2.8 Non-Consensus Thread (Part 2 of 2)
Posted: Wed 24 Jan, 2018 6:58 am
This section are the parts of the log that either has disagreements or uncertainty about what needs to be changed. Some of it is just ramblings that might interest as well. If you've read the first thread, then this one is the part that contains the big questions.
Keep in mind that just because something is suggested doesn't mean it's a certainty to go in.
You can find a Google Doc link HERE Either here or on the Google Doc would do just fine!
-----------------------------------
Gameplay:
Big change for melee heroes, so needs some more pro votes before it gets in. It's currently at a meh level.
All commander sidearms fire on the move accuracy reduced from 100% to 75%.
Chaos Space Marines
Chaos Sorceror:
Sigil of the Rift no longer requires the Sorceror to channel the ability. Duration of the rift is set to 8 seconds.
There's been a lot of questions about adding a T1 staff that helps the Sorceror deal with tanky melee heroes. Here's most of the suggestions some others and I have put in:
T1 Staff
Sorceror now has the “Accursed Staff” weapon wargear. Unlocks in T1. Cost set to [X/Y].
56 dph (40 dps) melee_pvp.
a)Improves the Doombolt ability, slowing infantry targets caught in the blast for 5 seconds in addition to its normal effects.
b)Grants the “Death Hex” ability, which slows the targeted model by 40%, lowers their damage dealt by 20% and raises their damage taken by 20% for 7 seconds. 50 energy, Range 25, 30 second cooldown.
c)Grants the “Infernal Gaze” ability, a channeled ability which slows the targeted model by 40% and deals 40 heavy melee damage for 6 seconds. 40 energy, Range 30, 40 second cooldown.
d)Now has a t1 staff that grants “XXX” dealing 40 heavy melee damage for 6 seconds and immobilizing a model . Range 20, cooldown 60 seconds. For 130/25
Eldar
Eldritch Storm:
Damage of first 12 bolts of increased from 100 to 200.
Guardian Weapon Team:
Models affected by Scorch now have a Doom indicator displayed upon them.
Ordo Malleus
Most of this is just my (Atlas') ramblings, but I put this out specifically because OM is a topic that's been pretty active as of late and I know bros who would love a chance to take a crack. The faction is still pretty open frontier.
Inquisitorial Stormtroopers:
Sargeant cost increased from 75/20 to 75/25.
Sergeant can now detect in a radius of 30.
Fanaticism no longer grants the squad invulnerability for 1 second.
Fanaticism now grants the squad immortality for 5 seconds. Cooldown 15 seconds. Energy cost set to 60.
Inquisitorial Operatives: bunker-buster version
Squad can no longer detect in a radius of 30.
Sergeant-
Sergeant cost reduced from 75/20 to 75/20.
Sergeant is no longer the last model to die.
Sergeant no longer grants the Melta Bomb ability.
Sergeant now negates the effect of cover on Operative shotguns in addition to his normal effects.
Fallback Plan into Demolition Kit -
Fallback Plan has been renamed into Demolition Kit. (still grants the Fallback Plan ability)
Demolition Kit no longer grants the Smoke Grenade ability.
Demolition Kit now grants the Improvised Explosives ability (mirrors Catachan IEDS, but cooldown is reduced from 60 seconds to 45 seconds)
Vindicare Assassin: T1 anti-setup version
Moved from T2 to T1.
Exitus Rounds damage per hit reduced from 190 to 130.
Cameleoline Stealth Suit tier requirement reduced from T2 to T1.
Turbo Penetrator Rounds and Target Acquired abilities are no longer available by default.
Extended Operations -
Now grants the Vindicare Assassin the Turbo Penetrator Rounds and Target Acquired abilities and increases Exitus Rounds damage per hit from 130 to 190 in addition to its normal effects.
Interceptor Squad: bloodletter-raptor version
Moved from T3 to T2.
Cost reduced from 450/60 to 450/50.
Justicar cost increased from 90/15 to 90/25.
Delay of Teleport and Furious Intervention increased from .5 seconds to 1 second.
Grenades -
Squad no longer starts with Krak and Psyk-Out Grenades.
Squad now has the Grenades upgrade, available in T2.
Equip the squad with Krak and Psyk-Out Grenades, effective against vehicles and infantry respectively.
Grenades now grant the Krak and Psyk-Out Grenades abilities. Cost set to 50/25.
