2.5.X Balance

Issues dealing with gameplay balance.
User avatar
Nurland
Moderator
Posts: 1343
Joined: Mon 04 Feb, 2013 5:25 pm
Location: Eye of Error
Contact:

Re: 2.5.0 Balance

Postby Nurland » Tue 23 Feb, 2016 7:29 am

Helios wrote:
Cyris wrote:Also higher overall health pool. I see it as a buff.

I don't because now the gunner of the Heavy Bolter has less hp and that means he'll die easier. Last thing you want is a set up team having to set back up mid-fight. If I wanted more models to execute (which I really don't since they'll probably get jumped on) I would think adding one more and lowering the hp to 165 would have been fair enough.

Isn't HWT gunner a die last member?
#noobcodex
User avatar
PhatE
Level 3
Posts: 414
Joined: Tue 02 Apr, 2013 3:04 pm
Location: Austrayalia

Re: 2.5.0 Balance

Postby PhatE » Tue 23 Feb, 2016 10:32 am

Phase shift now grants affected units a 40% damage reduction for 5 s when it expires
Shoot 'em Good can no longer knock back a single model more than once every 4 seconds
Heavy Gauge Death Spinner now has 60% chance to knockback on hit, and can not knock back a single model more than once every 4 seconds


NNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

http://www.nooooooooooooooo.com/

https://www.youtube.com/watch?v=Eal4fep7pK4

Apothecary Full Auto can no longer knock back a single model more than once every 4 seconds


https://www.youtube.com/watch?v=zJc1MFT-20w
Stream - http://www.twitch.tv/phatness_

Since everyone forgets, my timezone is AEST (UTC/GMT) +10 hours. AEDT is (UTC/GMT) +11 hours. Hopefully no-one tells me what time any tournament is on.
Myrdal
Admin
Posts: 347
Joined: Mon 15 Apr, 2013 1:47 pm

Re: 2.5.0 Balance

Postby Myrdal » Tue 23 Feb, 2016 2:46 pm

Nurland wrote:Isn't HWT gunner a die last member?

Yes
User avatar
Lichtbringer
Level 3
Posts: 271
Joined: Sun 19 Jan, 2014 5:13 pm

Re: 2.5.0 Balance

Postby Lichtbringer » Tue 23 Feb, 2016 3:58 pm

I thought a bit more about Phaseshift, and wouldn't it be only fair that if the units take 40% less damage afterwards, they should also deal 40% less damage?
Hm...

EDIT: Oh, and we could revert the change because of which the WSE takes full damage while doing it now.
Last edited by Lichtbringer on Tue 23 Feb, 2016 9:32 pm, edited 1 time in total.
saltychipmunk
Level 4
Posts: 787
Joined: Thu 01 Aug, 2013 3:22 pm

Re: 2.5.0 Balance

Postby saltychipmunk » Tue 23 Feb, 2016 4:34 pm

From what I understand phase is supposed to be a delay tactic rather than a setup for a nuke and a method of gaining a direct advantage in a fight.
for basically delaying an enemy army before that army enters a critical fight or freezing a victorious army while you retreat your forces etc.

I think it will need more changes later, but for now it will be interesting to see how it plays out.
User avatar
Cyris
Level 4
Posts: 649
Joined: Fri 22 Mar, 2013 10:22 pm

Re: 2.5.0 Balance

Postby Cyris » Tue 23 Feb, 2016 4:49 pm

saltychipmunk wrote:From what I understand phase is supposed to be a delay tactic rather than a setup for a nuke and a method of gaining a direct advantage in a fight.
for basically delaying an enemy army before that army enters a critical fight or freezing a victorious army while you retreat your forces etc.

I think it will need more changes later, but for now it will be interesting to see how it plays out.


Good summary based on my understanding and experience. On paper, Phase Shift was a versatile tool to be used in a variety of interesting ways. In practice, it was/is so outrageously good as a combo for Eldritch or Dcannon that any other uses seemed wasteful. It's possible that the change to remove the toxic elements of it will leave it in an under-powered state (pretty much the the story of Eldar in ELITE), but there is plenty of rom to buff it up later if it ends up too weak (the happy ending to Eldars journey in ELITE).

