Patch 2.5 (WIP)
Patch 2.5 (WIP)
Will update here.
Finally.
Tease -
Space Marines
* Force Commander Thunderhammer special no longer tracks an infinite distance. (tracks a distance of maximum 12)
* Techmarine Venerable Dreadnought cost increased from 600/50/350 to 600/100/350
* Venerable Dreadnought 'Dark Age of Technology' cost reduced from 100/50 to 100/25
* Land Raider Redeemer Aura no longer provides a damage reduction modifier
* Land Raider Redeemer Melta damage increased from 80 to 100
* Land Raider Redeemer Flamers now inflict 40 courage damage
* Assault Terminator rotation speed reduced from 600 to 200
* Terminator rotation speed reduced from 600 to 200
Chaos
* Heretic cost reduced from 210 down to 190
* Heretic damage reduced from 24 to 20
* Dirge Caster range effect radius reduced from 40 to 32
* Reduced the Chaos Terminator Reaper Cannon range from 49 to 38
* Chaos Terminator rotation speed from 600 to 200
Grey Knights
Globals
* Flamefury Strike has been replaced by "Call-in Paladins" cost is 650/150/350
* Paladin/Terminator Psycanon & Incinerator now have a 0.5 accuracy while firing on the move (from 1)
* Paladins can no longer retreat (However, regular GK Terminators can)
* Paladin rotation speed decreased from 600 to 200
* Terminator rotation speed decreased from 600 to 200
* Terminator charge has been removed, and replaced with a Teleport-Assault.
* Terminator cost increased from 600/100 to 600/125 (reinf cost changed to 100/25)
* Brother-Captain Teleport-Pack has been removed
* Canticle of Absolution no longer denies enemy abilities from being used
* Canticle of Absolution energy restoration reduced from 2.5 e/s to 1.25 e/s
* Canticle of Absolution now greatly accelerates ability cooldown by 3x when inside it. (This ability will not effect Super Heavy Infantry units, such as Terminators(of all kind), Paladins, Avatar and etc)
* We are the Hammer! No longer increases the movement speed of the Brother-Captain
* Blessed Aegis moved from Tier 1 to Tier 2
* Inquisitorial Operative build time increased from 24 to 28s
* Inquisitorial Operative weapon range reduced from 28 to 26
* Vindicare Assassin build time reduced from 32 to 24 seconds
* Purgation moved from T2 into T1
* Purgation Squad cost adjusted from 400 req to 300/30 cost
* Rhino moved from T1 to T2
* Rhino health is now set to 500 by default (vehicle armor)
* Rhino 'Armored Plating' upgrade has been removed
* Rhino now allows for nearby squads to reinforce
* Rhino cost increased from 180/30 to 250/45
* Rhino Lascannon wind-up increased from 1 to 2
* Rhino Lascannon damage increased from 140 to 165
* Replaced Strike Squad Psycanon with a Psilencer
* Psilencer is an effective weapon against infantry, heavy infantry and commanders
Eldar
* Providence health gain increased from 200 to 300
* Enhance speed decreased from 3 to 2
* Enhance duration increased from 6 to 10 seconds
* Witchblade of Kurnous special attack damage increased from 46 to 50
* Witchblade of Kurnous damage increased from 80 to 100
* Dire Avenger cost reduced from 300 to 270
* Fire Dragon armor changed from infantry_fire_resist to heavy_infantry
* Fire Dragon 'passive' aura no longer reduces damage taken, but still grants weapon_knockback immunity. (ability_knockback removed)
* Dark Reaper health increased from 175 to 200
* Dark Reaper reload duration reduced from 3-3 to 2-2
* Dark Reaper 'Tempest Barrage' ability removed
* Dark Reaper Exarch no longer grants additional +10% health to the squad
* Dark Reaper Exarch now adds +10 sight range to the squad. (If the Exarch dies, this bonus is lost. This is a fail-safe against potential bug so multiple exarch bought on the squad doesn't add several +sight range to the squad)
Imperial Guard
* Increased the squad-size of Imperial Guard Heavy-Weapon Team from 4 to 6 (pop unchanged, so it's still 12 pop squad)
* Reduced the health of Imperial Guard Heavy-Weapon Team from 185 down to 150
* Striking an enemy with Servo-Skull (Wargear) now reveals that target for 30 seconds. (This effect CANNOT stack, for an ex. 30+30+30) in addtion to it's existing effect.
