Last chance to voice your balance concerns for 2.2

Issues dealing with gameplay balance.
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Torpid
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Re: Last chance to voice your balance concerns for 2.2

Postby Torpid » Mon 25 Nov, 2013 12:54 pm

No it bloody well isn't, WHY do SM deserve to get super ASM come t3 just because they can? Why don't we give genestealers a separate upgrade that makes them do only power melee, but gain the effectiveness of level 4 genestealers instantly come t3 AND can then level up further from that point?

No Riku, that's not what I said. I didn't say that would defeat the point of upgrades in general, I said that would defeat the point of the vanguard upgrade from the perspective I see it from.
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Re: Last chance to voice your balance concerns for 2.2

Postby Dark Riku » Mon 25 Nov, 2013 3:43 pm

That Torpid Gamer wrote:No Riku, that's not what I said. I didn't say that would defeat the point of upgrades in general, I said that would defeat the point of the vanguard upgrade from the perspective I see it from.
The fuck are you rambling about yet again?
I didn't say anything you just said above.
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Torpid
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Re: Last chance to voice your balance concerns for 2.2

Postby Torpid » Mon 25 Nov, 2013 4:42 pm

Dark Riku wrote:
HandSome SoddiNg wrote:Vanguard is somewhat a fair trade for losing some utitlies , giving more Power meele and they can still get Rear armour hits on Vehicles, that is Also if you already posses sufficient AV for stuff .
That Torpid Gamer wrote: Suggestions to allow vans/sterns to keep their levels upon leveling pretty much defeat the points of the upgrade and is still absurd.
By this logic many upgrades should reset a squad's exp for example: MoK/MoT csm.


This.
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Re: Last chance to voice your balance concerns for 2.2

Postby Flash » Mon 25 Nov, 2013 5:09 pm

deviating from the current debate. Do people who have played against it think that GK Purgation need an indicator or a more apparent animation/fx for their slow? I've been using it a lot and I think it's very strong. What do you all think?
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Re: Last chance to voice your balance concerns for 2.2

Postby Torpid » Mon 25 Nov, 2013 5:13 pm

Yes, I do, some effect on the ground, or making their flames flash green and blue would be amazingly helpful. Seriously though, it is really hard to tell when they're doing it and it just freezes your entire army it's kinda nuts if you don't have a jump squad.
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Re: Last chance to voice your balance concerns for 2.2

Postby Caeltos » Mon 25 Nov, 2013 5:39 pm

Yeah, it should get abit more of a clearer indication on where it's being used. We'll see what can be done, but i'll write it down for future-look intos.
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Re: Last chance to voice your balance concerns for 2.2

Postby HandSome SoddiNg » Tue 26 Nov, 2013 8:07 am

One more request. LG flak jacket gives 100% immunity to all forms of KB & 30% reduce range dps for 150/30 , Please sort it out =)
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Re: Last chance to voice your balance concerns for 2.2

Postby Kvek » Tue 26 Nov, 2013 1:59 pm

HandSome SoddiNg wrote:One more request. LG flak jacket gives 100% immunity to all forms of KB & 30% reduce range dps for 150/30 , Please sort it out =)


So you said what it does, but why it should get nerfed?
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Re: Last chance to voice your balance concerns for 2.2

Postby [TLV]Soul_Drinkers » Sun 08 Dec, 2013 10:06 pm

I still.would like u to honestly look at the addition of striking scorpions.as a t2 option. They have less dpa then shees but heavy armor and can be used as a linebreaker whcih i fibd eldar rlly do need specially as fs or wse. Give em the dps of asm and like half the hp. A tanky melee squad for eldar would allow for a nice change to the meta and new options
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Re: Last chance to voice your balance concerns for 2.2

Postby David-CZ » Mon 09 Dec, 2013 9:43 am

@[TLV]Soul_Drinkers:
Not sure if you read this http://dawnofwar.info/forum/viewtopic.php?f=3&t=386 but there were a few ideas stated about the SS.