That said, better that it is now focused as a tool for splitting enemy army, and can be experimented with as such. If it needs buffs, let's find out through using it. The idea of a slow tail in addition to the damage reduction tail makes a lot of sense, but I'm all for seeing how it plays out first. It reminds me a lot of SC2's "Archon Toilet" fix - which was to put a short invulnerability tail on an ability which was functionally the same as Phase Shift.

If re-balancing over preforming T3 wargears is on the agenda, might I direct the dev team over to IG next... ;)
User avatar
Aetherion
Level 2
Posts: 105
Joined: Tue 12 May, 2015 6:53 pm

Re: 2.5.0 Balance

Postby Aetherion » Tue 23 Feb, 2016 7:54 pm

Cyris wrote:
On paper, Phase Shift was a versatile tool to be used in a variety of interesting ways. In practice, it was/is so outrageously good as a combo for Eldritch or Dcannon that any other uses seemed wasteful. It's possible that the change to remove the toxic elements of it will leave it in an under-powered state (pretty much the the story of Eldar in ELITE), but there is plenty of rom to buff it up later if it ends up too weak (the happy ending to Eldars journey in ELITE).

That said, better that it is now focused as a tool for splitting enemy army, and can be experimented with as such. If it needs buffs, let's find out through using it. The idea of a slow tail in addition to the damage reduction tail makes a lot of sense, but I'm all for seeing how it plays out first. It reminds me a lot of SC2's "Archon Toilet" fix - which was to put a short invulnerability tail on an ability which was functionally the same as Phase Shift.


Protoss = Eldar confimed, I missed the good 'ol Archon toilet insta gibbing bioballs. Quality > Quantity, good times.
The phase armour might need a buff (or a few good strats) to use on a consistent basis. It's nearly a free chainsword/stormshield defensive buff on the section of the enemy frozen and doesn't really punish enemies for blobbing? It's role has been reversed and punishes the enemy for splitting. Probably needs a page on the strategy section.

Cyris wrote:
If re-balancing over preforming T3 wargears is on the agenda, might I direct the dev team over to IG next... ;)


And in the first exhibit: Fist of Brockus
CREED FOR THE PLAN GOD
ELDRAD FOR THE DICK THRONE
just as planned
CSM Emperor
Level 2
Posts: 73
Joined: Sun 30 Aug, 2015 10:21 pm

Re: 2.5.0 Balance

Postby CSM Emperor » Tue 23 Feb, 2016 8:51 pm

Atlas wrote:
CSM Emperor wrote:noise marine sonic flamer 1.5 sec delay ???????????

Good change. Makes NM not as much of a world beater in some matchups. Esp vs Eldar.

noise marins are specialist infantry, means their prime role is to disable infantry, so the noise blaster damage could be reduced and maybe get a range increase or and aoe increase but not a delay at disabling infantry as that is their main purpose to disable ranged attacks and range attack abilities
User avatar
Wise Windu
Moderator
Posts: 1190
Joined: Sat 14 Sep, 2013 2:22 am

Re: 2.5.0 Balance

Postby Wise Windu » Tue 23 Feb, 2016 9:16 pm

Aetherion wrote:Protoss = Eldar confimed, I missed the good 'ol Archon toilet insta gibbing bioballs. Quality > Quantity, good times.
The phase armour might need a buff (or a few good strats) to use on a consistent basis. It's nearly a free chainsword/stormshield defensive buff on the section of the enemy frozen and doesn't really punish enemies for blobbing? It's role has been reversed and punishes the enemy for splitting. Probably needs a page on the strategy section.
The Archon Toilet was the worst thing in the game at the time >.> And it was the only way for Protoss to win in the super late game, which was really an issue with Protoss as a whole. And if the opponent split at all, you would lose the game when he killed your Mothership. Not fun. And I didn't even play Protoss. It's just a very binary outcome.

Anyway, Phase Shift still does punish blobbing. You just have to position the WSE properly and you can still freeze half an army while you engage the other. Or freeze set-up teams/vehicles/[insert important thing] and leave the rest of the army unsupported. Too much splitting and it won't be as effective, same as the Toilet. Except if it doesn't go as well as you want it to, you still probably won't lose the game because of that one ability not instantly winning the game for you. Regardless of how much you freeze, you'll have an edge in the engagement if you time it right.

