2.3.2 Beta Changelog (Final)

Issues dealing with gameplay balance.
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Caeltos
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2.3.2 Beta Changelog (Final)

Postby Caeltos » Fri 08 May, 2015 11:29 pm

Here it is, the final changelog for the beta version of the next patch -

GENERAL
* Changed the sniper_av damage modifiers to the following;
* Bug fixes here & there
* Gamebreaking exploits fixed here & there
* New unique indicators added for factions etc
* heavy_infantry 1.0 from 1.1
* infantry from 1.0 to 0.7
* added lots of speeches! (More to come in due-time!)
* Increased suppression_pvp damage against buildings from 0.05 to 0.5 (?!)


Eldar recieved alot of experimental changes, this is a small note of a much larger changelog. The goal here is to improve the Eldar theme of the being a fast, yet fragile glass-cannon faction, and reduce some of their toxic gameplay mechanics that transitions into T3, but improve the synergy aspect of the army composition with one another. For an ex. Avatar , Seer Council and the Autarch are 3 key-units that are being changed. Please leave your feedback & suggestions on the forums!
Eldar
* Dire Avenger Exarch health increased from 250 to 275
* Wraithguard cost increased from 400/50 to 400/60
* Reverted the Shuriken Catapult Team changes back to previous values (all of them)
* Reduced the movement speed bonus from Warlocks/Seers being nearby Wraithguards from 1.5 to 1.0
* Fire Prism speed increased from 6.0 to 6.5
* Fire Prism acceleration decreased (need values)
* Autarch Forcefield cost decreased from 75/30 to 75/25
* Dark Reaper health increased from 150 to 175
* Dark Reaper dps reduced from 16,04 down to 14,436 (damage reduced from 27.5 to 25)

Chaos Space Marines are a relatively rock-solid faction through-out most of the stages of the game. Presenting strong early-pressure & mid/late game potentcy. The goal is to give the opposing players more rewards for being able to punish the pressure with subtle leveling potency of squads through bleeding heretics. Dreadnoughts is also more specialized in their upgrades now, specifically the Mark of Tzeentch. The regular Dreadnought fares much better in it's anti infantry department, but has not been improved in it's anti vehicle by much.
Chaos
* Chaos Sorcerer is immune to knockdown/knockback while casting the Coruscating Flames. (This is to prevent it to be casted again, after getting knocked down/back)
* Coruscating Flames have a range of 20, but tracks for an extended range of 24 to ensure that it doesn't get re-channeled again casting (Consistency!)
* Chaos Sorcerer is immune to all forms of knockback/knockdown and etc when "Warp" global is being used
* Robes of Torment health increased from 150 to 200 (removed hp regeneration bonus)
* Icon of Tzeentch cost reduced from 150/35 down to 150/30
* Plague Champion Lascannon Turret no cost any requisition to upgrade
* Chaos Heretics experience increased from 42 to 50
* Daemonic Fury (Raptor Aspiring Champion ability) should now propertly domino knockback effected units
* Bloodcrusher cost reduced from 300/60 down to 250/60
* Slaughter ability starts on-cooldown (meaning they cannot use until 2 minutes after the AC is purchased)
* Plague Marines health regeneration has been increased from 4.0 to 4.6
* Chosen Plague Marine health regeneration increased from 4.0 to 4.6 (Their melee resistance which is stated to be added might be removed as a result due to sustain difficulties that might occur)
* Chaos Predator movement speed increased by 0.25 (from 6.5 to 6.75)
* Chaos Autocannon splash modifiers changed
* Chaos Dreadnought Autocannon splash radius (1) from 0.5 to 0.75 (from 30 to 45)
* Chaos Dreadnought Autocannon splash radius (2) from 0.3 to 0.5 (from 18 to 30)
* Chaos Dreadnought Autocannon splash radius (3) from 0.15 to 0.25 (from 9 to 15)
* Chaos Dreadnought Mark of Tzeentch splash radius reduced from 3 to 2
* Dreadnought Missile Launcher splash modifiers changed as a result
* Short (1 radius) - 1.0 | Medium (1.5 radius) - 0.7 | Long (2 radius) - 0.4 | Far (4 radius) - 0.2 |
* Chaos Terminator Demoralize damage debuff reduced from 5% to 3%