* Ogryn reinforcement cost reduced from 70/15 down to 66/12
* Guardsmen Commissar upgrade cost increased from 75/15 up to 75/20
* Kasrkin armor type changed from infantry to heavy_infantry
* Kasrkin Sergeant armor type changed from infantry to heavy_infantry
* Kaskrin vision increased from 40 to 50
* Kasrkin Grenade Launcher cooldown decreased from 6 to 5
* Kasrkin Melta Guns upgrade removed
* Kaskrin Krak Grenade now behaves more like Orb of the Omnissiah projectile, rather than a melta-bomb throw, which caused the grenade to get stuck on terrain.
Tyranids
* Hive Tyrant Bio-Plasma cost reduced from 100/30 down to 100/25
* Ravener Alpha Burrow no longer slows him down by -25%
* Ravener Burrow Trap energy cost reduced from 45 to 40
* Ravener Crippling Talon wargear now grants an additional +50 health
* Terrify cooldown increased from 60 to 90s
* Lictor (unit) melee skill increased from 60 to 70
* Genestealer has undersone some substantial changes
* Genestealer 'Rending Claws' has been moved from T3 to T2
* 'Adrenal Rush' heal on hit reduced from 5% to 2.5%
* 'Adrenal Rush' damage reduced from 40% to 20%
* 'Adrenal Rush' ranged damage reduction increased from 45% to 60%
* Carnifexes has undergone some substantial changes
* Carnifex pop increased from 18 to 20 (upkeep remains the same)
* Carnifex 'Charge' has been renamed 'Tremble charge(?)'
* "Tremble Charge" is now targetable on walker/vehicles only. Range reduced from ? to ?, speed accceleration remains the same (200%). However, upon impact on the vehicle/walker, it will now take 150 heavy_melee damage and stun the vehicle/walker for 3s.
* Carnifex Bio-Plasma radius increased from 5 to 6 (+added the damage modifier long distance from 8 to 6 with 0.5 damage modifier)
Orks
* Slugga Burnaz cost increased from 65/15 to 80/15
* Warpath upgrade now allows the Weirdboy to be controlled when dying, instead of him being completely random.
* Deff Dredd dakkas dps increased from 9,46 to 12,298 (damage from 25 to 32,5)
* Painboy 'Stronga Cybork Implants' damage increase from 5% to 15%
* Kustom Forcefield cost increased from 110/25 to 110/30
* Supa Tuff Beam cost reduced from 150/60 down to 150/50
* Kommandos melee damage increased from 16 to 18
* Kommando Nob (squad) melee damage increased from 20 to 30
* Kommando Nob (squad) rocket damage increased from 40 to 50
Finally.
Tease -
Space Marines
* Force Commander Thunderhammer special no longer tracks an infinite distance. (tracks a distance of maximum 12)
* Techmarine Venerable Dreadnought cost increased from 600/50/350 to 600/100/350
* Venerable Dreadnought 'Dark Age of Technology' cost reduced from 100/50 to 100/25
* Land Raider Redeemer Aura no longer provides a damage reduction modifier
* Land Raider Redeemer Melta damage increased from 80 to 100
* Land Raider Redeemer Flamers now inflict 40 courage damage
* Assault Terminator rotation speed reduced from 600 to 200
* Terminator rotation speed reduced from 600 to 200
Chaos
* Heretic cost reduced from 210 down to 190
* Heretic damage reduced from 24 to 20
* Dirge Caster range effect radius reduced from 40 to 32
* Reduced the Chaos Terminator Reaper Cannon range from 49 to 38
* Chaos Terminator rotation speed from 600 to 200
Grey Knights
Globals
* Flamefury Strike has been replaced by "Call-in Paladins" cost is 650/150/350
* Paladin/Terminator Psycanon & Incinerator now have a 0.5 accuracy while firing on the move (from 1)
* Paladins can no longer retreat (However, regular GK Terminators can)
* Paladin rotation speed decreased from 600 to 200
* Terminator rotation speed decreased from 600 to 200
* Terminator charge has been removed, and replaced with a Teleport-Assault.
