Patch 2.3 Balance changelog
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Re: Patch 2.3 Balance changelog
Regarding the melee resistance buff for walkers:
I don't think you can argue it should apply to some but not to other walkers. As I understand it this buff will be free and is intended to make walkers more resilient in melee. Withholding it for certain walkers because they are already considered to be overperforming ignores the increased performance of the walkers that the buff WILL affect. Any balance issues with the Deff Dread, Bloodcrusher or Tyrant Guard should be dealt with by addressing those specific issues, not by denying them any across-the-board buffs.
I will make a special case for the Tyrant Guard as I'm a Nid player and so can't speak for the Deff Dread or the Bloodcrusher. The Tyrant Guard is the Tyranids' main response to other t2 walkers. If Dreadnoughts and the like get a melee resistance buff the Tyrant Guard will probably get slaughtered by them in single combat. Same goes for the Carnifex.
Having said that, I don't think giving walkers melee resistance is a good idea, I always thought their vulnerability to heavy melee squads was intended, and prevented melee walkers from waltzing into combat without support.
I don't think you can argue it should apply to some but not to other walkers. As I understand it this buff will be free and is intended to make walkers more resilient in melee. Withholding it for certain walkers because they are already considered to be overperforming ignores the increased performance of the walkers that the buff WILL affect. Any balance issues with the Deff Dread, Bloodcrusher or Tyrant Guard should be dealt with by addressing those specific issues, not by denying them any across-the-board buffs.
I will make a special case for the Tyrant Guard as I'm a Nid player and so can't speak for the Deff Dread or the Bloodcrusher. The Tyrant Guard is the Tyranids' main response to other t2 walkers. If Dreadnoughts and the like get a melee resistance buff the Tyrant Guard will probably get slaughtered by them in single combat. Same goes for the Carnifex.
Having said that, I don't think giving walkers melee resistance is a good idea, I always thought their vulnerability to heavy melee squads was intended, and prevented melee walkers from waltzing into combat without support.
Re: Patch 2.3 Balance changelog
The tyrant guard hugely overperforms vs walkers as it is. Although somebody still needs to test whether basic synapse actually buffs (it shouldn't, but it may) TGs defensively.
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Re: Patch 2.3 Balance changelog
In what way does it overperform? It's cheaper than a Dread for sure, but I think that's because it's super heavy infantry.
Re: Patch 2.3 Balance changelog
That Torpid Gamer wrote:The tyrant guard hugely overperforms vs walkers as it is. Although somebody still needs to test whether basic synapse actually buffs (it shouldn't, but it may) TGs defensively.
It should and it does
TG and carnifexes fully benefit from basic syanpse. that means they do get the 20-31% resistance to melee and ranged, but also they lose hp from synapse backslashes
Re: Patch 2.3 Balance changelog
TG is SHI but it can go shield wall for vehicle armor and insane health regen, so you usually need something fairly hard hitting AV in addition to anti SHI in order to take down a TG. Anyway based on dps and health pools TG should narrowly lose to a SM melee dread and maybe beat a WL 1v1...
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Re: Patch 2.3 Balance changelog
remember heavy melee does 50% to vehicle armor and full to SHI, that means the effective dps of a TG is 47.5 against dreads. After 2.3 it will be 28.5
Re: Patch 2.3 Balance changelog
Bahamut wrote:That Torpid Gamer wrote:The tyrant guard hugely overperforms vs walkers as it is. Although somebody still needs to test whether basic synapse actually buffs (it shouldn't, but it may) TGs defensively.
It should and it does
TG and carnifexes fully benefit from basic syanpse. that means they do get the 20-31% resistance to melee and ranged, but also they lose hp from synapse backslashes
Why should it? Nowhere does it say that it should (i.e. on the wikis and such). It notes how basic synapse increases the speed of the tyrant guard and that backlash affects TGs and fexes but I've never read that they get the damage resistance, have you checked this in the files?