The intended goal with Space Marines is to ease the issue with dealing with multiple terminators in team-games by increasing the cooldown of the terminator call-in. As a compensation, they have recieved some small quality of life improvements towards certain upgrades. Improving other aspect of the roster can improve the diversity of your opening builds to furthermore branch out the early-game viability builds. (For an ex. multiple scouts can be opened up to be more flexible in certain matchups). The Land Raider is a crucial make or breaking point in team game enviroment with it's utility. We've decided to reduce it's healing impact, to furthermore try to keep the Space Marines back at the Land Raider to recuperate for abit longer period of time, giving the opposition more breathing room rather than suffer a stream of pressure. The Land Raider however, in a 1v1 enviroment has diminished impact due to it's relatively slow movement speed and high pop requirement that you need to fully seize the map. As a result of this, we've given the Land Raider less team-support, and more ego-centric improvements for a super vehicle.
Space Marines
* All Space Marine Commanders now have the old "Drop Pod" ability as an starting ability with a 60 cast range. (Look under gab/apo voiceline for abt_genpod for ability voiceline, techmarines has none unfortunately)
* Techmarine Missile Turret no longer cost any requisition to upgrade
* Force Commander Chapter Standard cost reduced from 150/50 to 150/35
* Combat Stimulant cast range increased from 20 to 25
* Purification Rites damage increased from 15 to 25
* Larramans Blessing cooldown increased from 50 to 180s
* Angels of Death cooldown decreased from 420 to 120s
* Signum Armor cost increased from 135/30 to 150/30
* Force Commander "Defend" ability now cost 10 energy to activate
* Tactical Space Marine Plasma Gun damage increased from 65 to 75
* Assault Marine Blind Grenade range increased from 20 to 25
* Assault Marine Blind Grenade energy cost reduced from 40 to 25 energy
* Space Marine Librarian Inspiration buff now applies with the ranged weapon kills
* Space Marine Librarian Force Staff cost changed from 90/30 to 100/25
* Space Marine Librarian Psychic Hood cost changed from 50/30 to 75/25
* Dark Age of Technology cost reduced from 100/30 to 75/30 (Normal Dreadnought)
* Land Raider Redeemer movement speed increased from 3.5 to 4.25
* Land Raider Redeemer Aura heal pulse increased from every 0.5 second to every 1 second
* Land Raider Redeemer Aura radius increased from 15 to 22
* Predator movement speed increased by 0.25 (from 6.5 to 6.75)
* Terminator Commander 'Cleansing Flame' damage reduced from 30 to 25
* Terminator Commander 'Cleansing Flame' damage reduced from 30 to 25
* Terminator Commander Lightning Claw damage increased from 80 to 95
* Terminator Assault Cannon upgrade cost reduced from 100/80 down to 100/60
* Force Commander Terminator Assault Cannon upgrade cost reduced from 70/70 to 70/50

The Imperial Guard are recieving alot of attention this patch. One of them is to re-evaluate the red effiency for the Banewolf, hopefully this may lead to a slightly slower Banewolf drop, as well reduce some economical restrains in certain aspects for the faction. The Manticore changes are aimed to open up more counterplay potential, and cost effiency for the Manticore in general. You can keep it as a utility with high damage, or slightly reduced RoF with much higher kill potential (and use as a much more essential part of your army, rather than an utiltiy/support unit). Ogyrns are recieving improvements to improve their sustain in the current meta (and hopefuly the future one), aswell try to improve their sustain dps potential by increasing their reload frequency, aiming for ranged/melee stance improvements for the squad. Kasrkins are also changed from a burst-oriented squad towards a much more sustain dps potential squad, to further distinguish the squad more from the Stormtroopers (who are burst oriented). This reduces some of the toxic gameplay, and aims to improve the flow of game, and give the players more room to play around with what's going on.
Imperial Guard
* Banewolf red cost increased from 150 to 175
* Catachan Improvised Explosive health reduced from 250 to 50
* Guardsmen upkeep reduced from 2,55 down to 2,0
* Commissar Lord Inspire Determination now grants +50 energy additionally to it's existing benefits to the Commissar Lord. (The Wargear, not the ability)
* Valkyrie Run first delay increased from 2.0 seconds to 2.7 seconds , second run increased from 2.7 to 3.0
* Guardsmen Commissar cost adjusted from 75/20 to 85/15
* Manticore cost reduced from 300/90 to 300/75
* Manticore no longer has Storm Eagle rockets by default, it has been moved to an upgrade instead
* Manticore Missiles is the new starting ability - Deals 120 manticore_rocket damage and has a 60s cooldown
* Storm Eagle - same as it currently is , but with a 70s cooldown instead.
* Storm Eagle cost is 100/25
* Ogryn Battle Regeneration health increased from 0.5 hp/s to 1.0 hp/s (stacks ontop of their regular health regeneration, so that makes it 1.5 hp/s while in combat)
* Ogryn Ripper Gun reload frequency increased from 2-4 to 5-7
* Executioner upgrade cost reduced from 185/35 to 150/30
* Vanquisher upgrade cost reduced from 185/35 to 150/30
* Mobile Base upgrade cost reduced from 100/30 down to 85/25
* Assail range reduced from 45 to 38
* Assail energy cost increased from 50 to 60
* Baneblade build time increased from 75 to 90s
* Kaskrin upkeep increased from 12,75 to 30,6 (from 2,55 to 6,12 ea)
* Kaskrin Grenade Launcher amount increased from 2 to 3
* Kaskrin health increased from 240 to 275
* Kaskrin Sergeant health increased from 250 to 300
* Kaskrin has reduced range dps in general , changed from burst to sustain dps