* Terminator cost increased from 600/100 to 600/125 (reinf cost changed to 100/25)
* Brother-Captain Teleport-Pack has been removed
* Canticle of Absolution no longer denies enemy abilities from being used
* Canticle of Absolution energy restoration reduced from 2.5 e/s to 1.25 e/s
* Canticle of Absolution now greatly accelerates ability cooldown by 3x when inside it. (This ability will not effect Super Heavy Infantry units, such as Terminators(of all kind), Paladins, Avatar and etc)
* We are the Hammer! No longer increases the movement speed of the Brother-Captain
* Blessed Aegis moved from Tier 1 to Tier 2
* Inquisitorial Operative build time increased from 24 to 28s
* Inquisitorial Operative weapon range reduced from 28 to 26
* Vindicare Assassin build time reduced from 32 to 24 seconds
* Purgation moved from T2 into T1
* Purgation Squad cost adjusted from 400 req to 300/30 cost
* Rhino moved from T1 to T2
* Rhino health is now set to 500 by default (vehicle armor)
* Rhino 'Armored Plating' upgrade has been removed
* Rhino now allows for nearby squads to reinforce
* Rhino cost increased from 180/30 to 250/45
* Rhino Lascannon wind-up increased from 1 to 2
* Rhino Lascannon damage increased from 140 to 165
* Replaced Strike Squad Psycanon with a Psilencer
* Psilencer is an effective weapon against infantry, heavy infantry and commanders
Eldar
* Providence health gain increased from 200 to 300
* Enhance speed decreased from 3 to 2
* Enhance duration increased from 6 to 10 seconds
* Witchblade of Kurnous special attack damage increased from 46 to 50
* Witchblade of Kurnous damage increased from 80 to 100
* Dire Avenger cost reduced from 300 to 270
* Fire Dragon armor changed from infantry_fire_resist to heavy_infantry
* Fire Dragon 'passive' aura no longer reduces damage taken, but still grants weapon_knockback immunity. (ability_knockback removed)
* Dark Reaper health increased from 175 to 200
* Dark Reaper reload duration reduced from 3-3 to 2-2
* Dark Reaper 'Tempest Barrage' ability removed
* Dark Reaper Exarch no longer grants additional +10% health to the squad
* Dark Reaper Exarch now adds +10 sight range to the squad. (If the Exarch dies, this bonus is lost. This is a fail-safe against potential bug so multiple exarch bought on the squad doesn't add several +sight range to the squad)
Imperial Guard
* Increased the squad-size of Imperial Guard Heavy-Weapon Team from 4 to 6 (pop unchanged, so it's still 12 pop squad)
* Reduced the health of Imperial Guard Heavy-Weapon Team from 185 down to 150
* Striking an enemy with Servo-Skull (Wargear) now reveals that target for 30 seconds. (This effect CANNOT stack, for an ex. 30+30+30) in addtion to it's existing effect.
* Ogryn reinforcement cost reduced from 70/15 down to 66/12
* Guardsmen Commissar upgrade cost increased from 75/15 up to 75/20
* Kasrkin armor type changed from infantry to heavy_infantry
* Kasrkin Sergeant armor type changed from infantry to heavy_infantry
* Kaskrin vision increased from 40 to 50
* Kasrkin Grenade Launcher cooldown decreased from 6 to 5
* Kasrkin Melta Guns upgrade removed
* Kaskrin Krak Grenade now behaves more like Orb of the Omnissiah projectile, rather than a melta-bomb throw, which caused the grenade to get stuck on terrain.
Tyranids
* Hive Tyrant Bio-Plasma cost reduced from 100/30 down to 100/25
* Ravener Alpha Burrow no longer slows him down by -25%
* Ravener Burrow Trap energy cost reduced from 45 to 40
* Ravener Crippling Talon wargear now grants an additional +50 health
* Terrify cooldown increased from 60 to 90s
* Lictor (unit) melee skill increased from 60 to 70
* Genestealer has undersone some substantial changes
* Genestealer 'Rending Claws' has been moved from T3 to T2
* 'Adrenal Rush' heal on hit reduced from 5% to 2.5%
* 'Adrenal Rush' damage reduced from 40% to 20%
* 'Adrenal Rush' ranged damage reduction increased from 45% to 60%
* Carnifexes has undergone some substantial changes
* Carnifex pop increased from 18 to 20 (upkeep remains the same)
* Carnifex 'Charge' has been renamed 'Tremble charge(?)'