Psycannons-
Squad no longer starts with Psycannons by default.
Squad now has the Psycannons upgrade available in T3. Cost set to 100/30.
Equip the squad with Psycannons, effective against vehicles. The squad can switch between Psycannons and Force Swords.
Psycannons now grants the Equip Psycannons and Equip Nemesis Force Weapons abilities.
Psycannons damage type changed from explosive to psycannon.
Orks
Warboss:
Use yer Choppas red cost reduced from 100 red to 75 red.
Bang Bang Hammer damage increase from 120 to 150. (dps from 75 to 60)
Bang Bang Hammer swing special attack damage increased from 55 to 90.
Bang Bang Hammer cost increased from 120/20 to 120/25.
Space Marines
Apothecary:
Not really talked about, but there were some changes suggested to the Apothecary that simply never got written into the log. Does he need changes?
Terminator Force Commander:
For TFC, there's two basic suggestions. Either increase the cost again or lower the effectiveness of the package.
a)Revert cost change
b)Health reduced from 2500 to 1500.
Health regeneration reduced from 3.5 hp/s to 2.5 hp/s.
Heavy Flamer cost increased from 70/40 to 75/45.
Cleansing Flame radius reduced from 15 to 10.
Lightning Claws charge range reduced from 18 to 12.
Terminator Squad:
Cleansing Flame radius reduced from 15 to 10.
Sternguard:
Vengeance Rounds damage versus vehicles reduced from .5 to .4.
Tyranids
Ravener Alpha:
This will probably go in, it just needs info and checking.
Acid Splatter needs to be reverted
Acid Splatter splash damage reduced from 20 to 15.
Acid Splatter main damage per hit increased from 85 to 100.
Hormagant Squad:
Leap changed to half dmg
Hormagants /Termagants upkeep lowered from 3.825 to 3.125.
Zoanthrope:
The exact quote is "Symbiosis first, THEN firing modes for Zoans." but this idea still needs refinement either way.
Focused Warp Blast ability removed.
Zoanthropes now have two fire modes - Warp Blast and Focused Warp Blast. Requires a toggle to go between them. 6 seconds to swap between the two modes.
Warp Blast is the same as the default attack.
Focused Warp Blast removes area of effect damage, changes the damage type from psychic_pvp to explosive_pvp. Setup time is required before firing?
Keep in mind that just because something is suggested doesn't mean it's a certainty to go in.
You can find a Google Doc link HERE Either here or on the Google Doc would do just fine!
-----------------------------------
Gameplay:
Big change for melee heroes, so needs some more pro votes before it gets in. It's currently at a meh level.
All commander sidearms fire on the move accuracy reduced from 100% to 75%.
Chaos Space Marines
Chaos Sorceror:
Sigil of the Rift no longer requires the Sorceror to channel the ability. Duration of the rift is set to 8 seconds.
There's been a lot of questions about adding a T1 staff that helps the Sorceror deal with tanky melee heroes. Here's most of the suggestions some others and I have put in:
T1 Staff
Sorceror now has the “Accursed Staff” weapon wargear. Unlocks in T1. Cost set to [X/Y].
56 dph (40 dps) melee_pvp.
a)Improves the Doombolt ability, slowing infantry targets caught in the blast for 5 seconds in addition to its normal effects.
b)Grants the “Death Hex” ability, which slows the targeted model by 40%, lowers their damage dealt by 20% and raises their damage taken by 20% for 7 seconds. 50 energy, Range 25, 30 second cooldown.
c)Grants the “Infernal Gaze” ability, a channeled ability which slows the targeted model by 40% and deals 40 heavy melee damage for 6 seconds. 40 energy, Range 30, 40 second cooldown.
d)Now has a t1 staff that grants “XXX” dealing 40 heavy melee damage for 6 seconds and immobilizing a model . Range 20, cooldown 60 seconds. For 130/25
Eldar
Eldritch Storm:
Damage of first 12 bolts of increased from 100 to 200.
Guardian Weapon Team:
Models affected by Scorch now have a Doom indicator displayed upon them.
Ordo Malleus
Most of this is just my (Atlas') ramblings, but I put this out specifically because OM is a topic that's been pretty active as of late and I know bros who would love a chance to take a crack. The faction is still pretty open frontier.
Inquisitorial Stormtroopers:
Sargeant cost increased from 75/20 to 75/25.