Warboss Kustom Shoota is a relatively decent T1 purchase, but falls off incredibly hard into T2/T3 stages of the game. There's a very limited window for it's effectiveness for his relatively minor supportive utility package. The intended goal is to give it some element of scaling. Specifically, with the leveling system, this means that level 3 he will effectively 1-shot 100 hp models, whereas previous it would require a higher level. It will still require the Warboss to be effectively well-mainted. Wartrukk is also getting a dps improvement to support more if it's overall usefulness outside of the reinforce potential, compared to Falcon/Razorback who are far abit more effective in comparison. Also, Flash Gitz spam is reduced, but their performance is unchanged.
Orks
* Kustom Shoota melee damage increased from 85 to 95 (from 42,5 to 47,5 dps)
* More Dakka red cost increased from 50 to 75
* Supa Tuff Beam damage reduced increased from 50% to 75%
* Wartrukk Big Shoota damage increased from 20 to 28
* Electric Armor cost reduced from 120/30 to 110/30
* Electric Armor energy drain reduced from 6 energy per second down to 5
* Flash Git pop increased from 15 to 18 (upkeep increased from 10,2 to 15,3 each)
* Kommando Nob (The Squad) rokkit launcher damage increased from 35 to 40

Overall, I'm somewhat satisfised with the general gameplay of the tyranid, but some of the counterplay part of the faction is pretty diminished due to weapon properties (Venom Cannon HT etc). So we're giving the opposing players the chance to move into close range to negate it's power as an tool to counterplay the Venom Cannon. Neurothrope is treated in the same matter. I do want to look into more details for the wargears for the Tyranid Commanders, and some of the "swarm" aspect in their late-game stages and "Improve" it to a certain degree, but this is a start.
Tyranids
* HT Venom Cannon now has a minimum range of 8 to be fired (from 0)
* Stalk no longer increase the speed of the Lictor Alpha
* Feeder Tendrils cost increased from 100/30 to 125/35
* Scythe damage increased from 10 to 25
* Acid Splatter damage increased from 80 to 85
* Spore Mine experience increased from 0 to 25
* Enhanced Muscle Coil cost reduced from 60/25 to 60/20
* Without Numbers now reinforces all nearby tyranid forces (will not effect allies)
* Doom of Malan'tai renamed to Neurothrope
* Doom of Malan'tai no longer emits basic synapse
* Paroxcysm now has a minimum cast range of 15
* Paroxycsm damage reduced from 2% of the targets health down to 1.5%
* Spirit Leech now also roots the enemy target in place for the duration of the effect.
* Spirit Leech now inflicts 30 heavy_melee damage to the target
* Life Leech damage reduced from 10 piercing_pvp to 5 piercing_pvp damage
* Swarmlord damage increased from 90 to 100