And you can help your army survive nukes. If you see a Rocket Run coming, just jump in and Phase Shift your own stuff :)
Thibix Magnus
Level 2
Posts: 118
Joined: Fri 20 Mar, 2015 7:10 pm

Re: 2.5.0 Balance

Postby Thibix Magnus » Tue 23 Feb, 2016 10:07 pm

Cyris wrote:It's possible that the change to remove the toxic elements of it will leave it in an under-powered state (pretty much the the story of Eldar in ELITE), but there is plenty of rom to buff it up later if it ends up too weak (the happy ending to Eldars journey in ELITE).


I wish the story had less up and downs, particularly if the happy ending is still far away :) I think I have a little questioning with the nerfing process, amongst my thanks for the fantastic work... Though I might be over-theorizing this with no modding experience.
Typically if a problem is identified (unavoidable phase-nuke combo that rewards... counting to 10), I would think it was only necessary to increase damage resistance to said abilities (probably not doable), or at least to plasma cannon/explosive.
Here the more tactical, creative uses than phasenuke (bringing the banshees on a range blob) are a bit affected too... e.g. I suppose now it's easier for a tank to escape AV shees + they can only land a few hits before leaping.
Ok I'm picking tiny details and maybe too specific scenarios here, it's 5 secs, really not that big and this sort of tweak was needed. But it's more a question of method, it can be applied in other cases, I feel any nerf should be the really as tailored as feasible to the identified problem. Same happened to D-cannons, where the infantry insta-killing was not fun and was very elegantly addressed, but no one complained about it's defensive AV role before 2.4, which was hit too (yeah old grudges 8-) ).

Edit. The phase shift change does open up interesting defensive uses on your own troops actually
User avatar
Forestradio
Level 5
Posts: 1157
Joined: Sun 13 Oct, 2013 5:09 pm

Re: 2.5.0 Balance

Postby Forestradio » Wed 24 Feb, 2016 2:58 am

Wise Windu wrote:It's just that for some reason, the loading is awkward regardless of the load distance. Seems like it's often caused by pathing.
just remembered this but units in sync kills cannot enter transports until the sync kill is complete

transports in general were not implemented that well by relic, look at their visuals (like nob choppas sticking out of a trukk or tac sarge banner sticking out of a rb) but at least now AV weapons can hit them while they are garrisoned and it doesn't take 10 minutes to put units inside of land raiders

about phase shift, why not make it affect allied units only and move it to t2 with a cost/cd adjustment? essentially turning it into a damage mitigation/anti-nuke tool...
User avatar
Asmon
Level 4
Posts: 890
Joined: Mon 29 Apr, 2013 8:01 pm

Re: 2.5.0 Balance

Postby Asmon » Wed 24 Feb, 2016 3:16 am

That would be sad really. Phase shift is so much more. Global denial (phasing Apo army under Angel of Death), anti-capture, saving vehicles or ambushing one...
User avatar
Cyris
Level 4
Posts: 649
Joined: Fri 22 Mar, 2013 10:22 pm

Re: 2.5.0 Balance

Postby Cyris » Thu 25 Feb, 2016 4:41 pm

OMG, I just pulled a Tex. Wrote a wall about OM feedback, and the internet ate it. This is early feedback, I intent on playing quite a bit more before having firmer opinions.

Long story short: Great patch for OM. Nerfs across the board are what was needed, though there were opportunities to buff weak things that were missed.

BC has even less viable wargear then ever, and was nerfed really hard. Him playing support is still not a thing. He's a low-rent CL.
IST cost change I don't like. I think it narrows build orders, and SS were already out preforming them. Double/tripple IST was exciting me, and now not so much. In either case, lose the extended sight range, this should be Ops job.
Ops changes are great, they hit so much weaker. Choosing between purgs and them seems so much more reasonable. They are now a side capper, stunner and 2nd damage source, not a 1 man army. T2 Sarge changes might be good, the upgrade was bad before, and now with weaker Ops there's even less incentive to get him.
Yay for purgs! Now maybe reduce upkeep back to normal levels? They murder req economy, I think unnecessarily.
VA change is great.
User avatar
Forestradio
Level 5
Posts: 1157
Joined: Sun 13 Oct, 2013 5:09 pm

Re: 2.5.0 Balance

Postby Forestradio » Thu 25 Feb, 2016 9:54 pm

Cyris wrote:BC has even less viable wargear then ever, and was nerfed really hard. Him playing support is still not a thing. He's a low-rent CL.
Chaos Lord is overperforming in quite a few areas though, if anything he should be nerfed down as well.

