2.7 Preview Changelog ONLY

Elite (and related) releases.
Atlas

2.7 Preview Changelog ONLY

Postby Atlas » Wed 03 May, 2017 12:13 am

Preamble:
This is JUST the list of changes as of this moment. Nothing on maps/skins or if there are future technical issues. Consider this the "99%" version.

Bug Fixes:
Nemesis Vortex vfx only lasts 4 seconds now, from 5 seconds.
Nemesis Vortex now does the intended amount of damage. (From 80 to 30)
Nemesis Vortex now has a minimum casting range. (Set to 15, and Max Range 35)
IST Sarg now adds a grenade icon to the squad.
Pheremones now only affects self and allied Tyranids.

Gameplay:
Grenade_pvp damage multiplier vs vehicles reduced from .33 to .25.
Green cover no longer modifies received courage damage. Suppression_pvp courage damage vs green cover reverted from .25 to .5

ImageChaos Space Marines

Chaos Sorceror:
Consume health restoration increased from 40 to 100. (still gives 50 energy)
Daemonic Shield ability cooldown reduced from 60 seconds to 45 seconds.
Daemonic Shield duration reduced from 30 seconds to 20 seconds.
Warpfire energy cost reduced from 65 to 50.
Warp Rift cooldown reduced from 75 seconds to 60 seconds.
Curse of Tzeentch range increased from 30 to 40.
Chaos Sorceror can now retreat while casting Subjugation.

Chaos Terminators:
Size reduced from Large to Medium.
Lightning Claws upgrade now increases squad speed from 4 to 4.5.

ImageEldar
Globals:
Swift Movement global cost increased from 75 to 100.

Warp Spider Exarch:
Heavy Gauge Filament ability changed from a toggled 60% chance to knockback on hit into an activated ability that grants 99% chance to stun target on hit for 6 seconds. Effect deactivates once a successful stun is procured. Range 30. Duration 8 seconds. 40 energy. 45 second cooldown. (<- exact numbers are still a little in the air)
Shimmer Orb cooldown reduced from 80 seconds to 50 seconds.
Shimmer Orb energy cost increased from 25 to 40.
Shimmer Orb duration reduced from 30 seconds to 15 seconds.

Farseer:
Spirit Stones no longer grants 2x Exp when reviving heroes.
Farsight duration reduced from 60 seconds to 40 seconds.

Autarch:
Fusion Gun moved from T3 to T2.
Fusion Gun damage per hit decreased from 72 to 54.

Fire Dragon Squad:
Dps reduced from 16.8 to 14 per model.
Speed reduced from 6.5 to 6.

Warp Spider Squad:
Haywire Grenades weapon disable duration reduced from 15 seconds to 8 seconds.(Other effects are unchanged)
Member hp increased from 180 to 190.
Exarch hp increased from 200 to 275.

Wraithguard:
Exarch sight radius reduced from 50 to 40.

Wraithlord:
Wraithlord hp increased from 1000 to 1100.
Wraithlord population cost increased from 10 to 12.
Wraithlord upkeep increased from 25.5 to 30.6.
Wraithlord natural hp regen increased from 0.5hp/s to 1.5hp/s.

ImageImperial Guard
Globals:
Repair Buker repair rate increased from 15 hp/1.5 seconds to 20 hp/1.5 seconds for allied Leman Russes and Baneblades. (includes own vehicles)
Loyal to the End radius increased from 5 to 15.
Loyal to the End cooldown increased from 30 seconds to 120 seconds.

Inquisitor:
Holy Pyre -
Debuff effect range reduced from 30 to 18.
Damage effect range reduced from 18 to 12.
Cooldown increased from 40 seconds to 50 seconds.
Energy cost increased from 40 to 50.

Lord Commissar:
Flak Jacket cost reduced from 150/35 to 150/30.
Stubbornness no longer increases the Lord Commissar’s damage.

Heavy Weapon Squad:
Reinforce time increased from 2 seconds to 3 seconds.

ImageOrdo Malleus
Globals:
Canticle of Absolution now increases the hp regen rate of allied units inside the area of effect by 5 hp/s in addition to its other effects.

Brother-Captain:
Brother-Captain speed increased from 4 to 4.5.
Unending Purge cost increased from 100/20 to 110/20.
Unending Purge now increases energy regen by 1 e/s constantly rather than 1.5 e/s while under 50% health.(Regeneration is canceled while Aegis is activated)

Inquisitorial Storm Troopers:
Sargeant and Acolyte pistol damage per hit increased from 14.57 to 19.42. (6 dps to 8 dps)

Strike Squad:
Storm Bolter damage per hit reduced from 21 to 18.
Psycannon damage per hit reduced from 23 to 20.
Justicar price reduced from 75/25 to 75/20.
Justicar sword changed from gk sword marine ss justicar to gk_sword_purifier.

