Patch 2.3.1 (Tentative balance changelog preview)

Issues dealing with gameplay balance.
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Caeltos
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Patch 2.3.1 (Tentative balance changelog preview)

Postby Caeltos » Sat 02 Aug, 2014 10:19 pm

General
* Aura of Discipline no longer works on allied commanders
* Sniper rework (Testing Phase)
* Warboss can now retreat while performing "Now I'm Angry"
* GK Paladin/Terminator now have a different fire pattern (similiar to regular Terminators) but their dps is largely unchanged
* Strike Squad fire pattern has been made so they fire more rapid burst rather than single-shots (similiar to Tacticals) the dps is largely unchanged however
* Warpath no longer stacks with other Warpath from friendly Weirdboyz
* Added some sound to the mounted-storm bolters on the Chaos Dreadnought (Not sure if doable, but more of a quality of life thing)
* Fixed an issue that allowed the Techmarine to maintain "Powerful Sweep" and "Mark Target"

Space Marines
* Force Commander ranged dps (default bolt pistol) from 13,29 to 16,04
* Some adjustments to Flesh over Steel - Vague (No longer tracks)
* Sacred Standard moved from T3 to T2
* Sacred Standard cost increase from 140/30 to 150/50
* Sacred Standard only applies to Infantry, heavy infantry and super heavy infantry (Does not effect the "Commander" unit types or Vehicles)
* Apothecary Heal bonus on commanders increased from 50 to 100
* Apothecary Power Axe damage increased from 95 to 100
* Apothecary Heal cooldown reduced from 30 to 25 seconds

* Apothecary ranged dps (default bolt pistol & Sanguine) from 13,29 to 16,04
* Advanced Healing heals for 1,5% of the units max health instead of 2%
* Drop Pod moved from T2 to T1
* Drop Pod red cost reduced from 200 to 100
* Mark Target damage amplifier reduced from 50% to 40%
* Sniper Rifle cost reduced from 100/30 to 90/25
* Whirlwind has slightly less scatter on it's missiles
* Tarantula Missile Turret reload duration reduced from 4-4 to 3-3

Chaos Space Marines
* Harness of Rage no longer increases the damage done by the Chaos Lord
* Chaos Lord rotation rate reduced from 400 to 160
* Let the Galaxy Burn damage reduced from 35 to 30
* Drain Life damage increased from 60 piercing to 120
* Curse of Tzeentch duration from 15 to 20 seconds
* Mark of Khorne (CSM) health increased from 15 to 20%
* Mark of Khorne (CSM) now have battle regeneration (Battle Fury) that increases their hp regen by 0.5 when they are engaged in combat.
* Daemonic Visage cost reduced from 125/35 to 115/30
* Daemonic Visage now triggers through chaos lord melee hits and effects units in radius 25. Reduces the damage done by 25%. Does not stack.
* Icon of Khorne cost reduced from 100/25 to 100/20
* Aspiring Champion now grants "Zealous Charge" ability (MoK and MoT removes it)
* Zealous Charge - The Chaos Space Marine begins to unleash a hail of gunfire on target area, slowing the targets inside the area by 80% and moving towards them. Once they reach the area, they will arm themselves with Chainswords and Bolt Pistols.
* Chaos Dreadnought Autocannon had some weird damage modifiers based on it's AoE radius, this has been corrected.
* Chaos Havoc courage damage reduced from 0.3 to 0.2 (Distant)
* Chaos Havoc courage damage reduced from 0.3 to 0.15 (Long)
* Chaos Havoc courage damage reduced from 1.25 to 0.4 (Medium)
* Chaos Havoc courage damage reduced from 2.75 to 2 (Short)
* Great Unclean One damage increased from 160 to 200
* Great Unclean One no deals splash damage with his regular melee hit
* Chaos Dreadnought mounted-storm Bolter damage increased from 25 to 30

