Patch 2.4 "minor" balance Issues 2.4.2
Posted: Mon 04 Jan, 2016 5:17 pm
In this topic I'm not going to touch the obvious issues (FDs etc) but I'm gonna cover stuff that I think it's being overlooked.
Heart of Darkness
While the previous wargear was too strong and basically braindead to use, this new one fails to achieve it's role or at least what I identify as such, it's a wargear that increases damage and speed so my first idea is to pair it up with shees to better their retreat killing capabilities, however it fails miserably in this, as, especially in 1v1, your WL can't babysit the shees 24/7 nor can really flank with them as he is your spearhead or opening move for an engagement usually, so you can rarely make proper use of this wargear, however, it synergies well too well with the FOTM WGs, but that's not because the wargear is good it self, it's because of another issue I'll talk next.
To conclude with the WL, he's a good hero but his role is that of a tanky hero, leave the pure support wargear that interacts with your own units to the FS thus I'd like HoD to return to it's original purpose of increasing the WL's toughness just not as before and some downsides to it would be great too.
For example it could be something that stores up a % of damage and then releases it slowly over a certain period of time.
Wraithguards
Well, I really don't feel the need to explain why FOTM is retarded but I want to point out 2 extreme issues that were born by this change:
1) You can't tie up WGs anymore, even if you do, the eldar player just needs to keep right clicking on the unit they want to focus and they will keep firing at it, this brings us to issue number 2.
2) Transports are absolutely useless vs eldar, there's no way to use them, everything they have in T2 counters them and with the WG changes if you could have kited them, now you can't anymore, you can't stop them by tying them up, this is a huge issue for IG and SM (the latter which used to rely on RB to deal with eldar mobility in T2).
Plague Marines
This is unit is straight up OP, never a bad choice, provides ranged snare and good damage against vehicles, provides anti melee by the aura slow + can't be tied up, like WGs right clicking will make them keep firing, plus having a melee unit on them may cause your unit to bleed more than they bleed the PM, the insane HP regen/pool prevents them from being forced off the field any time soon, their AI damage is also off the charts right now, my main 2 problems with this unit is the current AI damage and resistance, they are also often used to creep up bases to kill manties/WW simply because they just don't care about suppression or any kind of damage you can throw at them.
Which creates another issue now, if chaos T2 was all they needed in retail, now it's full of braindead choices, buying autocannons into PMs is the go-to way always unless you need hard anti-weapons teams in the form of BL and BCs (which are so cheap that you should always get them, just to for force the vehicle issue your opponent will always lose by having to buy an AV unit that will quickly become useless or suffer from having to deal with a vehicle).
Force Commander
I 100% agree with the nerf on the TH tracking since that was retarded and has always been, however it's currently the to-go weapon because of it, because it will always KB enemy units and will always buff your units. With this fixed, I'd like to see some changes on the last issue, currently buffing your units with the FC battlecry (which is both his strength and his niche over other "tanky" commanders) is near impossible, unless you commits your units to stay in melee with the enemy ones specialized melee units, but in these case the FC will barely get any damage in while KBing maybe 2 models, 3 if you are lucky (and this is talking about the bigger squad of size 8-9), he's very easy to dodge even with alacrity and his buffs while using his baseline weapon/PS/PF rarely start rolling on your units. Still the power fist is a great weapons on it's own, it's self explanatory why, however the power swords despite being good suffers the most from it, it has enough dps to translate into early T2 but it can't buff your units and that would be the whole point of going for it.
So to go straight to the point, now that the broken things of FC have been addressed (like tracking vehicle stun and tracking AoE KB) I'd like to see a buff and a fix, the FC power sword should also increase the radius of battlecry by an addition 5 and then battlecry itself needs to lock itself on units better than it does now, I'm not asking for it to track, but just to proc damage buff on nearby units, otherwise FC will be quite useless.
Heart of Darkness
While the previous wargear was too strong and basically braindead to use, this new one fails to achieve it's role or at least what I identify as such, it's a wargear that increases damage and speed so my first idea is to pair it up with shees to better their retreat killing capabilities, however it fails miserably in this, as, especially in 1v1, your WL can't babysit the shees 24/7 nor can really flank with them as he is your spearhead or opening move for an engagement usually, so you can rarely make proper use of this wargear, however, it synergies well too well with the FOTM WGs, but that's not because the wargear is good it self, it's because of another issue I'll talk next.
To conclude with the WL, he's a good hero but his role is that of a tanky hero, leave the pure support wargear that interacts with your own units to the FS thus I'd like HoD to return to it's original purpose of increasing the WL's toughness just not as before and some downsides to it would be great too.
For example it could be something that stores up a % of damage and then releases it slowly over a certain period of time.
Wraithguards
Well, I really don't feel the need to explain why FOTM is retarded but I want to point out 2 extreme issues that were born by this change:
1) You can't tie up WGs anymore, even if you do, the eldar player just needs to keep right clicking on the unit they want to focus and they will keep firing at it, this brings us to issue number 2.
2) Transports are absolutely useless vs eldar, there's no way to use them, everything they have in T2 counters them and with the WG changes if you could have kited them, now you can't anymore, you can't stop them by tying them up, this is a huge issue for IG and SM (the latter which used to rely on RB to deal with eldar mobility in T2).
Plague Marines
This is unit is straight up OP, never a bad choice, provides ranged snare and good damage against vehicles, provides anti melee by the aura slow + can't be tied up, like WGs right clicking will make them keep firing, plus having a melee unit on them may cause your unit to bleed more than they bleed the PM, the insane HP regen/pool prevents them from being forced off the field any time soon, their AI damage is also off the charts right now, my main 2 problems with this unit is the current AI damage and resistance, they are also often used to creep up bases to kill manties/WW simply because they just don't care about suppression or any kind of damage you can throw at them.
Which creates another issue now, if chaos T2 was all they needed in retail, now it's full of braindead choices, buying autocannons into PMs is the go-to way always unless you need hard anti-weapons teams in the form of BL and BCs (which are so cheap that you should always get them, just to for force the vehicle issue your opponent will always lose by having to buy an AV unit that will quickly become useless or suffer from having to deal with a vehicle).
Force Commander
I 100% agree with the nerf on the TH tracking since that was retarded and has always been, however it's currently the to-go weapon because of it, because it will always KB enemy units and will always buff your units. With this fixed, I'd like to see some changes on the last issue, currently buffing your units with the FC battlecry (which is both his strength and his niche over other "tanky" commanders) is near impossible, unless you commits your units to stay in melee with the enemy ones specialized melee units, but in these case the FC will barely get any damage in while KBing maybe 2 models, 3 if you are lucky (and this is talking about the bigger squad of size 8-9), he's very easy to dodge even with alacrity and his buffs while using his baseline weapon/PS/PF rarely start rolling on your units. Still the power fist is a great weapons on it's own, it's self explanatory why, however the power swords despite being good suffers the most from it, it has enough dps to translate into early T2 but it can't buff your units and that would be the whole point of going for it.
So to go straight to the point, now that the broken things of FC have been addressed (like tracking vehicle stun and tracking AoE KB) I'd like to see a buff and a fix, the FC power sword should also increase the radius of battlecry by an addition 5 and then battlecry itself needs to lock itself on units better than it does now, I'm not asking for it to track, but just to proc damage buff on nearby units, otherwise FC will be quite useless.
You could also use gates to travel instantly. Non of these would be good arguments to buff the group teleport though.