Psybolt Ammunition: (<- specializing in Ranged Combat and Supplemental AV)
Psybolt Ammunition and Nemesis Force are now exclusive upgrades. (one or the other)
Psybolt Ammunition is now available in T1, rather than T2.
Psybolt Ammunition now unlocks the Purification ability.
Psybolt Ammunition now changes the Squad decorator from Melee to Elite Ranged.
Psybolt Ammunition no longer adds a + decorator on top of the Squad decorator.
Slow strength increased from 10% to 25%. (this is a flat amount, further applications only reset the duration time)
Ranged damage increase increased from 15% to 40%. (results in 23.4 dph)
Justicar can no longer use Energy Burst while Psybolt Ammunition upgrade is present.

Nemesis Force: (<- specializing in Melee Combat and Supplemental E-War)
Nemesis Force and Psycannon are now exclusive upgrades. (one or the other)
Nemesis Force now adds a + indicator on top of the Squad decorator.
Nemesis Force now allows the Strike Squad (and Justicar) to melee charge for a range of 12, 6 second cooldown and +3 speed.
Nemesis Force is now required to be present for the Justicar to use Energy Burst.
Energy Burst cooldown reduced from 80 seconds to 50 seconds.

Inquisitorial Operatives:
Fallback Plan retreat cancel windup reduced from 3 seconds to 2 seconds.

Purgation Squad:
Rending energy cost increased from 50 to 60.
Rending increases weapon range from 49 to 55 during its duration in addition to its normal effects.

Purifiers:
Justicar Storm Bolter changed from storm_bolter_marine to storm_bolter_purifier. (12.25 to 7.89 dps)
Justicar health increased from 550 to 600.
Psychic Field energy cost reduced from 100 to 80.

Rhino:
Lascannon upgrade now reduces the Rhino’s speed by 1. (from 8 to 7)
Reinforced Armor Plating no longer reduces the speed of the Rhino.
Lascannon damage per hit reduced from 165 to 85. (overall change from 23.57 to 24.22 dps)
Lascannon wind down speed reduced from 2 to 1.
Lascannon reload duration reduced from 4 to 1.5.

Vindicare Assassin:
Cameleoline Stealth Suit cost reduced from 75/20 to 75/15.
Cameleoline Stealth Suit passive infiltration out of cover duration reduced from 3 seconds to 2 seconds.

Interceptor Squad:
Krak Grenade damage reduced from 250 to 160.
Psyk-Out Grenade range increased from 20 to 25.

Grey Knight Terminators:
Size reduced from Large to Medium.
Speed reduced from 5 to 4.5.

Paladin Squad:
Incinerator upgrade restored.
Paladins are now limited to 1 squad present per player.
Size reduced from Large to Medium.
Speed increased from 4 to 4.5.
Hp regen increased from .5 to 1.75.
Paladins now inspire non-Terminator allied infantry upon melee kill in radius 35, increasing their damage mitigation by 3% and lowering received suppression by 10% for 15 seconds. Also restores 20 courage. Passive ability.

ImageOrks
Warboss:
Default Shoota range reduced from 49 to 38.
Shoot them Good range reduced from 40 to 30.
Shoot them Good percentage to stun on hit increased from 10% to 40%.
Shoot them Good stun duration reduced from 5 seconds to 3 seconds.

Kommando Nob(Hero):
Betta Kombat Kit cost increased from 110/20 to 120/25.
Betta Kombat Kit energy increase reduced from 75 to 25.
Betta Kombat Kit hp regen reduced from 3.5 hp/s to 3 hp/s.
Sneaky Infiltration Kit cost reduced from 100/30 to 110/25.
Mega Boom Kit cost increased from 100/20 to 130/25.

Mekboy:
Beemy Deffgun cost increased from 150/40 to 150/50.
Kustom Force Field cost increased from 110/30 to 110/35.
Supa Tuff Beam no longer grants suppression immunity.

Painboy:
Cost reduced from 350/35 to 350/30.
‘Arda Cybork Implants hp bonus increased from 10% to 15%.

Nob Squad:
Frenzy red cost reduced from 75 to 60.
Frenzy damage resistance reduced from 100% to 75%.
Frenzy no longer increases the squad’s damage by 20%.
Frenzy duration decreased from 10 seconds to 8 seconds.

ImageSpace Marines
Apothecary:
Full Auto percentage to stun on hit increased from 10% to 40%.
Full Auto stun duration decreased from 5 seconds to 3 seconds.