Eldar
* Doom cast range reduced from 35 to 30
* Singing Spear damage increased from 90 to 100
* Ranger cost reduced from 300/30 to 280/25
* Pathfinder upgrade cost from 50/10 to 65/15
* Dark Reapers weapon range increased from 41 to 44
* Dark Reaper dps reduced from 16,63 to 16
* Dark Reaper exp from 100 to 130
* Avatar damage increased from 205 to 240


Orks
* Use yer Choppaz damage decreased from 35% to 25%
* Waagh Banner health reduced from 800 to 500
* Deff Dredd Burnaz'n'Bitz health improvement from 400 to 300
* Warboss Spiky Armor cost increased from 100/20 to 100/30
* Warboss Cybork Implants cost from 125/25 to 110/25
* Warboss Boss Pole cost reduced from 140/25 to 115/20

* Stormboyz cost adjusted from 400/35 to 350/40
* Ork Burnas health increase from 15% to 20%
* Slugga Boyz Nob Leader health increase from 15% to 10%
* Slugga Boy Nob red from 7 to 10
* Painboy damage type changed from power_melee to melee
* Proximity Mine snare duration reduced from 30 to 10s
* Increased Proximity Mines thrown from 4 to 5
* Proximity Mines damage increased from 20 to 30
* Speshul Git Sauce duration reduced from 12 to 8 seconds
* Very Speshul Git Sauce duration reduced from 12 to 8 seconds
* Warpath no longer increases melee damage by 15%
* Reduced the red from Flash Gitz from 20 to 16
* Reduced the xp from Flash Gitz from 250 to 200

Tyranids
* Without Numbers red increased from 100 to 250
* Without Numbers moved from T2 to T3
* Without Numbers requisition cost reduced from 400 to 0
* Psychic Scream range increased from 25 to 30
* Acid Splatter damage increased from 75 to 80
* Flesh Hook cooldown increased from 60 to 70 seconds
* Feeder Tendrils Lifesteal from 2% to 1.5%
* Toxin Miasma (LA weapon) cost reduced from 120/25 to 100/25
* Toxin Miasma (LA weapon) dps increased from 63,75 to 65
* Hormagaunt cost reduced from 270 to 240
* Termagant health reduced from 81 to 75
* Termagant cost reduced from 270 to 260
* Ravener Devourer weapon damage increased from 70 to 85
* Ravener Devourer cooldown decreased from 1.4 to 0
* Warrior Brood Adrenal Glands health bonus decreased to nearby squads from 60% to 40%
* Warrior Brood & Venom Brood size increased from small to medium
* Zoanthrope ranged damage reduced from 65 to 60
* Genestealer size reduced from medium to small
* Thornback Carnifex health upgrade boost reduced from 525 to 300
* Barbed Strangler Carnifex reload duration from 3.5-3.5 to 3-3
* Doom of Malan'tai cost increased from 500/90 to 500/125
* Doom of Malantai Absorb Life damage reduced from 15 to 10
* Cataclysm cooldown reduced from 20 to 15
* Cataclysm damage increased from 15 to 20
* Catacysm damage-over time reduced from 6 to 5 and changed from piercing to psychic
* Ripper Swarm cost from 150 to 100

Imperial Guard
* Artillery Spotter call-in damage increased from 60/75/110 to 75/100/125
* Reduced the duration where squads cannot retreat from Executions from 15 to 10s (The buff itself still lasts for 15s)
* For some strange and unknown reasons, HWT teams had a reinforce cost of 37/5 when it should be 28/3,75(4) - This error has been corrected.
* Inquisitior Crossbow cost reduced from 110/25 to 110/20
* Medic Sergeant ranged dps increased from 0,08 to 3
* Medic Sergeant weapon burst from 0,5-0,5 to 1-1
* Medic Sergeant weapon range from 35 to 38