Anyway I think your post would be better off in here http://dawnofwar.info/forum/viewtopic.php?f=2&t=404 since I think even if Scorpions were to be added it's not very likely to be in 2.2.
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Re: Last chance to voice your balance concerns for 2.2

Postby Raffa » Mon 09 Dec, 2013 5:48 pm

Plz can u rework malignant blindess?

Atm it hardly does anything except save vehicles from melee since they stop chasing for a second (according to toil).

For me it 's a waste of 100 red, at the least its very inconsistent.
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Re: Last chance to voice your balance concerns for 2.2

Postby Sub_Zero » Mon 09 Dec, 2013 6:11 pm

How can it be reworked? This ability synergises well only with melee units. Allowing them to close in without being damaged. Cloak your army's movement afterall, great for making pushes. Not sure but I think captured by your enemy points reveal your units as well. At least can it be fixed somehow?
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Re: Last chance to voice your balance concerns for 2.2

Postby Torpid » Mon 09 Dec, 2013 6:19 pm

It can't be reworked I don't think. All I can think of is making the units simply unable to fire their weapons for the duration of the effect but then that would be ridiculously OP. It is quite cheap for its potential, but as with all the CL globals it is quite niche in its application.
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Re: Last chance to voice your balance concerns for 2.2

Postby [TLV]Soul_Drinkers » Mon 09 Dec, 2013 6:23 pm

I think the ability is perfect ita the usage that needs to be put in question. I find ita only used defensively. Which is a player choice u can cast this ability pre engagement to aend a flanking unit around and yo lower the ranged damage u take before the engagement. I find this ability to be in a good place atm.plebty of utility
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Re: Last chance to voice your balance concerns for 2.2

Postby Sub_Zero » Mon 09 Dec, 2013 7:02 pm

1st Lord General's armor is highly overpriced. Basically you pay 175 req and 35 power to make your army immune to supression for a short period. The cost should be toned down. The FC's shield provide damage reduction and supression immunity on demand. And cost something arround 100 req and 25 power.
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Re: Last chance to voice your balance concerns for 2.2

Postby Dark Riku » Mon 09 Dec, 2013 7:23 pm

Except that the LG is a ranged commander and it also provides knockback immunity vs ALL types and it doesn't slow your guys down ...
Last edited by Dark Riku on Mon 09 Dec, 2013 7:57 pm, edited 1 time in total.
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Re: Last chance to voice your balance concerns for 2.2

Postby Sub_Zero » Mon 09 Dec, 2013 7:51 pm

He gets supressed and it doesn't provide knockback immunity anymore. So it is a terrible wargear considering its cost. I hope for some tweaks. Really there is something terribly wrong with that thing. This armor is the most expensive among other armors. And it brings the least effective ability. Now t2 armor prevents knockback and protects from damage.
Last edited by Sub_Zero on Mon 09 Dec, 2013 7:53 pm, edited 1 time in total.
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Re: Last chance to voice your balance concerns for 2.2

Postby Torpid » Mon 09 Dec, 2013 7:52 pm

To be fair it is a pretty useless wargear, IG shouldn't be charging head first into suppression in the first place, it's only worthwhile in team games, but in 1v1 if you feel compelled to get this thing then you're doing something VERY wrong.
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Re: Last chance to voice your balance concerns for 2.2

Postby Lost Son of Nikhel » Mon 09 Dec, 2013 7:56 pm

That Torpid Gamer wrote:It can't be reworked I don't think. All I can think of is making the units simply unable to fire their weapons for the duration of the effect but then that would be ridiculously OP. It is quite cheap for its potential, but as with all the CL globals it is quite niche in its application.