Techmarine:
Powerful Sweep energy cost increased from 25 to 30.
Relay Beacon cost reduced from 200/30 to 200/25.
Relay Beacon build time reduced from 30 seconds to 25 seconds.

Venerable Dreadnought:
Dark Age of Technology cost increased from 100/25 to 100/50.

Terminator Assault Squad:
Size reduced from Large to Medium.
Lightning Claws upgrade now increases squad speed from 4 to 4.5.

Terminator Squad:
Size reduced from Large to Medium.
Ranged Terminators hp regen increased from 1.5 hp/s to 2.5 hp/s in combat and 3.5 hp/s out of combat. (all 3 variants)

ImageTyranids
Globals:
Without Number global cost reduced from 300/30/200 to 300/0/200.

Hive Tyrant:
Hive Tyrant speed increased from 4 to 4.5.
Seismic Roar energy cost increased from 50 to 60.
Warp Field cost reduced from 125/30 to 120/30.
Crushing Claws cost increased from 130/40 to 150/50.
Bio-Plasma cost reduced from 100/25 to 100/20.
Bio-Plasma damage reduced from 90 to 75 within range 5.
Bio-Plasma now deals 35 plasma cannon damage in range 5-7 of the blast point in addition to its other effects.

Ravener Alpha:
Hardened Carapace cost increased from 100/20 to 120/25.

Hormagaunt/Termagant Brood:
Hormagaunt/Termagant Brood experience yield reduced from 55 to 50.

Warrior Brood:
Warrior Brood now has the Thorax Swarm(TS)upgrade.
Thorax Swarm cost set at 75/25 and requires T2 to unlock. Upgrade is available to Default and Barbed Stranger Warrior variants.
Thorax Swarm upgrade adds a grenade icon to the squad.
Increases health from 990 to 1188. (20% increase)
Increases speed from 5.5 to 6.
Thorax Swarm grants the Dessicator Larvae and Electroshock Grub abilities.

Electroshock Grub -
Launch electroshock grubs into a vehicle to hamper its circuitry. Inflicts 160 melta damage, reduces target vehicle’s speed and rotation rates by 60% for 15 seconds and disables weaponry for 4 seconds. Range 24, 40 second cooldown.

Dessicator Larvae -
Erupt Dessicators in a radius of 20 around the Warrior Brood that persist on the ground for 15 seconds. Increases enemy damage taken by 20%. Doesn’t affect vehicles. 60 second cooldown.

Genestealers:
Passive infiltration time reduced from 4 seconds to 2 seconds.

Zoanthrope:
Zoanthropes are now limited to 2 squads present per player.
Focused Warp Blast damage reduced from 165 to 150.
Focused Warp Blast cooldown increased from 20 seconds to 30 seconds.

Neurothrope:
Cost reduced from 500/125 to 400/100.

Carnifex:
Carnifex Pheromone Cysts hotkey changed from Q to W.
Carnifex Charge hotkey changed from W to Q.
Thornback upgrade now increases hp regen from 1 to 1.75 in addition to its other effects.

Swarmlord:
Reinforcement Aura, Speed Synapse, Basic Synapse and Leech Essence ranges all set to 30. (from 40,27,32,32)
Leech Essence health regain reduced from 3 per hit to 2 per hit.
Leech Essence energy cost increased from 120 to 130.
Blade Flurry energy cost reduced from 100 to 80.
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boss
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Re: 2.7 Preview Changelog ONLY

Postby boss » Wed 03 May, 2017 1:09 am

Thx for the list atlas but their are some thing that I don't feel are right atm.

Eldar

[Fire dragon less dps is good but what break them is Dragon's Fury
Increases the accuracy of the squad to 100% and reduces weapon cooldown by 50% for 10 seconds. Cooldown 60 seconds.
This allow them to chase across the map and kill most thing with little skill this should be removed, that would make them better is for them to less range and less damage but more heath and a melta bomb just my thoughts. Also don't bother with the autarch changes their no point to them,
the other changes I like tho. but no ranges changers i would like them to do more damage with their Pathfinder Gear you can just get them for detect but if you want more damage then you get the upgrade.

Ordo Malleus

With gk I don't no the changes are ok but they don't have a hard setup team counter your trying to make the bc do it with the Nemesis Vortex but i have to get this all the time? Operatives don't counter set up team with out making them op as we sure in 2.4 so give back gk Interceptor so that can have a hard setup team counter.