* Vox Operator melee dps increased from 2 to 4
* Lord General Flak Jacket moved from T2 to T1
* Lord General Stabiliser moved from T1 to T2
* Stormtrooper anti-armor kit cost reduced changed from 50/25 to 75/15
* Commissar Lord Carapace Armor health increased from 125 to 200

* Ogryns can now enter Chimeras and garrisons
* Ogryn & Bone 'Ead rippers range increased from 22 to 27
* Chimera cost reduced from 300/65 to 300/60
* Chimera build time reduced from 50 to 45s
* Chimeras now has "Mobile-Base" upgrade for 100/30 , 40s research time
* Mobile Base - Hulls down the Chimera in position and sets up sandbags around it. Providing additional cover for all nearby Guardsmen infantry. Can act as a retreat point for all players. When in mobile-base mode, the Chimera cannot move but gains additional 250 health. Takes 6 seconds to change modes.
* Kaskrin Sergeant has 250 health and is the last member of the squad to die.
* Kaskrin Sergeant cost changed from 80/15 to 80/25
* Kaskrin Sergeant melee dps improved from 4 to 26,15
* Kaskrin Sergeant ranged dps improved from 3 to 15,64

Grey Knights
* Brother-Captain size reduced from medium to small (normalized)
* Psychic Lash damage increased from 120 to 170
* Psyk-Out Grenade now inflicts 130 explosive_pvp damage as well ontop of it's existing effect
* Purified Blades effect reworked - now grants +5 melee splash damage and 20% knockback effect while hit in melee. No longer drains energy.
* Strike Squad Justicar cost from 90/25 to 75/25
* Psybolt damage increased from 15% to 20%
* Grey Knight Dreadnought cost reduced from 500/120 to 410/120
* Inferno Cannon Dreadnought weapon cooldown from 3 to 2
* Inferno Cannon Dreadnought weapon duration from 3-5 to 3-3
* Inferno Cannon Dreadnought reload frequency and duration removed (set to 0)
* Inferno Cannon Dreadnought splash radius reduced from 7 to 5
* Inferno Cannon Dreadnought splash range damage modifiers all set to 1
* Purgation Squad Incinerator range increased from 27 to 30
* Purgation Squad rotation rate reduced from 300 to 160
* Purgation Squad Incinerator reload frequency increased from 6-8 to 10-10
* Purgation Squad Incinerator now has a small setup-time of 0.6 seconds
* Purgation Squad Incinerator damage now damage modifiers based on distance -
* Damage Distant - 0.8 Range 30 Courage damage - 1.0
* Damage Long - 1.0 Range 27 Courage damage - 1.0
* Damage Medium - 1.10 Range 24 Courage damage - 1.25
* Damage Short - 1.25 Range 13 Courage damage - 1.5
* Purgation Squad Psycanon now has a small setup time of 0.6 seconds and tear-down of 0.4
* Purgation Squad Psycanon range increased from 38 to 42
* Purgation Squad Psycanon burst duration from 2-2 to 3-3
* Purgation Squad Psycanon weapon cooldown reduced from 0.5 to 0
* Purgation Squad Psycanon Reload Frequency & Duration removed
* Plasma Gun Stormtrooper dps increased from 8,24 to 12,36
* Stormtrooper Frag Grenade damage increased from 30 to 80
* Overcharge Plasma projectile speed increased by 50%
* Stormtrooper Plasma Gun cost reduced from 80/20 to 80/15
* Interceptor Squad Teleport & Furious intervention now has a small delay of 1.5 seconds before teleporting.
* Interceptor Squad Teleport & Furious internvention now makes the squad immune to supression for the duration while they are teleporting. + 80% damage resistance (exclusive)
* Grey Knight Rhino now has super heavy infantry from heavy infantry
* Grey Knight Rhino can now only transport 2 squads (down from 3)
* Reinforced Armor Plating Rhino cost reduced from 120/35 to 100/30
* Grey Knight Terminator reinforcement cost from 108/18 to 100/20
* Grey Knight Terminator speed from 4.0 to 4.5
* Reduced Grey Knight Terminator health from 5400 to 4950
* Grey Knight Terminator & Paladin Psycanon now has 38 range (To match the Storm Bolter)
* Grey Knight Paladin reinforcement cost from 108/25 to 150/25
* Grey Knight Paladin "Holy Ground" movement speed decrease on enemies from -1 to -1.5