All BC weapons are viable, always have been, sword is the pure support weapon that has great synergy with a heavy t1, halberd still exists purely for killing shit though that's mostly counter-initiation at the moment, hammer is there for dealing with huge big scary melee squads like genestealers, and warding staff is when you want your purifiers/terminators to absolutely dominate melee combat.

WATH damage resistance+Ward on a unit is basically angels of death, ofc that's not a purely valid comparison because one is a combo on one unit and the other is an army-wide buff but knockback immunity and damage resistance on already hugely durable squads is something that can't be underestimated.

It's too early to call BC gears weak, let's see what the meta turns to now that's it not halberd-aegis-teleport literally everything single game.
User avatar
Cheekie Monkie
Level 3
Posts: 362
Joined: Thu 09 Jan, 2014 2:58 pm

Re: 2.5.0 Balance

Postby Cheekie Monkie » Thu 25 Feb, 2016 10:08 pm

Has anyone had any experience of the GK vs SM matchup this patch? My theory is that the BC and VA nerf will even the odds a bit, though unending purge will still be the bane of SM.
Playing truth or dare with Diomedes: You dare? YOU DARE?!
Tinder with Diomedes: THINK YOU ARE MY MATCH?!
User avatar
Cyris
Level 4
Posts: 649
Joined: Fri 22 Mar, 2013 10:22 pm

Re: 2.5.0 Balance

Postby Cyris » Thu 25 Feb, 2016 11:13 pm

Cyris wrote:This is early feedback, I intent on playing quite a bit more before having firmer opinions.

Forestradio wrote:It's too early to call BC gears weak, let's see what the meta turns to now that's it not halberd-aegis-teleport literally everything single game.

Sounds like we are saying the same thing to me. I broke it down a lot more in the other post, but, I pulled the Tex :/

But in all seriousness, it's not too early to call a lot of BCs wargears weak - though clearly not all. A number of them were weak before, bumped to a tier where they don't matter, or removed. Add on top the BCs functional -1 speed nerf/removal of Teleporter Pack and even untouched wargears got a big indirect nerf.

Generally justified? Yep! But my initial experience is that he's just replaced halberd-aegis-teleport with sword + purge, and still has no viable support builds. Like we both said, time will tell. I'm excited to try Vortex more, but initial experiences with Canticle are that it doesn't really work in T1. It's personal energy regen is worthless on the BC (he simply can't spam abilities fast enough for it to matter), and it's really hard to get enough investment on unlocking abilities for your army in T1. It's a T2 wargear that's in T1, but also the only armor option BC has now.
User avatar
531st
Level 2
Posts: 98
Joined: Mon 17 Mar, 2014 8:51 pm
Location: Moscow