Orks

Kommando Nob getting nerf about time tbh always thought he was to good most of his wagear was bearing no cost however the nobz nerfs are fucking shit no one will get them now no one ork t3 is one of the best in the game very hard to pick what you want nobz were only op cus you can get more than 1 an now with these change they wont do anything for you for the cost that 2 loota tanks can do stupid changers. other changers are ok tho


Tyranids

About time nid get some love tbh most of the changers are good apart from Zoanthrope you already no what i think should happen to them capping them at 2 wont solve them you still see nids having to get 2 zoans to kill vehicle aka transport and tanks still think and it right for the Focused Warp Blast to do no damage but snare and more cost, Carnifexs got no love :( really they are the most useless vehicle in t3 and cost the most ffs if i spend over 600 re and 150 power then upgrades and take up 1, 5th of my amy thay better be good, only the Barbed Strangler is maybe worth the cost and that a maybe. Their still a lot of thing that need rebalancing and buffing and nerfing and like I say I should be the one doing it for you I know all their is to know about nids i wont break them.
Forums great more stuff to talk about.
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Oddnerd
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Re: 2.7 Preview Changelog ONLY

Postby Oddnerd » Wed 03 May, 2017 1:31 am

Atlas wrote:Nob Squad:
Frenzy red cost reduced from 75 to 60.
Frenzy no longer grants suppression immunity or breaks suppression upon use.
Frenzy damage resistance reduced from 100% to 75%.

[The extension gif has been deactivated and can no longer be displayed.]

Atlas

Re: 2.7 Preview Changelog ONLY

Postby Atlas » Wed 03 May, 2017 1:44 am

Oddnerd wrote:
Atlas wrote:Nob Squad:
Frenzy red cost reduced from 75 to 60.
Frenzy no longer grants suppression immunity or breaks suppression upon use.
Frenzy damage resistance reduced from 100% to 75%.

aboutdamntime.gif

You people. When I look at you, this is all I see.
Grenade_pvp damage multiplier vs vehicles reduced from .33 to .25.
Green cover no longer modifies received courage damage.

Image
Fire Dragon Squad:
Dps reduced from 16.8 to 12.5 per model.

Image
Inquisitor:
Holy Pyre -
Debuff effect range reduced from 30 to 18.
Damage effect range reduced from 18 to 12.
Cooldown increased from 40 seconds to 50 seconds.
Energy cost increased from 40 to 50.

Image
Nob Squad:
Frenzy red cost reduced from 75 to 60.
Frenzy no longer grants suppression immunity or breaks suppression upon use.
Frenzy damage resistance reduced from 100% to 75%.

Image
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Crewfinity
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Re: 2.7 Preview Changelog ONLY

Postby Crewfinity » Wed 03 May, 2017 3:04 am

Atlas wrote:Nob Squad:
Frenzy red cost reduced from 75 to 60.
Frenzy no longer grants suppression immunity or breaks suppression upon use.
Frenzy damage resistance reduced from 100% to 75%.




plz no. this will put nobz in trash tier and destroy the internal balance of ork t3. if anything you should remove the damage resistance, not the suppression immunity.
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Psycho
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Re: 2.7 Preview Changelog ONLY

Postby Psycho » Wed 03 May, 2017 3:13 am

Atlas wrote:Nob Squad:
Frenzy red cost reduced from 75 to 60.
Frenzy no longer grants suppression immunity or breaks suppression upon use.
Frenzy damage resistance reduced from 100% to 75%.


THERE IS A GOD.

Atlas wrote:Zoanthrope:
Zoanthropes are now limited to 2 squads present per player.
Focused Warp Blast damage reduced from 165 to 150.
Focused Warp Blast cooldown increased from 20 seconds to 30 seconds.


God is dead.

Why does WSE get a 99% stun chance while WB and Apo get shat on in comparison?
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Crewfinity
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Re: 2.7 Preview Changelog ONLY

Postby Crewfinity » Wed 03 May, 2017 3:19 am

are OM terminators also size medium? if not then they should be standardized with the others (also potentially have their health regen increased? idk)
Phoenix
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Re: 2.7 Preview Changelog ONLY

Postby Phoenix » Wed 03 May, 2017 5:14 am

Some changes strike me as odd, could you elaborate on them?

Lord Commissar:
Stubbornness no longer increases the Lord Commissar’s damage.

Warp Spider Squad:
Haywire Grenades weapon disable duration reduced from 15 seconds to 8 seconds.(Other effects are unchanged)

Venerable Dreadnought:
Dark Age of Technology cost increased from 100/25 to 100/50.

Also Nobs changes seem too drastically.
Atlas

Re: 2.7 Preview Changelog ONLY

Postby Atlas » Wed 03 May, 2017 6:10 am

To trying to go in order here:

Why does WSE get a 99% stun chance while WB and Apo get shat on in comparison?