- What's new
- Catachan pop from starting pop from 14 to 12
- Catachan max pop is now 15 from whatever (Only Sergeant, which adds +3)
- Reliable bleed and predictable on the losses you'll take
- Pretty much the same dps/surviveability (Still figuring out the numbers)
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Helios » Sat 02 Aug, 2014 10:33 pm

Is that a typo or did you actually mean to up the req cost? In that case you may want to say it was changed to 400/60. I have to admit, many team games you can get a manticore and it essentially becomes a 6th global just cause of how easy it is to guard it. Are you still evaluating the cost for this new upgrade?

Also, I'm guessing the change from Loyal til the End to expendable guardsmen squads is still on the drawing board?
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Crewfinity » Sat 02 Aug, 2014 11:05 pm

rhino's are gonna be a nightmare to deal with... even more so than they already are :(

Changes look awesome though! much appreciation :D
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Forestradio » Sat 02 Aug, 2014 11:17 pm

Looks good.

* Interceptor Squad Teleport & Furious internvention now makes the squad immune to supression for the duration while they are teleporting.

:) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :)
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby HandSome SoddiNg » Sun 03 Aug, 2014 3:59 am

Niceeeee, finally Weirdboy warpath is Nerfed. Now he's justified . Great to see the changes for GK. BC medium size just problematic while retreating to get chopped down by melee units . Having ST dps increase would make em preferably better choice then SS in t1,all the Salvo direct damage . Just How soon is 2.31 release o.O?
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby crazyman64335 » Sun 03 Aug, 2014 6:58 am

muh purgation blob of death RIP

:( :( :( :( :( :( :( :( :( :( :( :(
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Ar-Aamon » Sun 03 Aug, 2014 11:18 am

Very good changes. :)
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Torpid » Sun 03 Aug, 2014 12:52 pm

Dark reaper and banshee buffs? Can we please stop buffing banshees, they're already over the top thanks to the last buff.

Good ork changes. I'll be using a lot of WB from now on to illustrate just why they're good.

Great purgation changes too. Not so sure about the rhino, it might just become a bit too strong now.
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Caeltos » Sun 03 Aug, 2014 1:18 pm

It's actually a 10% cost reduction, and 10% dps decrease. That is not a buff per se, that is a tweak. A buff would be a singular improvement without any reduction of any kind.

Dark Reaper is somewhat more in the same bag, but maintaining their high damage potential without going overboard on their overall dps to much.
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Swift » Sun 03 Aug, 2014 2:05 pm

Excellent, I might now try more of my IST-Rhino-Purgation play in tier 1 which I love, even if it is fairly redundant. Nice changes though, not sure how that drop pod change will work out.
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby PhatE » Sun 03 Aug, 2014 3:34 pm

That Torpid Gamer wrote:...Good ork changes. I'll be using a lot of WB from now on to illustrate just why they're good.


A squad a Warboss' and/or Weirdboys?

I'm really happy to see the IST change for the Sergeant. The grenade did so little for a 90/25 purchase and the Sergeant didn't stop the models being peeled like onions very well. Or at least for 180/50 it delayed so much tech. I find that the onion comparison is quite fitting because of the tears GK would have after losing 3 in one Volley from a lot of things.

The Rhino changes I'm also very excited for. These things are going to become beasts and won't die to one chase from Sluggaz and Banshee's.

Hurray for Eldar and Ork changes (except for the weirdboy).

I imagine the openings and timings are going to change in favourable way but time will tell of course.