* "Tremble Charge" is now targetable on walker/vehicles only. Range reduced from ? to ?, speed accceleration remains the same (200%). However, upon impact on the vehicle/walker, it will now take 150 heavy_melee damage and stun the vehicle/walker for 3s.
* Carnifex Bio-Plasma radius increased from 5 to 6 (+added the damage modifier long distance from 8 to 6 with 0.5 damage modifier)
Orks
* Slugga Burnaz cost increased from 65/15 to 80/15
* Warpath upgrade now allows the Weirdboy to be controlled when dying, instead of him being completely random.
* Deff Dredd dakkas dps increased from 9,46 to 12,298 (damage from 25 to 32,5)
* Painboy 'Stronga Cybork Implants' damage increase from 5% to 15%
* Kustom Forcefield cost increased from 110/25 to 110/30
* Supa Tuff Beam cost reduced from 150/60 down to 150/50
* Kommandos melee damage increased from 16 to 18
* Kommando Nob (squad) melee damage increased from 20 to 30
* Kommando Nob (squad) rocket damage increased from 40 to 50
Re: Patch 2.5 (WIP)
Tau?
Re: Patch 2.5 (WIP)
No new factions, gotta fix what we've got so far.
Re: Patch 2.5 (WIP)
I has an excited!
Re: Patch 2.5 (WIP)
Its happening
"Does the Seer see its own doom!?" -Tau commander
2torpid4u: You still haven't sucked my big pink nipples Agu :(
2torpid4u: You still haven't sucked my big pink nipples Agu :(
- Adeptus Noobus
- Posts: 991
- Joined: Sat 15 Feb, 2014 12:47 pm
- Contact:
- Cheekie Monkie
- Posts: 362
- Joined: Thu 09 Jan, 2014 2:58 pm
Re: Patch 2.5 (WIP)
Caeltos wrote:No new factions, gotta fix what we've got so far.
Can we get a 'yet' in this sentence?
Also, swag.
Playing truth or dare with Diomedes: You dare? YOU DARE?!
Tinder with Diomedes: THINK YOU ARE MY MATCH?!
Tinder with Diomedes: THINK YOU ARE MY MATCH?!
- Lost Son of Nikhel
- Posts: 636
- Joined: Wed 13 Feb, 2013 4:26 pm
- Location: The Warp
Re: Patch 2.5 (WIP)
Daemonnettes. Chaos need tits.
"Pater, peccavi in caelum et coram te; iam non sum dignus vocari filius tuus". Dixit autem pater: "manducemus et epulemur, quia hic filius meus mortuus erat et revixit, perierat et inventus est"
There will be no forgiveness for us.
There will be no forgiveness for us.
Re: Patch 2.5 (WIP)
Expect a reworked version of Lugganath Glacier and and a new 2v2 map (well not new, it was the first map I made), Minethera Outpost.
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
Re: Patch 2.5 (WIP)
Lost Son of Nikhel wrote:Daemonnettes. Chaos need tits.
You are the reason why there will be no forgiveness for us.
In all seriousness, what role would Daemonettes fill in the army? It's not like Chaos lacks in mobile melee with all the Khorne-dedicated units it has.
WEE AR DA SPEHSS MAHREENS! WE AR DA EMPRAH'S FUREH!
- Slaaneshi Cacophony
- Posts: 62
- Joined: Thu 30 Oct, 2014 11:36 am
Re: Patch 2.5 (WIP)
Here's hoping Fire Dragons are nerfed so they're not the only unit in the entire game immune to every single form of knockback
Re: Patch 2.5 (WIP)
I hope that Dark Reapers will be reworked, because they are absolutely awful right now - who need DR when you can buy FD(cheaper anti-all over-buffed unit). Also hoping for rework on FD(more active abilities, less insane passives) and Wraithguard - slowest in whole game, FoM-unit with 50% accuracy, wind up 1.25 and wind down 2.25... sometimes when i'm playing eldar I feel that I'm a kind of a masochist...
My Eternal Crusade code - EC-HMZ40PVE9FLX3
Re: Patch 2.5 (WIP)
You're a good man Cael. I'll be around if/when you need me.