Can be reworked. For example, make the ability only works on in squad instead of a global effect and instead of reduce the vision range reduce the weapon range. Add a little cost reduction and voilá!. Ability useful in 1vs1 and more balanced in 2vs2/3vs3.
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Re: Last chance to voice your balance concerns for 2.2

Postby Sub_Zero » Mon 09 Dec, 2013 8:08 pm

The LG's abilities buff an entire army. That is his purpose. If we keep this wargear as it is now then the cost IMO should be 100 / 20. But I would rather some reworking.
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Re: Last chance to voice your balance concerns for 2.2

Postby DarkGod » Mon 09 Dec, 2013 8:12 pm

I personally would like to see the reinforce ability on the rhino for grey knights. The grey knights are still not as strong as other races, having only 3 vehicles, I feel that the rhino reinforcement is much needed to help them because what is the point in getting a rhino in tier 1? Sure it can soak up some fire but it is very limited. Also the weapon upgrades do not do much. So here is what I propose. Allow the rhino to be reinforced but make it a higher cost than HQ. For example if a strike squad model costs 75 req at HQ then off a rhino it could cost somewhere in the region of 80 - 85 req and take, say, 5-10 seconds longer? This feature could be removed as GK get new units but for now I thinj is fair. The increased cost and time would help the balance issue with getting a mobile reinforcement spot in tier 1.
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Re: Last chance to voice your balance concerns for 2.2

Postby Orkfaeller » Mon 09 Dec, 2013 8:55 pm

I think it should be able to reinforce when it upgrades to vehicle armour and lose its reinfocement aura again if it upgrades to the twinlinked las cannon
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Re: Last chance to voice your balance concerns for 2.2

Postby Dark Riku » Mon 09 Dec, 2013 9:15 pm

Orkfaeller wrote:I think it should be able to reinforce when it upgrades to vehicle armour and lose its reinfocement aura again if it upgrades to the twinlinked las cannon
That's exactly what I've been saying.
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Re: Last chance to voice your balance concerns for 2.2

Postby [TLV]Soul_Drinkers » Mon 09 Dec, 2013 9:20 pm

Hmmm or u can leave it with the reinforcement option and the av, which would fill a big hole in the gk arsenal
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Re: Last chance to voice your balance concerns for 2.2

Postby DarkGod » Mon 09 Dec, 2013 9:52 pm

GK lack AV as it is. Keep reinforcement with weapon upgrades
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Re: Last chance to voice your balance concerns for 2.2

Postby Dark Riku » Mon 09 Dec, 2013 9:56 pm

DarkGod wrote:GK lack AV as it is. Keep reinforcement with weapon upgrades
There is no reinforce at all atm :p
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Re: Last chance to voice your balance concerns for 2.2

Postby Torpid » Mon 09 Dec, 2013 11:15 pm

lol someone wants a reinforcing transport in t1. *facepalm* Also the weapon upgrades do loads. HB rhino rushes alongside a VA are extremely strong, that said I agree with the general consensus that it could reinforce if has the vehicle armour upgrade, but not if it has the weapon upgrades (because it's way too cheap).
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Re: Last chance to voice your balance concerns for 2.2

Postby Vapor » Mon 09 Dec, 2013 11:30 pm

Yeah maybe there could just be a separate "reinforcement aura" upgrade exclusive to the weapons.
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Re: Last chance to voice your balance concerns for 2.2

Postby Dark Riku » Mon 09 Dec, 2013 11:36 pm

That Torpid Gamer wrote:lol someone wants a reinforcing transport in t1. *facepalm*
Nobody said that? °_O
Not everyone can be as op as the LA...
That Torpid Gamer wrote:(because it's way too cheap).
It costs 300/55 with the armor upgrade. That's only 5 power less than a RB. And the weapons are both 110 req. So I don't understand why you think it's too cheap.
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Re: Last chance to voice your balance concerns for 2.2

Postby Torpid » Tue 10 Dec, 2013 12:05 am

DarkGod suggested it and you're right it does cost 300/55 which is pretty fine considering that rhino doesn't even have a weapon. I forgot to equate the armour cost in since I never get it. I don't see why it can't keep its reinforcement beacon with or without its weapons.
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