The Mek mines were pretty dastardly at a 30 second snare and the heal duration was quite generous for the painboy so this introduces a new type of playstyle if you want to have a painboy in your openings/late game/etc.
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby ChrisNihilus » Sun 03 Aug, 2014 7:39 pm

* Chaos Havoc courage damage reduced from 0.3 to 0.2 (Distant)
* Chaos Havoc courage damage reduced from 0.3 to 0.15 (Long)
* Chaos Havoc courage damage reduced from 1.25 to 0.4 (Medium)
* Chaos Havoc courage damage reduced from 2.75 to 2 (Short)


1) Isn't Distant more that Long range? Then why it causes more courage damage at distant than long?
2) The medium reduction i think is far too big. It's the same as Devastators now.
Causing more courage damage than other similar suppression unit is Havoc's perk.
Otherwise they'll just become a similar but worst copy.
I think that 0.2 - 0.2 - 0.5 - 2 is more honest.
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Torpid » Sun 03 Aug, 2014 7:55 pm

Caeltos wrote:It's actually a 10% cost reduction, and 10% dps decrease. That is not a buff per se, that is a tweak. A buff would be a singular improvement without any reduction of any kind.

Dark Reaper is somewhat more in the same bag, but maintaining their high damage potential without going overboard on their overall dps to much.


That's hugely oversimplified. A buff is anything which would cause the unit to better perform at the role at which they are most useful at. A massive weakness banshees is their bleed, this change will (I assume it affects their reinforce costs too) affect that and make it much less significant. Banshees will own any ranged unit they catch despite this change and they will do it very fast due to their scream which immediately freezes a unit in place. Furthermore most of banshee's prowess in melee fights doesn't come from their raw damage, rather it comes from their specials which are not in anyway nerfed by this change.

So:
Banshees will not have their effectiveness vs ranged units reduced by any non-negligible amount.
Banshees will have their effectiveness vs melee units reduced by less than 10% (because their specials aren't being nerfed too and that's the vast part of where they're brilliance in melee comes from [else stormboyz would defeat them fairly handily without waaaagggh]).
Banshees will have their initial costs decreased by 10% and potentially their reinforcement costs too?

Assuming reinforcement costs are also adjusted this is a buff. Just like the previous banshee "adjustments" which was overall a buff because although it meant by late T2 the banshees were just as strong as before, it means in T1 they're stronger. And the benefit of having the stronger unit in T1 carrying on all throughout T1 and continues in T2 and T3 and has that snowball effect, so that was a buff too. I mean, shees are soooo much better now pre-aspect than before that the map control advantage eldar have now compared to before is huge and they bleed less too already thanks to that previous buff.
Last edited by Torpid on Mon 04 Aug, 2014 12:06 am, edited 1 time in total.
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Raffa » Sun 03 Aug, 2014 8:45 pm

Banshees are annoying as fuck let's face it. Which makes it very difficult to analyse their performance without big exaggerations on all sides (I know I've done it in the past ;) ).

In a nutshell, a roughly 13 dps decrease across the squad, at least in my opinion, is too good a tradeoff for such a hard-hitting unit. If this is the start of a process to not make Banshees such an anomalous unit then OK, but the cost should be 380 req, anticipating further changes to come. If it's a one-off then I don't agree with this change as it's going to improve performance of an already high-performing unit.

Also Interceptors finally changed (yay, they might not be crap no moar!)
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby FiSH » Sun 03 Aug, 2014 10:58 pm

Honestly too many people are jumping onto oversimplified conclusions regarding banshee changes. For example, the 10% decrease in dps for banshees can make a difference between ASMs beating banshees or not.

This is a big deal because this can have a big impact on the Eldar 1-1-1-1 build. Now ASMs can potentially force off shuri and rangers much more effectively, meaning Eldar army will have much less map presence.

