for the charge regen to pass and then heal him. This isn't such a huge issue, but the Spiky armor greatly adds to further durability when in t1.
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Re: Spiky Armour + Angry Bitz

Postby Caeltos » Mon 06 Jan, 2014 10:53 am

Lag wrote:Which it doesn't but the WB still has insane staying power if you wait for the charge regen to pass and then heal him. This isn't such a huge issue, but the Spiky armor greatly adds to further durability when in t1.


Exclusive Health Regeneration means that also the 0.35 hp regeneration whilst Angry Bitz is in-effect wouldn't work either.

Angry Bitz in it's own-rights is not THAT big of a deal, but it's when you start throwing more stuff into the mixture, that thing gets terribly difficult to deal with.
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Re: Spiky Armour + Angry Bitz

Postby Lag » Mon 06 Jan, 2014 10:55 am

^Which is all I said up there. ;)
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Re: Spiky Armour + Angry Bitz

Postby Sub_Zero » Mon 06 Jan, 2014 4:03 pm

Anyway if no fixes will be done concerning the performance then cost increase should happen. Such a good armor for small amount of resources is not fair.
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Re: Spiky Armour + Angry Bitz

Postby Lag » Mon 06 Jan, 2014 5:28 pm

It is in fact a truly shitty armor outside of that combo, so that's not a solution.
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Re: Spiky Armour + Angry Bitz

Postby Sub_Zero » Mon 06 Jan, 2014 6:56 pm

Oh, really? Crazy health regen + denial for any squishy melee units can be considered as bad things to have for 100/20?
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Re: Spiky Armour + Angry Bitz

Postby Torpid » Mon 06 Jan, 2014 7:05 pm

Definitely not. The spiky armour alongside the shoota turns your WB into a CL that can hard counter heroes, sub-commanders and sometimes counter set-up teams. Spiky is really awesome atm.
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Re: Spiky Armour + Angry Bitz

Postby Lag » Tue 07 Jan, 2014 11:46 am

Sub_Zero wrote:Oh, really? Crazy health regen + denial for any squishy melee units can be considered as bad things to have for 100/20?

It's not crazy regen, it's an okay regen when you consider what regen other heroes have on their armor. You won't really shoo off the Boss with squishy melee units anyway.
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Re: Spiky Armour + Angry Bitz

Postby Sub_Zero » Tue 07 Jan, 2014 12:19 pm

I don't wanna find correct numbers of all the armors that give you health regeneration. But here are some numbers that I remember for sure: FC - 0.25, TM - 0.25/0.3, APO - 0.1, Farseer - 0.3, CL - 0.25, KNOB - 0.3 and enough. What I want to say is that his health regen is kinda better than health regen of all of those commanders. Yes, I know that some of those commanders can get shields and other stuff to improve their survivability. I believe only RA has better health regeneration with his T2 armor.

You won't really shoo off the Boss with squishy melee units anyway.

Don't even say. I can dodge his stomp and then my melee units have a decent chance to take him down. Banshees and sluggas with burnaz will definetely bring problems to default WB. However if WB has this armor then these units have no chance at all.
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Re: Spiky Armour + Angry Bitz

Postby FiSH » Tue 07 Jan, 2014 4:13 pm

Sub_Zero wrote:I can dodge his stomp

I seriously doubt this, especially once your units are engaged in melee. I think you meant that you can bait it out, but that just means that the boss has succeeded in his role as a melee deterrent already since your melee units are dancing around the boss.
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Re: Spiky Armour + Angry Bitz

Postby Sub_Zero » Tue 07 Jan, 2014 5:09 pm

Gotta pay attention on the blue bar. If you can't dodge it completely then you will be able at least minimize potential damage and disruption.
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Re: Spiky Armour + Angry Bitz

Postby Nurland » Tue 07 Jan, 2014 7:08 pm

If I am not mistaken BC armor also gives 0.35 health regen.

Anyway using squishy melee units against WB is totally viable based on my experience. Just bait the stomp and support with ranged units and/or buffs/debuffs and/or kb. With Spiky Armour using squishier melee units against WB becomes a really dumb idea in most scenarios.

Is Spiky really only 20 power?
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Re: Spiky Armour + Angry Bitz

Postby Sub_Zero » Tue 07 Jan, 2014 7:53 pm

Yes, it is.
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Re: Spiky Armour + Angry Bitz

Postby Broodwich » Wed 08 Jan, 2014 1:35 am

It seems like one of those things that was quietly over buffed in order to get people interested in it.
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