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- Wise Windu
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Re: Patch 2.3 Balance changelog
That Torpid Gamer wrote:Bahamut wrote:That Torpid Gamer wrote:The tyrant guard hugely overperforms vs walkers as it is. Although somebody still needs to test whether basic synapse actually buffs (it shouldn't, but it may) TGs defensively.
It should and it does
TG and carnifexes fully benefit from basic syanpse. that means they do get the 20-31% resistance to melee and ranged, but also they lose hp from synapse backslashes
Why should it? Nowhere does it say that it should (i.e. on the wikis and such). It notes how basic synapse increases the speed of the tyrant guard and that backlash affects TGs and fexes but I've never read that they get the damage resistance, have you checked this in the files?
It affects all allied Tyranids that don't have commander or heavy_infantry armor, and also doesn't affect the SL.
Re: Patch 2.3 Balance changelog
would be just stupid if they were affected only by the blackslash without the added benefits wouldn't it? and remember you can't repair only heal them at base.
Anway, basic syanpse does affect fexes and TG (but not SL), the only restriction in the files is non hero units wearing heavy armor(so only warriors are excluded) and swarmlord specifically. You can notice the fexes and the TG are under synapse by the green cloud it appears in their heads
Anway, basic syanpse does affect fexes and TG (but not SL), the only restriction in the files is non hero units wearing heavy armor(so only warriors are excluded) and swarmlord specifically. You can notice the fexes and the TG are under synapse by the green cloud it appears in their heads
Last edited by Bahamut on Tue 22 Apr, 2014 3:25 am, edited 1 time in total.
Re: Patch 2.3 Balance changelog
Makes a lot of sense in hindsight.
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Re: Patch 2.3 Balance changelog
Just so they aren't left out from the patch again, please add the fixed textures for the new units. Either the ones by me http://dawnofwar.info/forum/viewtopic.php?f=6&t=337 or by Orkfaeller http://dawnofwar.info/forum/viewtopic.php?f=6&t=679.
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Re: Patch 2.3 Balance changelog
Id love to see some more librarian usage from space marines and grey knights, with all of these change surely will see them more often!
- Takadekadaka
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Re: Patch 2.3 Balance changelog
Is there an ETA or an estimate on how much progress 2.3 made?
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Re: Patch 2.3 Balance changelog
no consideration about wraithlord with BL or DD having melee resist?
Re: Patch 2.3 Balance changelog
David-CZ wrote:Just so they aren't left out from the patch again, please add the fixed textures for the new units. Either the ones by me http://dawnofwar.info/forum/viewtopic.php?f=6&t=337 or by Orkfaeller http://dawnofwar.info/forum/viewtopic.php?f=6&t=679.
What exactly was fixed? I like the look of the DR's, but that skull shoulder on the Exarch practically digs into his chest =/
- HandSome SoddiNg
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Re: Patch 2.3 Balance changelog
Is 2.3 Releasing Around the Corner now ? Its been weeks long waiting =0
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Re: Patch 2.3 Balance changelog
Helios wrote:What exactly was fixed? I like the look of the DR's, but that skull shoulder on the Exarch practically digs into his chest =/
The textures were fixed. Right now if you were to play on low settings you'd end up with black textures on most new models (made by me that is). The new files fix this.
As for the shoulderpad I'm afraid that's something I can't do much about. The model is rigged to DA skeleton. It might as well be a WS skeleton like the rest of the squad, but the result would be the same. Neither model has shoulderpads inmplemented to their animation so what you see is my best attempt to make it work. ELITE could use a skilled animator indeed.
- Forestradio
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Re: Patch 2.3 Balance changelog
Any update on the "Holy Grounds" Paladin ability?
I also don't see why they should be capped at one, especially since their hp regen aura is going away. Two fully upgraded paladins (with specialized weapon) are at least 340 power.
I also don't see why they should be capped at one, especially since their hp regen aura is going away. Two fully upgraded paladins (with specialized weapon) are at least 340 power.
Re: Patch 2.3 Balance changelog
I'd like to ask about the termies regen issue (if it was resolved).
Is the regen going to be 1/0,75/1,25 HP/s, like the patch notes indicate, or 10/7,5/12,5 HP/s, like described later on?