Reducing the price while also reducing the dps may sound like a tweak, but it may very well spell huge nerf to the overall Eldar composition. Thus, without doing some in-depth testing, I see no reason to suggest 380 req is more appropriate or to suggest that the decrease in price simply means a buff.
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Lost Son of Nikhel » Sun 03 Aug, 2014 11:16 pm

Caeltos wrote:Chaos Space Marines

Which is the reason of this change? I mean, Chaos Lord is already a slow big fatty bastard. Why are u going to make him even more sluggish? :P

Not sure about Havocs.

Caeltos wrote:Eldar

One of my hidden fetish is play a Eldar build with 2 Banshees squad. Maybe this change (in addition with the Aspect changes) could make my dream happened.

Don't like too much Dark Reapers change. Now with Farseer's Guide they could outrange not only suppression teams, but also snipers. :shock:

Caeltos wrote:Orks

Where I like the Proximity mines, Warpath and Flash Gitz red resource changes, I dislike the Speshul/Very Speshul Git Sauce ones. Seems to drastic too me without any other change, and I would change it to 8-9 seconds instead of 5 seconds.
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Torpid » Sun 03 Aug, 2014 11:55 pm

Just to remind you Raffa, because the sublte warning of bias is obvious, that I used to find banshees are underwhelming before their last buff. I never got them as the farseer, as mind war+dire avengers did everything they do but better with proper micro and in general banshees just bled too much in T1 as the FS. As the other heroes I got them and while obviously I never denied that they had ridiculously strong retreat killing potential, it was never in my opinion causing them to be OP because they still bled like crazy in the early game without doing particularly much.

I no longer have that opinion though since they've already been buffed beyond that. Nevertheless I was never one to be crying about banshees chasing units across the map, or having ridiculous specials, because of... many factors...

FiSH wrote:Honestly too many people are jumping onto oversimplified conclusions regarding banshee changes. For example, the 10% decrease in dps for banshees can make a difference between ASMs beating banshees or not.

This is a big deal because this can have a big impact on the Eldar 1-1-1-1 build. Now ASMs can potentially force off shuri and rangers much more effectively, meaning Eldar army will have much less map presence.

Reducing the price while also reducing the dps may sound like a tweak, but it may very well spell huge nerf to the overall Eldar composition. Thus, without doing some in-depth testing, I see no reason to suggest 380 req is more appropriate or to suggest that the decrease in price simply means a buff.


Banshees lose to ASM if they proc no specials and get knocked back by the numerous sources of KB SM get. Banshees beat ASM if they proc enough specials, or are fortunate enough to gang-bang one member early on. A less than 10% reduction in their damage won't really change the outcome of that fight from what it currently is.
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Ace of Swords » Mon 04 Aug, 2014 12:03 am

One of my hidden fetish is play a Eldar build with 2 Banshees squad. Maybe this change (in addition with the Aspect changes) could make my dream happened.


shees were 350 req like an year ago but with the same damage, still nobody did 2 shees except against the occasionaly double asm/gk.
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Caeltos » Mon 04 Aug, 2014 12:08 am

ChrisNihilus wrote:
* Chaos Havoc courage damage reduced from 0.3 to 0.2 (Distant)
* Chaos Havoc courage damage reduced from 0.3 to 0.15 (Long)
* Chaos Havoc courage damage reduced from 1.25 to 0.4 (Medium)
* Chaos Havoc courage damage reduced from 2.75 to 2 (Short)


1) Isn't Distant more that Long range? Then why it causes more courage damage at distant than long?
2) The medium reduction i think is far too big. It's the same as Devastators now.
Causing more courage damage than other similar suppression unit is Havoc's perk.
Otherwise they'll just become a similar but worst copy.
I think that 0.2 - 0.2 - 0.5 - 2 is more honest.


The thing is how courage damage in correlation with how much courage a squad has. Most setup teams have a courage damage of 400. As long as the courage damage exceeds over 100, it will be a close to immediate supression. Chaos Havocs will still be the best-overall crowd-control of the setup teams with great scaling potential.