Re: 2.5.0 Balance

Postby 531st » Fri 26 Feb, 2016 1:41 am

Ye, I agree with cyris. Some of BC's wargears are kind of underperforming. Purified blades, Aegis, hammer and stick to be exact (im not saying u cant use them, u can use anything u want and if u gud enough, u can make even crappiest combos work).
Purified blades can be used with default weapon or sword, no need for it with halberd, hammer or stick, they have enough damage. And if you are using sword or defaul weapon, BC usualy is the guy to ignore in big engagements, so wouldnt be benefiting from kback chance that much. Yea, it sometimes helps at running away but i dont trust % chances and its taking 3rd slot that could be used for very good and not situational lash and unending purge.
Aegis I always felt that u can make smth more interesting out of ur hero than even bigger bullet sponge that he already is, so im not the fan of just hp+regen armors (tho its just me and it was kinda strong) so i've bought it when was forced in t1 and now im not buying it at all cuz in t2, damages are much more punishing for allowing urself to be focused and Aegis isnt cutting it. HP regen is good but unending purge should be enough and is t1
Daemonhammer well, in my opinion concept of CL's maul was in speed burst from worship that allowed to rush in with scary tons of damage weapon, stun after sweeping doom for all that stuff to be shot at and reliance on superior sustain with skill the weak/drain life/dark halo. The BC version lacks running in, locking dangerous enemies and avoiding retribution parts. So its kinda damaging but BC needs to either walk slowly and get shot at when he enters engagement or just pure counter initiation, no stun means that there is much smaller window for ability to be capitalized at (which is partialy countered by OM's tremendous damage output), that he needs to hobble onwards again to smack smth and no secondary crowd control or extra hp pools means that some jeanstealers will just get up and slaughter him (a bit more damage on his ability aint that helpful). He also has problem with running away with his speed and pathfinding, which makes situation even worse if smth goes wrong. It is like bionics but that give much less for much higher price and a scary stick that BC, if he is lucky with pathfinding, can sometimes use. It could've costed 50 power on some other champions, but not on BC.
Warding Stave Yea, damage resist is nice but requires energy management and i always prefer sword cuz its 1/3 of what stave does, but aimed at ur entire army (and possibly ur allies) + speed boost is always nice + BC needs it to be able to stop hobbling + much smaller price + is t1. Thats not the wargear i'd give 50 power for. I never buy it and its even less reason to do so than b4. Maybe some passive buffs like FC's shield could make it more appealing... I dunno, i dont like its concept.
(Vortex of doom is kind of questionable. Could be situational and hard to make work)

Im still running around with my Sword into Lash into Armor of Titan super shouting combo. Sword is relatively better now, Lash was and is godlike combined with insane firepower of OM, Armor of titan is solid mb even could be moved in t2. Its price is big enough to be limiting factor but that will be an indirect buff to sword/ hammer/stick (that could use one) and to lash (that is very strong already yet for some reason underused)

I was also kinda disappointed with mantle of terra. I thought im gonna stand in that thing, burst with abilities and poop Ist grenades everywhere like a lunatic but what that actually does is +150% faster CD and +2.5e/s for 15s which means 22.5% less cooldowns and 37.5 energy restored if u stand in this tiny area for all the 15 secs (which is kinda not recommended for such a bullying army as gk). The only use i've found in t1 for it is put it back on some GL Ists to make them barrage a bit faste. I even tried making super ability heavy BO just to try to synergize it with canticle (x2 GL ist + libr + BC with lash and hammer + ops) and I didnt feel like its doing smth great even if I specificaly try to make units to be gud with it. Aside from it turning into 12 abilities nightmarish micro stuff, it kinda did nothing unusual. No some exceptional crowd control, no insane damages with shrouding+destructor spam it just as it is but slightly better. Im still able to use abilities once per engagement, and if its designed for long camping wars, then gk is not really that good at those. And i dunno where should i put all this energy. I dont use that much abilities to burn it. It could've been useful with tp but no tp now.

Ist were not that great compared to other t1 units anyway, now its even less motivation to go for multi ist builds

Ops nerfs, Purifier buffs, rhino rework, purgs t1, termi nerfs were needed. I totally agree with them

SS psilencer tho, feels like its the same psycannon but with hairdryer sound and inferno damage. Same dps, same range (or is it?), same cost, same tier, same AoE. I wasnt a big fan of SS psycannon cuz it always was "fk you, im not buying AV" choise and now i just dont feel like buying it. Maybe if it costed less power I would've. But a bit more ranged damage for less melee ability is not really worth the munnies for me.


Im definitely luving the changes and imo what could've used some adjusting:
*psycannon purgs (aka wraithguards of gk) their ability makes them insane. Range was limiting factor but they get insane range with clear aim. Some rework aka vindicare's could be needed. Maybe some mark (that requires LoS) that allows them to track one target without LoS at slightly bigger range like in lore? Shooting through the warp and stuff. Will strenghten their single target AV-ish role and weaken "fk everything that moves" role
*purifiers in relation to termies outclassing them in everything except charge (and a bit more cost now). Im still interested in their lore ability to burn crap in melee. Could be somehow implemented. Not as DoT aka sword of flame, they already godlike at retreat killing, no need to buff that even more. Maybe some coruscating flame-ish thing or piercing AoE on hit or damage or DoT when they are hit or some fancy effect on charge like explosion or smth (or that could also wrosen retreat killing stuff?) or some explosion on enemy kill (aka touch of nurgle with damage based on enemy hp) with that fancy evaporating effect that melta has in campaign. Lots of possibilities to implement smth like that. For some reason im hyped for it :P
*inferno dread. Suffers at long range and melee range while having close range himself (could use some ability. Mb shitty empra's fist like in campaign that had less AoE and no stun)
*SS psylencer could use some adjustments imo
*Interceptors' weird melee and obsolete justicar
User avatar
Barrogh
Level 3
Posts: 229
Joined: Mon 30 Sep, 2013 11:04 am
Location: Moscow

