2.9.2 Patch Preview
Posted: Mon 27 May, 2019 4:36 am
Preamble:
Hello everyone this is the previewed Changelog for the next patch for now, pls leave your comments down below.
Big thanks to Atlas and the rest of the crew to make this possible !
Keep in mind this is JUST the Changelog so far and stuff can still change.
General:
Land Raider Phobos Tooltip updated.
Land Raider Phobos Sponson Lascannons have been adjusted to be more lore-accurate.
Grey Knight Dreadnought *Grenade Launcher* upgrade correctly renamed to Maelstrom.
Grey Knight Terminators Psilencer tooltip updated.
Bug Fixes:
Operatives Smoke-grenade now correctly reduces the enemy units weapon range within its radius.
Fixed a bug where the Brother Captain would retain his shield until he runs out of energy when you swap the armor while the shield is active.
Autarch no longer loses her loadout and level anymore after returning from Skyleap.
Endless Swarm now correctly increases the % HP of the squad based on max HP not current Hp anymore.
Lascannon Rhino now properly prioritizes vehicle targets.
Raptor AC Deamon Maul now properly appears in the Army Painter.
Fixed a bug where the Looted Tank Boom Shot is usable to a tank without the Armor Plating upgrade if bought after another Looted Tank.
Zoanthrope weapon range now set to 60. (was mistakenly set to 50)
Fixed an issue where Rippers didn’t properly snare vehicle targets.
TM Missile Turret and PC Lascannon Turret scatter values have been improved.
ASM Blind Nade reverted from free targeting to targeting only buildings and turrets.
Electroshock Grubs weapon properties adjusted to be more responsive.
Electroshock Grubs can now properly stack with other AV slow effects.
Warlock Cloak of Shadows 50% ranged damage resistance on the Warlock himself is now exclusive to all other ranged damage resistance modifiers.
Added Zoanthrope vfx for Symbiosis.
Removed Warp Spider Exarch vfx from his Energy Aura.
Doombolts can now be cast regardless of LoS and FoW.
HT Bioplasma can now be cast regardless of LoS.
Fixed a vfx issue with Rending’s tracer replacements.
Fixed an animation issue with the Dark Reaper Exarch.
Chaos Space Marines
Chaos Lord:
Drain Life bonus damage vs retreating units reduced from 6 to 4.66.
(3.33 normally)(bonus damage is now 50% from before)
Often you try to retreat out of Drain Life or even have to, to not lose your squad but you end up hurting yourself, so we do reduce the retreat dmg here to make it less painful.
Plague Champion:
Icon of Nurgle cost reduced from from 125/25 to 125/20.
Blight Grenade cost increased from 100/20 to 125/20.
Icon of Nurgle is currently mostly seen in 3v3s only and usually in nids or orks mus, we try to make the wargear a bit more attractive to get. Blight Nades are a very powerful T1 wargear in certain mus so we do increase the cost slightly here.
Chaos Sorceror:
Sigil energy cost from 65 to 60.
Curse of Tzeentch no longer knocks back allied units.
Curse of Tzeentch unit explosion knockback distance reduced from 15 to 10.
Hopefully we will see a bit more creative Sigil play with this one.
Curse of Tzeentch got a bit underwhelming after not affecting retreating units now we do get rid of some of the drawbacks to make it more viable.
Chaos Space Marines:
Mark of Tzeentch now grants the Aspiring Champion a Plasma Gun in addition to its other effects. (24.88 plasma dps)
Sadly its not a Sorcerer in the Squad but we do get at least a red Plasma Gun here which should be still more interesting than nothing.
Noise Marines:
Cost reduced from 350/30 to 330/30.
Hp increased from 330 to 350. (333.34/367/403/444 to 350/385/423.5/465.85)
Blastmaster damage per hit increased from 160 to 190.
Currently Noise Marines are a rare choice, with these buffs we hope to see them in more builds.
Chosen Plague Marines:
Nurgle’s Rot now requires the squad to take 800 accumulated damage before use.
Can escalate if you pop it right away against a huge blob of light infantry, so you have to take a few hits first now to use this ability.
Chaos Terminators:
Upkeep increased from 2.91 to 3.825. (.034 to .051)
Standardization with a smaller nerf to all termi variants.
Eldar
Farseer:
Singing Spear cost reduced from 135/40 to 135/35.
Timefield radius reduced from 20 to 16.
Psychic Storm dps reduced from 8 to 6.
Psychic Storm cooldown increased from 90 seconds to 100 seconds.
Doombringer damage over time on ranged hit damage type changed from piercing to flame_pvp.
Singing Spear is a rare purchase which gets overshadowed by the other 2 weapons so it gets a little bit of love this time around.
Timefield can lock down entire armies and force them off or make a nuke unavoidable, we nerf the radius on it slightly.
Psychic Storm was a complain for a long time now, so it gets the rightful nerfs now.
On Doombringer: Give Eldar a small extra option to get rid of gens quicker.
Warlock:
Immolator now does 2.5 flamer dps over 5 seconds per ranged hit.
Channeling Runes cost increased from 100/20 to 125/20.
Warp Throw casting range from 40 to 38.
Warp throw radius from 12 to 10.
Same purpose as the Doombringer change.
Early Runes can win you the first 1-2 Fights too easy so it gets a bit of a nerf.