Their abilities work differently. A 40% chance to stun on 50 shots like the WB/Apo and a 99% chance to stun on the regular WSE firing pattern is a practical difference of 99.99% and 99.999% chance of hitting. 40% and 99% are arbitrarily high numbers who purpose is to basically ensure the stun hit. Nobody is getting shat on here, esp with the Apo/WB being able to refresh their stun later and potentially getting a longer stun length.

are OM terminators also size medium? if not then they should be standardized with the others (also potentially have their health regen increased? idk)

No plans on doing that atm, although I suppose we could explore it. OM terms are performing fine atm and the reason the other term variants are being buffed as such is because they struggle to be viable in their roster meta. The size change almost exclusively affects the ability of AV style weapons to damage them, which makes opponent build orders require more specialization in order to deal with Terminators. I don't know why the hp regen increase is needed on OM Terms anyway.

Some changes strike me as odd, could you elaborate on them?

Lord Commissar:
Stubbornness no longer increases the Lord Commissar’s damage.

Warp Spider Squad:
Haywire Grenades weapon disable duration reduced from 15 seconds to 8 seconds.(Other effects are unchanged)

Venerable Dreadnought:
Dark Age of Technology cost increased from 100/25 to 100/50.

Also Nobs changes seem too drastically.


As in, clarify what the change means or why the change was done?

LC = the ease of meeting Stubbornness requirements plus the just plain gigantic damage bonuses that it gave was way too much. Moving around with 2 gm squads for instance gave the LC +10.5% hp every 6 seconds and +32% damage. With 2 more models from anything else, and it become 10.5% hp every 4 seconds and +52% damage. Even dedicated buffing wargears couldn't hold Stubbornness' jock. Stubbornness is now focused as a tanking wargear.

WS= this allows the target vehicle a much faster reaction from your vehicle to deal with threats. That 7 seconds of razorback fire, for example, could be the difference in forcing off a fire dragon squad or not. Considering how easy it is to land a haywire along with the WSE being so adept at fighting infantry and the reduced energy and cooldowns on the melta, we saw little reason to give them the best all-around melta snare in the game. Another case of trying to remove the "deal-with-everything" sort of setup.

Ven= this is actually a revert of what it used to be at first. The 25 power reduction was done when the cost of the Ven Dread spawning was changed. When we reverted that, we failed to revert the upgrade cost and we're just cleaning that up.
---------------

Could people explain to me why the Nob nerf is too drastic?
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Re: 2.7 Preview Changelog ONLY

Postby Deflaktor » Wed 03 May, 2017 8:42 am

Chaos Terminators:
Size reduced from Large to Medium.

Does that mean that AV is no longer effective against them? What is the reason for this change?

Globals:
Swift Movement global cost increased from 75 to 100.

Feels overpriced to me. Not sure what the reason for that change is.

Autarch:
Fusion Gun moved from T3 to T2.
Fusion Gun cost increased from 80/20 to 125/30.
Fusion Gun damage per hit decreased from 72 to 54.


Fusion Gun was never that good but that is most definitely an overnerf. 25% less damage and drastic increase in cost? I guess you want to switch its role to be a counter to transports but after the transport threat is gone the Autarch is going to be useless. If that is the intended role, the Autarch should be able to switch weapons like tacs and it will be fine I guess.

Fire Dragon Squad:
Dps reduced from 16.8 to 12.5 per model.
Warp Spider Squad:
Haywire Grenades weapon disable duration reduced from 15 seconds to 8 seconds.(Other effects are unchanged)


Fire Dragons also 25% less damage? That is way too much of a nerf. Also Warp Spider Haywire nerf is also too hard. Warp Spiders always lose models for a successful snare.

Holy Pyre -
Debuff effect range reduced from 30 to 18.
Damage effect range reduced from 18 to 12.
Cooldown increased from 40 seconds to 50 seconds.
Energy cost increased from 40 to 50.

I dont play IG, but just looking at these numbers it feels like an overnerf. Or maybe Im just not interpreting these numbers correctly.

Nob Squad:
Frenzy no longer grants suppression immunity or breaks suppression upon use.


This is also unneeded. Nob Squads should be a heavy threat. Reducing 100% damage resistance to 75% is all that is needed imo.
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Re: 2.7 Preview Changelog ONLY

Postby hiveminion » Wed 03 May, 2017 8:53 am

Atlas wrote:Tyranids[/color]
Globals:
Without Number global cost reduced from 300/30/200 to 300/0/200.


Please keep it at 300/30/200 and move it to T2. As I've said before right now it's just a tool for desperate caps, lvl1 Hormas and Termas have no other value in T3. In T2 this global actually opens up horde-style builds. Please please please consider this.