Grey Knights are still a child that's trying to find it's place within the game, they have some certain aspects of the game that i'm relatively pleased with, that being primarily how their T2 is mainly functioning. However, their early-game and transitional T2 into T3 is abit anti-fun to play against, and presents alot of akward gameplay. The changes are aimed towards making the transitional builds more viable, and make the faction distinguished more then their Space Marine / Chaos Marines comparisons. There's alot things I hope I could go more into details with, but I hope you enjoy these changes, please leave your feedback & suggestions on the forums with what you're pleased with, and displeased with. And how you thinkt things could be improved!
Grey Knights
* Some visual FX's have gotten some rework, or been polished up for gameplay or performance issues.
* Brother Captain rotation rate reduced from 600 to 160
* Holy Armor of Terra grants +500 health from +400
* Brother Captain Aegis Armor cost increased from 100/20 to 110/25
* Inquisitiorial Stormtrooper Sergeant melee dps from 9 to 15
* Grey Knight Rhino armor type changed from Super Heavy Infantry to Heavy Infantry
* Grey Knight Rhino Heavy Bolter cost reduced from 110 to 100
* Grey Knight Rhino Lascannon upgrade cost increased from 110 to 100/15
* Vindicare Assassin Cameleon Stealth now lasts for a short period of time after leaving cover. (3 seconds)
* Strike Squad 'Energy Burst' ability movement speed reduction increased from 50 to 80%(?)
* Strike Squad Pyscanon damage increased from 20 to 23
* Grey Knight Dreadnought Inferno Cannon Courage damage increased from 30 to 50
* Purgation Squad moved from a T1 unit to a T2 unit
* Purgation Squad cost changed from 300/30 to 400 requisition only
* Purgation Squad Incinerator damage increased from 7 to 10
* Purgation Psycanon range increased from 42 to 44
* Clear Vision duration increased from 7 to 15s
* Clear Vision cooldown decreased from 60s to 30s
* Clear Vision now requires 60 energy to activate (from 0)
* Psychic Field cooldown reduced from 70 to 10s
* Grey Knight Dreadnought now has the Grenade Launcher by default
* Grey Knight Dreadnought melee claws now increase it's health by 150
* Grey Knight Terminator & Paladin build time increased from 60 to 75 seconds
* Grey Knight Terminator & Paladin can now use a new ability "Withdraw" (a retreat function with a 3 minute cooldown)
* Grey Knight Terminator & Paladin now use energy for their abilities
* Grey Knight Terminator & Paladin Teleport cost is at 60 energy cost
* Grey Knight Paladin are now capped at 1
* Grey Knight Paladin Liber Daemonica cost increased from 90/20 to 100/25
* Grey Knight Paladin health regeneration increased from 0.5 to 2.0
* Grey Knight Paladin now a new ability called "Shockwave" which is cast similiar to Wailing Doom/Merciless Strike. Sends out a shockwave in a 22.5 line of length. Inflicting 30 piercing damage. 60s cooldown, 60 energy cost.
* Grey Knight Terminator speed increased from 4.5 to 5
* Grey Knight Terminator health reduced from 4950 down to 4250
* Grey Knight Terminator health regeneration increased from 0.5 to 1.75
* Grey Knight Terminator cost reduced from 650/100 down to 600/100
* Grey Knight Terminator Liber Daemonica cost changed from 90/20 to 75/25
* Grey Knight Terminator reinforcement time down from 15 to 10
* Grey Knight Terminator no longer drains energy passively
* Grey Knight Terminator 'Holocaust' ability cost 45 energy to use
* Land Raider Crusader speed reduced from 3.5 to 3.25
* Land Raider Crusader now has Frag Assault ability as the Land Raider Redeemer
* Interceptor Squad moved from T1 to T3
* Interceptor Squad are now armed with Psycanons for the whole squad (They have similiar traits to the one of the Strike Squads in the weapon stats)
* Interceptor Squad can now swap between melee weapons and ranged weapons (However, their melee dps has been unchanged)
* Incinerator upgrade has been removed for the squad
* Interceptor Squad ranged damage improved from 7,5 to 16 (This includes Justicar)
* Interceptor Squad Teleport & Divine Intervention range increased from 50 to 75


Things to be added -
Inquisitorial Operatives (Pretty much final, will have to just get all the abilities and stuff forwarded to Myrdal / Wise Windu)

FINAL NOTE
Due to people being unable to behave appropiately in the previous thread, this thread will be locked. Sorry for all the people who actually can respond appropiately and maturely, but I honestly can't be bothered to have to look into post, delete them and tell people to act like grown ups in this type of thread.

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