One thing that gets overlooked is that Chaos Havoc also has the lowest rotation rate of all the setup teams (I believe the Shuriken Platform itself is also relatively slow tho) - which means that the unit is suspectible to flanking maneuvers. Which brings me to my next point;

Which is the reason of this change? I mean, Chaos Lord is already a slow big fatty bastard. Why are u going to make him even more sluggish?


Chaos Lord has an overdominant early-game shove potential, it should still remain as one of his highlight - but it leaves little room for counterplay manuevers when he can shiftly shift between targets and tie them up. This should reduce some of his early-game prowess, assuming he's getting flanked from multiple angles.

As for Banshees;
- I want to try to aim for somewhat of a sweet spot. Keep in mind how reinforcement cost are calculated -
400/2/X (amount of base models) = 40 - Not very profitable to go with 2x shee start due to bleed potential

38 wouldn't be helping that much, 37 is a figure I tried as well in the past, but 36 is more of a reasonable sum. However, one can argue that you would tweak Guardians/Dire Avengers (But I think they're in a decent spot as it stands) it's mostly how transitional and experimental banshee play can be. Dire Avengers work well now with Falcon/Wraithlord support - whereas Banshees have abit more of a fall-off.

Sniper rework is scheduled to be implemented as well, so it's important to keep that in mind as well. So the performance tweak of Rangers should require abit of a look on the rest of the overall roster, equally applied to the Sphess Mahreen (altho Rangers are more universally implemented into builds, and almost deemed a neccassity, whereas the Sniper scouts are optional into your playstyle/preference of approach)

Banshees lose to ASM if they proc no specials and get knocked back by the numerous sources of KB SM get. Banshees beat ASM if they proc enough specials, or are fortunate enough to gang-bang one member early on. A less than 10% reduction in their damage won't really change the outcome of that fight from what it currently is.


CSM AC with 2 more DPS is broken as fuck. I tried it in the early-stages of the mod, and that shove-dps peel potential of the squad is insane. Guardians/Dires had 10% more damage on their BE, and that was overperforming as well. Implying that 10% is not much would be foolish and unwise. The damage reduction will effect on how fast the health of the squad will go down, making him(the opposition) more prone to stay in the engagement, which can result in unfavorable fights in the long run. besides that, a 10% dps reduction can lead to loss of dps through model losses.

Of course, that Banshees have a 0.85 damage modifier on retreating unit is another thing to consider, so you should see even less of that due to the damage drop-off. Their chase potential is still intact tho, as it should be.

shees were 350 req like an year ago but with the same damage, still nobody did 2 shees except against the occasionaly double asm/gk.

Banshees also didn't 725 base health back then tho. 8-)
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Bahamut » Mon 04 Aug, 2014 2:19 am

Why are carnifexes getting a reduction in their pop?. Nids already are very forgiving on pop cap

I'd like a revision on khorne's havoc dps. 45 dps on that autocannon does overperform. In comparison HWT autocannons have 36 dps. That means khorne havoc have 25% more dps and chaos have actually more ways to selfbuff that dps than IG
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Cheah18 » Mon 04 Aug, 2014 2:31 am

Rhinos are going to OWNNNN
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby BaptismByLoli » Mon 04 Aug, 2014 3:17 am

Cheah18 wrote:Rhinos are going to OWNNNN




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Patch 2.3.1 (Tentative balance changelog preview)

Postby Nurland » Mon 04 Aug, 2014 6:59 am

Chaos has more ways to buff dps than IG? Khorne Shrines and Bloodlust? So that is one hero and one off the buffs is a stationary building and the other buff is a global that costs 200 red.