Atlas wrote:Hive Tyrant:
Bio-Plasma cost reduced from 100/25 to 100/20.
Bio-Plasma cooldown reduced from 45 seconds to 30 seconds.


Be careful with overbuffing Bioplasma, it does a ton of damage. Just because people aren't using it much doesn't mean it isn't any good.

Atlas wrote:Zoanthrope:
Zoanthropes are now limited to 2 squads present per player.
Focused Warp Blast damage reduced from 165 to 150.
Focused Warp Blast cooldown increased from 20 seconds to 30 seconds.


I guess we will have to wait and see how the new Warriors pan out, but I'm inclined to say the best way to fix the Zoanthrope AND the snaring problem is to go with boss's solution. and restore the snare on the FWB in exchange for minimal or no damage. However, as I said, perhaps the new Warriors will change things up.

Atlas wrote:Neurothrope:
Cost reduced from 500/125 to 400/100.


I would rather have seen the shield ability restored than a price reduction.

Atlas wrote:Carnifex:
Carnifex Pheromone Cysts hotkey changed from Q to W.
Carnifex Charge hotkey changed from W to Q.


NO. STOP IT. There is no logical reason to change these hotkeys!

I also agree with boss that Fexes still seem way overpriced considering their vulnerability to tanks which are much cheaper, more threatening and more survivable. However, I would rather see Fexes live up to that cost in terms of performance rather than see their prices reduced and Fex spam return.

Atlas wrote:Swarmlord:
Reinforcement Aura, Speed Synapse, Basic Synapse and Leech Essence ranges all set to 30. (from 40,27,32,32)
Leech Essence health regain reduced from 3 per hit to 2 per hit.
Leech Essence energy cost increased from 120 to 130.
Blade Flurry energy cost reduced from 100 to 80.


If you're going to nerf the Swarmlord for no real reason at least give the Blade Flurry a more drastic cost reduction to compensate.
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Re: 2.7 Preview Changelog ONLY

Postby Rostam » Wed 03 May, 2017 8:55 am

Thanks for the changelog atlas . appreciated
I think we have some good changes here . I am looking forward to see the changes on warriors as a snare AV unit,it looks pretty interesting

Also I suggest u give the purification ability to the melee upgrade of the strike squad,because in t1 it is more useful for the SS and also they need a way to counter melee in T1 somehow
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Re: 2.7 Preview Changelog ONLY

Postby Aguxyz » Wed 03 May, 2017 10:41 am

because nobz are already shit as they're????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
"Does the Seer see its own doom!?" -Tau commander
2torpid4u: You still haven't sucked my big pink nipples Agu :(
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Fr33man1800
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Re: 2.7 Preview Changelog ONLY

Postby Fr33man1800 » Wed 03 May, 2017 3:35 pm

Green cover no longer modifies received courage damage.

B A S E D

Good changes , glad to see some of the stuff like 2x XP on res or gaunt XP fixed ^^ .

Idk about Nobz nerf , may be a little bit too strong .
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Re: 2.7 Preview Changelog ONLY

Postby Phoenix » Wed 03 May, 2017 4:12 pm

Just seems weird to me to leave stubborness in the same spot FOR YEARS and then remove the damage bonus entirely. Usually you would start with tweaking numbers.
No other buffing wargear can compare to stubbornness? Angry Bitz anyone? Guaranteed (no models needed around) damage bonus and health regen, additionally you get the charge and a speed bonus. Sure stubborrness potential might be bigger but it is also a t2 wargear and more expensive.
Besides I always thought the crazy buffs/wargear of the LC where the reason why people play him.
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Re: 2.7 Preview Changelog ONLY

Postby crog » Wed 03 May, 2017 4:17 pm

Why do you nerf eldars AV possibilities that much since they struggle vs early Vehicles?
An autarch Fusion Gun for that high cost and dmg reduction wont be a worthy counter to vehicles..brightlance without snare is useless since the walker rushs in.. U will need 3 Units and a ton of power to counter one walker IMO..

I like the nids and Terminator Buffy though.
Nobs changes were needed and are fine. Maybe people wont spamm them anymore.
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boss
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Re: 2.7 Preview Changelog ONLY

Postby boss » Wed 03 May, 2017 4:51 pm

Yea I have to agree phoenix why is angry bits not getting any more nerfs, it was hard to even get it to cost 5 more power last patch it is really bad that the warboss cant amove and use angry bits? reduce the heath regen a bit would be a nice change

Crog eldar struggling vs vehicles most of eldar t2 can kill them without much problem I don't see how eldar cant deal with walkers at all I don't find them much of a problem when I play eldar here a tip warp spiders for the disable and fire dragons for the kill these units will still be useful at all times as well or you can just go a warthlord or just a boring falcon.