Is the regen going to be 1/0,75/1,25 HP/s, like the patch notes indicate, or 10/7,5/12,5 HP/s, like described later on?
Re: Patch 2.3 Balance changelog
it is the lower number without HP/s and this turns out in the higher numbers with HP/s
Re: Patch 2.3 Balance changelog
That's not how basic regeneration works. For armour upgrades etc., you would be right, but not for the base regen.
This, as written, means the termies health regen is changed from 0,5 HP/s to 1 HP/s. Which directly conflicts with how Caeltos explained it later.
* Terminator health regeneration from 0.5 to 1.0
This, as written, means the termies health regen is changed from 0,5 HP/s to 1 HP/s. Which directly conflicts with how Caeltos explained it later.
Re: Patch 2.3 Balance changelog
L0thar wrote:That's not how basic regeneration works. For armour upgrades etc., you would be right, but not for the base regen.* Terminator health regeneration from 0.5 to 1.0
This, as written, means the termies health regen is changed from 0,5 HP/s to 1 HP/s. Which directly conflicts with how Caeltos explained it later.
surely, 30 hp per minute (half an hp per second) does not justify a full 2minutes increase on the call-in and a 10% damage nerf
Re: Patch 2.3 Balance changelog
Bahamut wrote:surely, 30 hp per minute (half an hp per second) does not justify a full 2minutes increase on the call-in and a 10% damage nerf
One would hope so, but then again, it suddenly went from 2x increase to 20x.
Re: Patch 2.3 Balance changelog
Knowing full well that devs read these boards it's weird to see no clarifications. It's like Caeltos & co suddenly realized that they have no idea what they want from termies
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Re: Patch 2.3 Balance changelog
Barrogh wrote:Knowing full well that devs read these boards it's weird to see no clarifications. It's like Caeltos & co suddenly realized that they have no idea what they want from termies
That, or they treat us like lab rats. Watching us squirm and bicker trying to gain the vast amount of knowledge that They themselves have.
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Re: Patch 2.3 Balance changelog
Don't worry, I know exactly what I'm doing.
I think.
I think.
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Re: Patch 2.3 Balance changelog
ヽ༼ຈل͜ຈ༽ノ Will trade dongers for patch! ༼ຈل͜ຈ༽ノ
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Re: Patch 2.3 Balance changelog
700rec and 180power for a landraider redeemer that can be deployed anywhere on the map, has a barrage witch damages and knocks back incoming enemy infantry, cant get rear armor penalty, allies can retreat to it and reinforce they get health regen and 25% damage resistance and can get inside to avoid nukes!
Thats way, way too cheap for such utility!
Baneblade for instance needs build time and to make its way from base to the battlefield, ya its getting an increase damage but it looses health! and its 1000rec and 200power and it gets rear armor penalty!
Why does the landraider have such a cheap price and so many bonuses!?!
Thats way, way too cheap for such utility!
Baneblade for instance needs build time and to make its way from base to the battlefield, ya its getting an increase damage but it looses health! and its 1000rec and 200power and it gets rear armor penalty!
Why does the landraider have such a cheap price and so many bonuses!?!
Re: Patch 2.3 Balance changelog
sebi.costa wrote:700rec and 180power for a landraider redeemer that can be deployed anywhere on the map, has a barrage witch damages and knocks back incoming enemy infantry, cant get rear armor penalty, allies can retreat to it and reinforce they get health regen and 25% damage resistance and can get inside to avoid nukes!
Thats way, way too cheap for such utility!
Baneblade for instance needs build time and to make its way from base to the battlefield, ya its getting an increase damage but it looses health! and its 1000rec and 200power and it gets rear armor penalty!
Why does the landraider have such a cheap price and so many bonuses!?!
I know what you mean, it seems odd at first, but the Redeemer for a start, cannot be deployed via deep strike, only the Crusader. Also, it does considerably less than daddy Baneblade, which is a hug consideration. It also has a longer build time. I think you are getting the Redeemer and Crusader and combining them to make the uber Anti infantry Land Raider.
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