I will speak about Banshees and their upgrades and their game impact.
I was very happy when first installed Elite mod and noticed the changes to banshees.The jumping is cute and useful.
It is very hard to balance/define banshees it is a key unit for eldar.
(well i think, in elite red banshee in this form is not balanced inhouse
It is one of the first upgrades that eldar buy in tier 1(banshees aspect) if not the first.and u have to decide immedietly what path you choose.
Most of the time we plan to buy 1 banshees and that gonna be red one.why?
Aspect of Fleetness(blue) or Aspect of Strength(red)? hmm...hard to decide...oh wait no it is not!
i see everybody use the , red path' most of the time, me either.
and the reason is: it is better and safer, it is ultimate and universal.
other then the rock jumping, red paths grant the same unit.You can still wipe squads on retreat, very good in melee(You go red path and 5 banshees still have power melee damage+suppression) etc. the jump bonus is not a big factor in the blue path(it is situational), the FoF and Warshout is and the high power damage of course.
there is no risk, downside going for red path.they can deal with everything.
Makes enemies cry, red banshee kill infantry, vehicle even on retreat.
this is too much eldar units are not universal, but banshee...doenst make any sense.
blue path is risky, lacking heavy melee in tier 2 is big deal.
With red banshees we can do the same thing as blue banshees,(see above)
there is no real path to choose from, we use the same path/tactic as we used to in Retail.We can support Red banshees more effective then Blue ones, since they got mixed damage.
but banshees was always this why change this?
cos elite mod changed eldar army a lot from retail, i think it is time to rework the banshees
My suggestion(original):
Blue path: no need any change here atm
Red path:
-FoF grants only +1 or 0,5 speedboost insteasd of 3
-Warshout gives defense bonus(or damage bonus) vs vehicles and commanders instead of the default warshout suppression.or something else but not the default suppression.
or
maybe some kind of slow to vehicles only, or after each hit banshee get speed boost vs vehicles only
-or just a cost increase if u dont like drastic changes...:+15 req and +5-10 power
-decreased powermelee dps
my goal with changes are(original):
-prevent retreat Squad wipes with red banshee on FoF+weaker force vs infantry
but still relevant vs vehicles
-or just dps tweak as easy solution
so you actually choose the paths:)
-more blue banshees ingame lol
-so basicly stopping the absurd domination for 1 upgrade of this unit
New suggestion, goal
-after chatting with ppl i changed my opinion a bit, but i still think the 2 banshee paths should be more diverse.Her universal dps is very high in T2 but blue sheez have the upperhand with the passive in T1, and universal unit for eldar is abnormal anyway.
-making red sheez to have normal melee dps(inceased base dps a bit 1-2 or more depends on hop passive, see later)
no other change, (maybe give the hop passive to reed sheez as well)
-this will make red sheez more viable/situational and non-uninversal unit and still fill her role in vs Eldar, Ork, IG as other players stated where she should been used primarily, if i follow their mindset
-i think this change will be favored and balanced for all 3 race and makes the upgrade more diverse as should be(choosing paths).
2013 dec.
choose ur path and u will be honored!
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