I ask for nobz to be caped not nerf no one will get them at all it will be tanks and kommandos it fine that nobz are strong when fully upgrade but it stupid when he has 2 or 3 of them ,so how you deal with this cap them ffs this is not hard to understand. also I don't no but I would like to see flash gits get buff a little bit they seen very high in upkeep maybe a bit less?
Forums great more stuff to talk about.
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boss
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Re: 2.7 Preview Changelog ONLY

Postby boss » Wed 03 May, 2017 5:04 pm

Also why is the fc not getting any nerf aka teleport and Thunder Hammer that is very little skill play other than pressing 2 hotkeys unless you have like 4 more or more setup teams you will lose to a fc think of how poor nids feel :( :( and that's if he stupid to teleport into them and well in 1s good luck with that build I have said that the teleport should be moved to t3 it a very strong wargear just think of what would happen if any other melee hero could get a teleport hehe bc those good old days.
Forums great more stuff to talk about.
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Oddnerd
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Re: 2.7 Preview Changelog ONLY

Postby Oddnerd » Wed 03 May, 2017 5:15 pm

I do agree with people's concerns over the stubbornness change. Outright removing the damage boost seems harsh, but considering that a level 10 LC with maximum level stubborness buff was doing 201 heavy melee dps while healing absurd amounts of HP, I guess it was due for a change.

Also I do appreciate the removal of courage damage resistance from green cover, but it was overshadowed by my pure contempt for nobz.
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Re: 2.7 Preview Changelog ONLY

Postby crog » Wed 03 May, 2017 8:09 pm

boss wrote:Yea I have to agree phoenix why is angry bits not getting any more nerfs, it was hard to even get it to cost 5 more power last patch it is really bad that the warboss cant amove and use angry bits? reduce the heath regen a bit would be a nice change

Crog eldar struggling vs vehicles most of eldar t2 can kill them without much problem I don't see how eldar cant deal with walkers at all I don't find them much of a problem when I play eldar here a tip warp spiders for the disable and fire dragons for the kill these units will still be useful at all times as well or you can just go a warthlord or just a boring falcon.

I ask for nobz to be caped not nerf no one will get them at all it will be tanks and kommandos it fine that nobz are strong when fully upgrade but it stupid when he has 2 or 3 of them ,so how you deal with this cap them ffs this is not hard to understand. also I don't no but I would like to see flash gits get buff a little bit they seen very high in upkeep maybe a bit less?

I agree with you on angry bits .

Ye that´s what i mean you need to spend so much req and so much power to counter a walker and now with this nerf on warpspider and firedragon which are easily countered by any sort of melle , it will be even harder.

So you telling me that you need 800req and 110Power ( a warpspider squad with aspect( 490r 60power ) + firedragons (360r 40 power) to counter one Deff Dread which costs 250r. 60 power. That´s the reason i don´t get why you nerfed their av possibilities even more.
An Autarch with fusion gun on t2 was a good idea .. but if its dmg reduction and cost increase it wont be affordable too.
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Re: 2.7 Preview Changelog ONLY

Postby boss » Wed 03 May, 2017 9:06 pm

Well you don't have to get warp spider and fire dragon for a deff dread they both to way more than just deal with a deff dread tho you no warp spider can kill infantry you no and give you map control plus then a snare the best kinda of snare slow and disable of weapon, fire dragons are just fire dragons they kill anything gen bashing, heavy infantry, infantry and so on and so on so you don't just get them for a deff dread but you can just a falcon as eldar crog
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Re: 2.7 Preview Changelog ONLY

Postby Dark Riku » Thu 04 May, 2017 12:21 am

Crushing Claws cost reduced from 150/50 to 130/40.
You're forgetting to revert this change as HT is speed 4.5 again.

Why does the new Warrior upgrade need to give 2 abilities?
Dessicator Larvae is not needed. Talk about Warriors being a must have unit.
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Re: 2.7 Preview Changelog ONLY

Postby Batpimp » Thu 04 May, 2017 12:43 am

please fix this power cap point for quests redemption

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Re: 2.7 Preview Changelog ONLY

Postby evilmario5 » Thu 04 May, 2017 7:51 am

Nice Patch Preview Ordo Malius stuff looks quite fair, no more pain in the ass tanks kiting my purgation psylainers(rending ability grant more weapon range cool) so easily :D
yes I play gk/om a bit no hate plz
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Re: 2.7 Preview Changelog ONLY

Postby Impregnable » Thu 04 May, 2017 8:28 am

Is Holy Pyre that over performing? Simultaneously nerfing effect range, cooldown, energy use seems to be a bit overboard. With the recent reduction in lasting time, it is already hard to spam the holy pyre as it was before. Cost increase to 30 power maybe? There are many ways to stop inquisitor from casting holy pyre since it has very short range and casting motion is quite long. Especially, knocking her back with sth or just downright focus firing her often do the job.