Sergeant can now detect in a radius of 30.
Fanaticism no longer grants the squad invulnerability for 1 second.
Fanaticism now grants the squad immortality for 5 seconds. Cooldown 15 seconds. Energy cost set to 60.
Inquisitorial Operatives: bunker-buster version
Squad can no longer detect in a radius of 30.
Sergeant-
Sergeant cost reduced from 75/20 to 75/20.
Sergeant is no longer the last model to die.
Sergeant no longer grants the Melta Bomb ability.
Sergeant now negates the effect of cover on Operative shotguns in addition to his normal effects.
Fallback Plan into Demolition Kit -
Fallback Plan has been renamed into Demolition Kit. (still grants the Fallback Plan ability)
Demolition Kit no longer grants the Smoke Grenade ability.
Demolition Kit now grants the Improvised Explosives ability (mirrors Catachan IEDS, but cooldown is reduced from 60 seconds to 45 seconds)
Vindicare Assassin: T1 anti-setup version
Moved from T2 to T1.
Exitus Rounds damage per hit reduced from 190 to 130.
Cameleoline Stealth Suit tier requirement reduced from T2 to T1.
Turbo Penetrator Rounds and Target Acquired abilities are no longer available by default.
Extended Operations -
Now grants the Vindicare Assassin the Turbo Penetrator Rounds and Target Acquired abilities and increases Exitus Rounds damage per hit from 130 to 190 in addition to its normal effects.
Interceptor Squad: bloodletter-raptor version
Moved from T3 to T2.
Cost reduced from 450/60 to 450/50.
Justicar cost increased from 90/15 to 90/25.
Delay of Teleport and Furious Intervention increased from .5 seconds to 1 second.
Grenades -
Squad no longer starts with Krak and Psyk-Out Grenades.
Squad now has the Grenades upgrade, available in T2.
Equip the squad with Krak and Psyk-Out Grenades, effective against vehicles and infantry respectively.
Grenades now grant the Krak and Psyk-Out Grenades abilities. Cost set to 50/25.
Psycannons-
Squad no longer starts with Psycannons by default.
Squad now has the Psycannons upgrade available in T3. Cost set to 100/30.
Equip the squad with Psycannons, effective against vehicles. The squad can switch between Psycannons and Force Swords.
Psycannons now grants the Equip Psycannons and Equip Nemesis Force Weapons abilities.
Psycannons damage type changed from explosive to psycannon.
Orks
Warboss:
Use yer Choppas red cost reduced from 100 red to 75 red.
Bang Bang Hammer damage increase from 120 to 150. (dps from 75 to 60)
Bang Bang Hammer swing special attack damage increased from 55 to 90.
Bang Bang Hammer cost increased from 120/20 to 120/25.
Space Marines
Apothecary:
Not really talked about, but there were some changes suggested to the Apothecary that simply never got written into the log. Does he need changes?
Terminator Force Commander:
For TFC, there's two basic suggestions. Either increase the cost again or lower the effectiveness of the package.
a)Revert cost change
b)Health reduced from 2500 to 1500.
Health regeneration reduced from 3.5 hp/s to 2.5 hp/s.
Heavy Flamer cost increased from 70/40 to 75/45.
Cleansing Flame radius reduced from 15 to 10.
Lightning Claws charge range reduced from 18 to 12.
Terminator Squad:
Cleansing Flame radius reduced from 15 to 10.
Sternguard:
Vengeance Rounds damage versus vehicles reduced from .5 to .4.
Tyranids
Ravener Alpha:
This will probably go in, it just needs info and checking.
Acid Splatter needs to be reverted
Acid Splatter splash damage reduced from 20 to 15.
Acid Splatter main damage per hit increased from 85 to 100.
Hormagant Squad:
Leap changed to half dmg
Hormagants /Termagants upkeep lowered from 3.825 to 3.125.
Zoanthrope:
The exact quote is "Symbiosis first, THEN firing modes for Zoans." but this idea still needs refinement either way.
Focused Warp Blast ability removed.
Zoanthropes now have two fire modes - Warp Blast and Focused Warp Blast. Requires a toggle to go between them. 6 seconds to swap between the two modes.
Warp Blast is the same as the default attack.
Focused Warp Blast removes area of effect damage, changes the damage type from psychic_pvp to explosive_pvp. Setup time is required before firing?