Re: 2.5.0 Balance

Postby Barrogh » Fri 26 Feb, 2016 8:15 am

Cyris wrote:I broke it down a lot more in the other post, but, I pulled the Tex :/

Save your text before pressing submit button, folks. At least copy it to the buffer.
When in mortal danger, when beset by doubt
Run in little circles, wave your hands and shout
Laplace's Demon
Level 2
Posts: 81
Joined: Sat 29 Aug, 2015 4:07 am

Re: 2.5.0 Balance

Postby Laplace's Demon » Fri 26 Feb, 2016 10:59 pm

Cheekie Monkie wrote:
- Zoanthrope Focused Warp Blast no longer snares vehicles

I understand that the old zoa may have been too versatile in the past, but this would make chasing transports much harder now. Alternatively, how do you now stop a charging melee walker? I guess the emphasis now is more on burst damage, a la orks rather than hard snares.


Or you could be an eldar brightlance and have neither burst damage nor snare ><
User avatar
Dark Riku
Level 5
Posts: 3082
Joined: Sun 03 Feb, 2013 10:48 pm
Location: Belgium

Re: 2.5.0 Balance

Postby Dark Riku » Fri 26 Feb, 2016 11:27 pm

Laplace's Demon wrote:Or you could be an eldar brightlance and have neither burst damage nor snare ><
45DPS is a lot AV wise. Just compare it to other AV units.

But yeah, rip Nids :p Guess the only one that will keep playing them is Floid now ^^
User avatar
Oddnerd
Level 4
Posts: 727
Joined: Mon 27 Oct, 2014 1:50 am

Re: 2.5.0 Balance

Postby Oddnerd » Fri 26 Feb, 2016 11:39 pm

Laplace's Demon wrote:
Cheekie Monkie wrote:

I understand that the old zoa may have been too versatile in the past, but this would make chasing transports much harder now. Alternatively, how do you now stop a charging melee walker? I guess the emphasis now is more on burst damage, a la orks rather than hard snares.


Or you could be an eldar brightlance and have neither burst damage nor snare ><

It doesn't have the per-hit damage of a beamy deffgun, but it fires those lasers very quickly.

EDIT - checked the codex, and the brightlance only has a 2 second wind down between shots - no windup/cooldown/reload. The snare on a lascannon is nice, but once a BL is setup it provides a continuous output of AV damage that other (for comparison, the lascannon fires once every 5 seconds, and the deffgun every 5.6 seconds).
hiveminion
Level 3
Posts: 267
Joined: Fri 09 Aug, 2013 1:02 pm

Re: 2.5.0 Balance

Postby hiveminion » Sat 27 Feb, 2016 7:21 am

Dark Riku wrote:
Laplace's Demon wrote:
But yeah, rip Nids :p Guess the only one that will keep playing them is Floid now ^^


Well they didn't touch Tyrant Guards so I'm still fine. :p

I thought the complaint with Zoans was more their hp regen aura? Why wasn't that nerfed instead of the snare?
Atlas

Re: 2.5.0 Balance

Postby Atlas » Sat 27 Feb, 2016 7:55 am

Because the zoan was an all-in-1 package. Now it's been relegated to an artillery piece with some nice regen to support. Atm, I'm satisfied with the nerfs its received but I'll make more final judgments.
hiveminion
Level 3
Posts: 267
Joined: Fri 09 Aug, 2013 1:02 pm

Re: 2.5.0 Balance

Postby hiveminion » Sat 27 Feb, 2016 8:08 am

Atlas wrote:Because the zoan was an all-in-1 package. Now it's been relegated to an artillery piece with some nice regen to support. Atm, I'm satisfied with the nerfs its received but I'll make more final judgments.