Would like to hear some explanation on how this ability is overperforming in game. Often I felt this wargear was too cheap for what it provides but seeing this huge nerf wasn't expected.
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Re: 2.7 Preview Changelog ONLY

Postby Deflaktor » Thu 04 May, 2017 11:13 am

Impregnable wrote:Is Holy Pyre that over performing? Simultaneously nerfing effect range, cooldown, energy use seems to be a bit overboard. With the recent reduction in lasting time, it is already hard to spam the holy pyre as it was before. Cost increase to 30 power maybe? There are many ways to stop inquisitor from casting holy pyre since it has very short range and casting motion is quite long. Especially, knocking her back with sth or just downright focus firing her often do the job.

Would like to hear some explanation on how this ability is overperforming in game. Often I felt this wargear was too cheap for what it provides but seeing this huge nerf wasn't expected.


I think the effect range is reduced only. So it is just a visual change. The real nerf is the cooldown increase and energy cost increase.
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Re: 2.7 Preview Changelog ONLY

Postby Indrid » Thu 04 May, 2017 12:59 pm

Some things seem a bit over-tweaked at first glance, from someone with 3v3 bias though.

Nobz losing suppression immunity is a big deal on a squad that is T3 and so expensive, then getting a big damage resistance instead of damage immunity too. All they get in return is a small decrease in red cost. Probably would have preferred it the other way around, keeping suppression immunity but losing the damage immunity, so that Frenzy becomes a delivery system. On the other hand it could be the kick that opens more varied T3 Ork play in 3v3.

Don't think Autarch required a 25% reduction to DPS, but remains to be seen. I can see the fear with this thing being in T2 but you gotta call her down and then spend 30 power on a weapon. Doesn't stop her (usually) dying so fast.

Don't like the Terminator losing large size, especially since OM Terms don't get the same treatment. Consistency! I thought choosing to turn your AV weapons on enemy Terminators instead of enemy vehicles was a nice tactical decision to have in there.

Holy Pyre nerfed a lot but I still think it'll be an enticing choice. Damage debuff is always useful.
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Re: 2.7 Preview Changelog ONLY

Postby Oddnerd » Thu 04 May, 2017 4:11 pm

As much as I despise nobz, I would agree that removing the DR altogether and giving them back the suppression immunity would be fine. My problem was with them simultaneously having damage immunity and suppression immunity, but a brief suppression immunity on it's own would be a great way to help them close the gap instead of being bogged down. A nob squad with leader at level 1 has more than 4k hp, so it's not like DR is really needed.
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Re: 2.7 Preview Changelog ONLY

Postby Cyris » Thu 04 May, 2017 4:55 pm

I haven't been playing much, but here's some quick notes!

Is the cost increase AND damage decrease really appropriate for the Fusion Gun?
How about just halve the damage bonus on Stubbornness. This is a real big change. Decrease cost mebbe?
SS upgrades sound interesting, but have some confusing wording. Nemesis Force and Psycannon are now exclusive upgrades + Psybolt Ammunition and Nemesis Force are now exclusive upgrades = ?
BC and IST need more buffs.
Termies to Medium I don't like much, but if it happens, do it on all Termies. Skipping OM is unintuitive, and I don't see the value by leaving them out. I have pretty much stopped making termies in favor of he LR in 3v3, and INT in 1v1. AV vulnerability and increased health regen should be applied to them as well imo.
I think INT could use a bit more nerfing.
I think Nobz are overnerfed here. I just am not on the Nobz = OP bandwagon.
Very excited for Thorax Swarm! Does it need to disable weapons?

Overall, great list!
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Re: 2.7 Preview Changelog ONLY

Postby Psycho » Thu 04 May, 2017 6:00 pm

After thinking it through, I'd have to agree on the nobs being hit too hard. Biggest issue I had with them is that unless you had knockback in great quantities (suppression immunity renders it useless for the duration of the ability, so knockback is necessary lest they just bumrush your SUTs), your army would be left in disarray. This in itself wouldn't be as bad if you didn't also have to deal with full hp nobs when frenzy ends. The core issue here was suppression immunity + damage immunity at the same time, those two traits by themselves aren't the issue but the combination thereof. Either trait leaving and calling it a day would've been fine, but removing one and nerfing the other seems unnecessary.

At this point I'm repeating what Odd said. Them getting suppression immunity alone with a cost reduction in red if it's deemed too expensive for what it'd do should be fine.

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