IG has execution, LttE, LG melta buff and Sniper buff. Not to mention the shield for HWT which grants immunity to KB and 50% ranged damage reduction.
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Crewfinity » Mon 04 Aug, 2014 7:31 am

not to mention that IG in general has a lot more damage-dealers in their roster than chaos does. catachans, GM, stormtroopers are all good at putting out DPS, while chaos is more melee oriented, with the exception of TCSM. having a higher damage autocannon on havocs is fine because the rest of the army usually isnt pouring on as much additional firepower as an IG army will be.
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Torpid » Mon 04 Aug, 2014 1:31 pm

Shield + lack of ranged damage in the chaos composition/loads of ranged damage in the IG composition explains it.
Lets make Ordo Malleus great again!
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby viggih » Mon 04 Aug, 2014 2:05 pm

* Manticore now has a new upgrade - Improved Communications Equipment
* Improved Communications Equipment - Reduces the cooldown of the Storm Eagle ability by 20 seconds for more rapid barrages.


Might I suggest that this upgrade be named Augur Array for the sake of brevity and lore-friendliness.
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Bahamut » Mon 04 Aug, 2014 3:42 pm

Nurland wrote:IG has execution, LttE, LG melta buff and Sniper buff. Not to mention the shield for HWT which grants immunity to KB and 50% ranged damage reduction.


LG melta buff doesnt apply to autocannons, they have no cooldown. LC could get flak jacket and lose execution but that's going somewhere else. My point stays the same, only CL and LC can buff damage, but CL does it a tiny bit easier/better

Crewfinity wrote:not to mention that IG in general has a lot more damage-dealers in their roster than chaos does.


Everything in the chaos roster is designed to ridiculous amounts of damage :/

That Torpid Gamer wrote:Shield + lack of ranged damage in the chaos composition/loads of ranged damage in the IG composition explains it.


Sight... i compared dps on both setup teams just to state the dps difference between them, is not about HWT is shit cause havocs hit harder or havoc are OP cause they hit harder than HWT. But i gotta say.. chaos has no ranged damage? dafuq?

Anyway.... It's my experience that Khrone havocs heavily overperform regardless of stat difference between the 2 squads. If it was the IG HWT doing 45 dps i would be asking for a revision on the HWT as well.

I think 40 dps is more than enough for an autocannon... 45 is simply too much
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Caeltos » Mon 04 Aug, 2014 4:02 pm

viggih wrote:* Manticore now has a new upgrade - Improved Communications Equipment
* Improved Communications Equipment - Reduces the cooldown of the Storm Eagle ability by 20 seconds for more rapid barrages.


Might I suggest that this upgrade be named Augur Array for the sake of brevity and lore-friendliness.


Yes, if it's more appropiate to the unit itself. But I couldn't find anything regarding teh Augar Array tied to the Manticore when I was googlin' - as for the Improved Communications Equipment;

The Manticore can be also be equipped with the following enhancements: camouflage netting, extra armour, a Hunter-Killer Missile Launcher, a mine sweeper, improved communications equipment, a Pintle-mounted Heavy Stubber or Storm Bolter, a dozer blade, rough terrain modifications, a searchlight, track guards, and smoke launchers.


But yeah, I'll replace the Improved Communications with Augar Array for now. ;)
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby Lost Son of Nikhel » Mon 04 Aug, 2014 4:18 pm

Chaos units are design to do fuckton of damage because Chaos have less ways to increase their damage compared with any other army.

IMHO MoK Havocs are fine.
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Re: Patch 2.3.1 (Tentative balance changelog preview)

Postby saltychipmunk » Mon 04 Aug, 2014 5:17 pm

i have a lingering suspicion that the changes listed to interceptors is going to hurt them alot. 1.5 seconds effectively means trying to jump out of an engagement as a means of disengaging is not practical, if you have two squads focusing you, 1.5 seconds is plenty of time to have 300 - 500 damage delt to your squad. ouch,

the changes to the rhino will need intense scrutiny. i just hope these two changes didnt just make rhino the go to t1.5 unit and the interceptors the even riskier choice.

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