But Nids are arguably the most one-dimensional race in the game. Most units have very little utility: few abilities and either exclusively melee or ranged with one type of damage. I suppose the vehicle snare was slapped on to the Zoan because it made little sense to put it on a different unit. Maybe it's time to think about alternative unit options or abilities for Nids rather than stripping them even further down to the bone.
User avatar
Forestradio
Level 5
Posts: 1157
Joined: Sun 13 Oct, 2013 5:09 pm

Re: 2.5.0 Balance

Postby Forestradio » Sat 27 Feb, 2016 2:21 pm

Myself wrote:Zoanthrope
Good changes all around here, not sure if the twenty power increase was necessary, I would make it fifty power and start from there. The main problem (zoans filling every hole in the nid roster) should be gone with the vehicle snare, and the slight nerf on termagaunts should make nid ranged blobs less attractive in general.

Zoanthropes were hugely overpowered last patch and deserved every nerf they got, with the possible exception of the power cost increase. The alternative playstyle should involve more heavy melee genestealers (which already are gonna have a huge impact in the chaos matchup for example, you don't 100% need a venom brood to kill a crusher) and rippers spawned from towers to make nids more focused on tying up key enemy squads while the heavy hitters close in.

To quote Dow2 expert Tex, when asked what the counter to his multiple zoanthrope bulid was, his response was "None that I know of."

It's too early to tell overall, if Nid av is deemed lacking then the venom brood ranged synapse could be made cheaper and weaker while venoms get a dps increase or something along those lines, but let's see how it works out first.
User avatar
Lag
Level 3
Posts: 339
Joined: Mon 29 Apr, 2013 9:51 pm

Re: 2.5.0 Balance

Postby Lag » Sat 27 Feb, 2016 3:18 pm

I never got giving Hormas the jump-hit ability, especially not in t1, and now I get it even less. Their wipe potential is so high, and their Eldar-like model spread is so prone to just ignoring suppression, nades and other anti-blobby stuff that out of 15 games against Tyranids so far I've maybe only seen two people not go mass Hormas + melee warriors. Really annoying, this meta.
Tex
Level 4
Posts: 909
Joined: Sat 27 Jul, 2013 9:33 pm
Location: Canada

Re: 2.5.0 Balance

Postby Tex » Sat 27 Feb, 2016 5:48 pm

I have played a ton of nids so far.

Everything checks out at the moment. The zoan blast does even more damage to vehicles, which means you can still stack up zoans to killshot a transport. Obviously walkers are even more of a problem for nids now, but hey, nids need problems other than garrisons in T1.

Reverse synapse also makes AG warriors quite strong in T2. Do remember to use this, its quite rewarding.

I think zoan is overcosted by 10 power now, and that genestealers could potentially get a squad size change of 6 to 5 (since they are now an intergral AV piece on a race that has no snares). But other than that (and probably some T3 price tweaking for fexes), I'm super happy with where nids are at.
bibotot
Level 2
Posts: 61
Joined: Thu 19 Feb, 2015 11:35 pm

Re: 2.5.0 Balance

Postby bibotot » Mon 29 Feb, 2016 12:06 am

Things I like:

- Heretics becoming of the meat shield they are.

- Karskins are finally Heavy Infantry. That should have been the case all along. What was the idea of putting a non-infiltrating infantry unit into tier 3 without either heavy armor or any sort of damage/knock back resistance?

- No more retreating Paladins and GK Terminators are finally more expansive. They are still acceptably cheap on the tabletop, which is why I love playing them.

- Noise Marines got nerfed.

- New maps. Some of them are decent and will be a mainstay for me. I have not seen the outrageous bugs, though.

Things I am baffled by:

- 6 man Astra Militarum HMG? Why? Just fucking cut it with the whole thing about that race being blobby. I have not seen a single idea related to increasing the size of Ork squads. Bigger mobs are better mobs. And now instead of 3 shitheads moving out of position, I have to deal with 5 shitheads?

- Increasing the cost of Termagants? They are not overperforming from what I can see. I would rather increasing the cost of Toxin Sachs instead.

- What is with the Psylencers and inferno damage? And Interceptors getting 3 of these is just awkward.