- Adeptus Noobus
- Posts: 991
- Joined: Sat 15 Feb, 2014 12:47 pm
- Contact:
Re: Patch 2.5 (WIP)
Tengu wrote:I hope that Dark Reapers will be reworked, because they are absolutely awful right now - who need DR when you can buy FD(cheaper anti-all over-buffed unit). Also hoping for rework on FD(more active abilities, less insane passives) and Wraithguard - slowest in whole game, FoM-unit with 50% accuracy, wind up 1.25 and wind down 2.25... sometimes when i'm playing eldar I feel that I'm a kind of a masochist...
We can be sure Caeltos has taken notice of the Fire Dragon postings and might take them into consideration. We can not ask fore more.
-
- Posts: 387
- Joined: Fri 31 Jan, 2014 12:04 am
Re: Patch 2.5 (WIP)
Tengu wrote:I hope that Dark Reapers will be reworked, because they are absolutely awful right now - who need DR when you can buy FD(cheaper anti-all over-buffed unit). Also hoping for rework on FD(more active abilities, less insane passives) and Wraithguard - slowest in whole game, FoM-unit with 50% accuracy, wind up 1.25 and wind down 2.25... sometimes when i'm playing eldar I feel that I'm a kind of a masochist...
Well, i hope WG wont get a speed buff. Actually i will be happy if they ll be reverted to what they was before FoM patch.
- HandSome SoddiNg
- Posts: 324
- Joined: Wed 16 Oct, 2013 5:57 am
Re: Patch 2.5 (WIP)
Tau is underway ??!
Batman V Superman : Dawn of Justice 2016
Wonder Woman/Justice League 2017 Movies, WB/DC bring it ON !!
Wonder Woman/Justice League 2017 Movies, WB/DC bring it ON !!
Re: Patch 2.5 (WIP)
Omg looking over those notes this is the best patch yet
-
- Posts: 73
- Joined: Sun 30 Aug, 2015 10:21 pm
Re: Patch 2.5 (WIP)
Gratz.
Re: Patch 2.5 (WIP)
Praise be to Caeltos, chosen of the Emperor.
- Forestradio
- Posts: 1157
- Joined: Sun 13 Oct, 2013 5:09 pm
Re: Patch 2.5 (WIP)
Atlas wrote:Omg looking over those notes this is the best patch yet
Re: Patch 2.5 (WIP)
I couldn't catch the live aciton, where can I find the cast or at least the information?
Re: Patch 2.5 (WIP)
firatwithin wrote:I couldn't catch the live aciton, where can I find the cast or at least the information?
Of 2.5? There isn't one.
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
Re: Patch 2.5 (WIP)
Caeltos wrote:* Purgation moved from T2 into T1
* Purgation Squad cost adjusted from 400 req to 300/30 cost
* Rhino moved from T1 to T2
* Rhino health is now set to 500 by default (vehicle armor)
* Rhino 'Armored Plating' upgrade has been removed
* Rhino now allows for nearby squads to reinforce
* Replaced Strike Squad Psycanon with a Psilencer
* Psilencer is an effective weapon against infantry, heavy infantry and commanders
* Psilencer has a different sound then the Psycanon (?) - Heavy Bolter/Shuriken combo?
* Psilencer fires more rapidly then the Psycanon (Visually)
* Psilencer stats
wind up 0.8 , wind-down 0.2 , burst duration 3-3 , reload frequency 10-12 , reload frequency 2-2 , weapon cooldown 0.
Awww, yissss!
Caeltos wrote:* We are the Hammer! No longer increases the movement speed of the Brother-Captain
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO (u know that everything gets stuck in BC if trying to get near him, right? Entire army will get stuck in his butt and move even slower than speed 4 if he isnt moved away after casting WaTH or casts it and runs away cuz of some reason bro captain can get stuck in units that are moving behind him. Will that mean he at least gonna get speed 4.5?)
I'd say 8/10. Could be 10 if not for the BC speed
- Slaaneshi Cacophony
- Posts: 62
- Joined: Thu 30 Oct, 2014 11:36 am
Re: Patch 2.5 (WIP)
WATH not increasing his speed anymore is good. He's already a fat tank barreling towards you in T1 with a starting ability that increases his speed AND a melee charge, he really doesn't need both.
Re: Patch 2.5 (WIP)
*SCREAMS LIKE A RABID FAN GIRL*
GK is about to become very interesting next patch, my heart is pumping fast.
GK is about to become very interesting next patch, my heart is pumping fast.
To Die in the Death Korps, is to Atone for Sins our forefathers have committed against the Emperor. To Die is to Live.
Dawn of War Eternal Crusade Referral Code: EC-54OK8W9O12HQL
Dawn of War Eternal Crusade Referral Code: EC-54OK8W9O12HQL
-
- Posts: 387
- Joined: Fri 31 Jan, 2014 12:04 am
Re: Patch 2.5 (WIP)
Awesome!
Re: Patch 2.5 (WIP)
Slaaneshi Cacophony wrote:WATH not increasing his speed anymore is good. He's already a fat tank barreling towards you in T1 with a starting ability that increases his speed AND a melee charge, he really doesn't need both.
It sure looks great on paper but how it will work:
-BC running back from base to help pushing forces? Neva. It would take a few minutes for him to get to combat
-Speeding up your army for a bit more mobility? Entire army moves with speed about 3.5 and with 15/25% damage resist. Or leave ur BC behind. Good luck in early engagements without your buffs, bullet sponge, only melee unit u have and most damage guy in t2 onwards that u spent 35-95 power on
-Wanna bully enemy ranged units with BC? Get shot upon when charging, get shot upon when enemy units steps back, get kited, ???, win?
-Wanna chase enemy unit that has low hp left? Enjoy your 3.75 dps storm bolter vs retreating units. mb u'll get two shots in
-Fighting eldar? Just leave BC in ranged stance
Well, it might look good on paper but after maining GK thats how i see it:
-Force sword becomes "remove BC from next fight" button or "give yourself 25% damage resist" if u dont have insane keeping BC away from your army micro
-Ability to kite BC with every unit in the game except wraithguard which means BC will have 1 purpose from now on: run around not letting suppression team set up.
-Halberd+teleporter becoming the only way to make BC do something
-Every single high ranged damage builds combined with good micro player will teabag GK to death in t1 because BC is the only melee unit in t1 and will be the only one charging forward probably, which means he will be the only one shot upon and get focused down really quickly and wouldnt probably even get into melee combat. I cant imagine how GK would deal with set up team or sniper spam without fast BC. Even GLs would knock back them not for long enough time for BC to get in, which means BC will eat at least 1 volley which is very painful considering BC is the only one running forward and taking all the fire from one army
Re: Patch 2.5 (WIP)
Looking interesting. Some thoughts so far:
Sad to see T1 Rhino go, only cause it was so unique. Perhaps it is just un-balanceable for GK though, so losing it to get Purgs back is fine.
I weirdly don't like T2 Rhino reinforcing. The lack of reinforcement in T2 is one of the things that made GK unique. Maybe an out-of-combat heal aura instead? Or making the renforcement an upgrade, potentially mutually exclusicve with weapons?
Aegis as is in T2 will be quite weak, it'll already have missed the time that regen is strong.
Ops need more nerfs still I think.
Warrior Acolyte T1 squad plz!
Glad to see a new SS weapon, will need to see more info on it to get a sence of it's play.
Sad to see T1 Rhino go, only cause it was so unique. Perhaps it is just un-balanceable for GK though, so losing it to get Purgs back is fine.
I weirdly don't like T2 Rhino reinforcing. The lack of reinforcement in T2 is one of the things that made GK unique. Maybe an out-of-combat heal aura instead? Or making the renforcement an upgrade, potentially mutually exclusicve with weapons?
Aegis as is in T2 will be quite weak, it'll already have missed the time that regen is strong.
Ops need more nerfs still I think.
Warrior Acolyte T1 squad plz!
Glad to see a new SS weapon, will need to see more info on it to get a sence of it's play.
- HansMoleman
- Posts: 82
- Joined: Mon 18 Mar, 2013 1:17 pm
Re: Patch 2.5 (WIP)
*STARTS INTENSE FACE RUBBING* Here's hoping senpai gives eldar more love.
- Paradise Lost
- Posts: 90
- Joined: Sat 16 May, 2015 1:44 am
Re: Patch 2.5 (WIP)
So not only will GK be balanced, but also cool to play against. This will be an interesting patch, can't wait to see the changes to the other races.
Return to “Balance Discussion”
Who is online
Users browsing this forum: No registered users and 19 guests