Things I want to change, but have not yet seen:

- Removing heavy bolter friendly fire on Sentinel. As well as giving vehicles some form of reverse-driving mechanic, or at least consistent vehicle pathing like in Company of Heroes 2. Granted, Company of Heroes 2 just recently improved their pathing, so there's some idea there/

- Renaming a number of units, including the Lictor Alpha into the Death Leaper and the Ravener Alpha into the Red Terror just as the Doom of Malantai has been changed into the Neurothrope. Aspiring Champions on Heretics make no sense. They should be Dark Apostle instead. The Inqusition does not have stormtroopers in their core army, at least not anymore as in the current Codex. Why not just refer to them as henchmen or warriors instead?

- Units retreating even when they are displacing their heavy weapon. The way it works right now helps to mitigate melee damage should they are swarmed, but honestly you should have seen that one coming and click the retreat button sooner. They are vulnerable to knock backs by Assault Marines because they only count as in retreat after the heavy weapon has been displaced.

- Blight Grenade bug can lead to the infection lasting way longer than it should.

- Commissar and Sergeant simply add one more model each and then buff the rest of the squad.
User avatar
Aetherion
Level 2
Posts: 105
Joined: Tue 12 May, 2015 6:53 pm

Re: 2.5.0 Balance

Postby Aetherion » Mon 29 Feb, 2016 1:46 am

bibotot wrote:
- What is with the Psylencers and inferno damage? And Interceptors getting 3 of these is just awkward.



Can any one confirm this? It may be that interceptor psycannons were tied to strike's "psycannons" and are now psilencers. I tested it on AI game and it seems that interceptor psycannons do jack shit to vehicles.

Feature or bug?
CREED FOR THE PLAN GOD
ELDRAD FOR THE DICK THRONE
just as planned
User avatar
Wise Windu
Moderator
Posts: 1190
Joined: Sat 14 Sep, 2013 2:22 am

Re: 2.5.0 Balance

Postby Wise Windu » Mon 29 Feb, 2016 2:52 am

Aetherion wrote:
bibotot wrote:
- What is with the Psylencers and inferno damage? And Interceptors getting 3 of these is just awkward.



Can any one confirm this? It may be that interceptor psycannons were tied to strike's "psycannons" and are now psilencers. I tested it on AI game and it seems that interceptor psycannons do jack shit to vehicles.
Looks like that was done by accident. It'll be working as intended in the hotfix.

bibotot wrote:- 6 man Astra Militarum HMG? Why?
More models for the LC to execute, more HP over all and so more survivability, some other things I'm sure I'm forgetting. It isn't because the race is supposed to be "blobby", so the comparison to Orks doesn't really mean anything.

bibotot wrote:Renaming a number of units, including the Lictor Alpha into the Death Leaper and the Ravener Alpha into the Red Terror
Too location and hive specific, and there's also no indication that the models could even represent these more "legendary" versions. The Malan'tai was changed to the Neurothrope for that first reason as well.

bibotot wrote:Aspiring Champions on Heretics make no sense. They should be Dark Apostle instead.
Dark Apostles are specific to the Word Bearers. Wouldn't make sense to have them for everyone.

bibotot wrote:The Inqusition does not have stormtroopers in their core army, at least not anymore as in the current Codex. Why not just refer to them as henchmen or warriors instead?
Consider them part of the retinue of the Inquisitors, I guess.

I guess I should also say that we aren't attempting to make the game fit the lore perfectly. There are plenty of lore breaking things in the game, and not just the names of the units.

bibotot wrote:- Blight Grenade bug can lead to the infection lasting way longer than it should.
Do you have any replays of this happening? Hadn't actually heard about this bug until now.

bibotot wrote:As well as giving vehicles some form of reverse-driving mechanic, or at least consistent vehicle pathing like in Company of Heroes 2. Granted, Company of Heroes 2 just recently improved their pathing, so there's some idea there/
Have tried before, but haven't gotten it to work consistently, or hardly at all, unfortunately. The two games don't work exactly the same way, so doing as they did won't really help.

bibotot wrote:- Commissar and Sergeant simply add one more model each and then buff the rest of the squad.
Explain why?

Return to “Balance Discussion”



Who is online

Users browsing this forum: No registered users and 24 guests