Warp Throw is very hard to avoid, this nerf will force the Warlock player into normal weapon range to use it.
Rangers:
Cost from 210/20 to 210/25
Pathfinder Gear from 75/20 to 75/15
Kinetic shot piercing damage per hit reduced from 20 to 10.
Rangers now have the Psychic Beacon ability.
“Plant a surveillance sensor to monitor enemy movement. For 60 seconds, the area around the Beacon will be visible in a radius 35 circle. The Beacon can not detect units, and will self-detonate at the end of its duration.”
Beacon set to 100 hp and naturally infiltrates.
Energy cost set to 50 energy.
Cooldown set to 90 seconds.
Duration set to 60 seconds.
Psychic Beacon ability requires the Pathfinder Gear upgrade.
A cost increase on the unit itself to see hopefully a bit less of Ranger spam the other changes are there to push them further into the support role.
Dark Reapers:
Tempest Barrage ability has been restored. Requires the Exarch to use.
Aspect of Reaper cost increased from 65/25 to 135/35.
Aspect of Reaper no longer grants the squad +.5 speed.
Aspect of Reaper now changes the squad’s ranged damage type to plasma.
Aspect of Reaper ranged damage bonus increased from 15% to 20%.
Swapped the upgrade UI positions the Exarch and the Aspect of Reaper.
We try to make the Reapers a bit better suited for late game and give them some disruption back after the kinetic pulse nerf from ranger.
Wraithlord:
Hp regen reduced from 2 -2.4 - 2.88 - 3.46 to 2 - 2.3 - 2.645 - 3.0475.
This guy really needed some kind of Hp regen nerf, if that's not enough we will look into it further.
Warp Spider Squad:
Cost reduced from 435/35 to 430/35.
With this we do get 1 extra Req less on the reinforce.
Imperial Guard
Inquisitor:
Hellfury Strike initial impact flame damage increased from 20 to 30.
Hellfury Strike cooldown reduced from 120 seconds to 100 seconds.
Plasma Pistol damage per hit increased from 15 to 20.
Hellfury is seen as underwhelming right now so we buff it slightly here.
Plasma Pistols tend to be worse in most situations so we buff the dmg by a bit here.
Sentinel:
Cost increased from 300/0 to 330/0.
Ground Pound upgrade now grants + 50 hp in addition to its other effects.
We still had plenty of complaints last patch about double Sents esp in T1, these changes should address the issue.
Catachan Devils:
IED sight radius reduced from 35 to 30.
Sarge cost increased from 60/20 to 75/20.
Sarge now gives +5 melee skill to the squad (70 to 75) while the Sarge is present.
The IED sight radius is busted and gets a reduction here.
The Sarge change is there to make your catas not fly around all the time against melee anymore since they are meant to be a melee counter themselves.
Artillery Spotter Squad:
Squad now has new armor, head and weapon models. (stats are identical as before)
Manticore:
Chassis-mounted storm bolter damage per second increased from 23 to 30.
Storm Eagle upgrade cost reduced from 100/25 to 100/15.
Trying to make them a bit more attractive to be purchased in 1v1s.
Chimera:
Cost increased from 300/60 to 300/65.
Mobile Base upgrade cost reduced from 85/25 to 50/10.
We see too many Chimera rushes but we also don't see any mobile bases at the same time.
Ordo Malleus
Brother-Captain:
Nemesis Vortex moving speed increased from 5 to 6.
Nemesis Vortex energy cost increased from 60 to 65.
360* Special Attack knockback distance reduced from 12 to 8.
Nemesis Vortex was a bit too easy to avoid, we make it slightly quicker but also more costly to use.
I think I don't have to say anything about the special nerf.
Inquisitorial Storm Troopers:
Sergeant no longer grants the squad +15% damage when present.
Sergeant laspistol dps increased from 19.42 to 29.13. (8 to 12 dps)
Sergeant cost reduced from 75/15 to 60/15.
The +15% is a big problem esp with the grenade launcher upgrade and leads to some insane damage. This change will fix this issue while buffing the Sergeant himself by a bit to keep him at around the same power level.
Strike Squad:
Psybolts Ammunition upgrade cost reduced from 60/15 to 50/15.
Psybolts Ammunition range damage increase increased from 40% to 65%.
Nemesis Focus cost increased from 75/15 to 65/20.
We don't see any ranged upgrades at all and melee to much so we try to change that here.
Inquisitorial Operatives:
Fallback flash grenade duration reduced from 5 seconds to 3 seconds.
Lots of trolling was going on with this, the stun duration should be more reasonable now.
Purgation Squad:
Squad melee resistance aura reduced from 40% to 20%.
Psilencers and Beamer upgrades now reduces total squad hp from 1050 to 750 on equip.
Beamer damage per hit reduced by 25 at all ranges.
Psycannons name changed to Psilencers.
Psilencers Dmg reduced by 15%
Psilencer range reduced from 55 to 50.
Psilencer reload frequency/duration pattern increased from 0-0/0-0 to 6-8/3-3.
Rending:
Ability no longer increases weapon range by 5.
Ability now reduces reload time of the squad by 75% for the duration of the effect.(Bonus damage to commanders remains)
Was probably the biggest complaint and gets nerfed now.
Vindicare Assassin
Cost reduced from 350/30 to 300/30.
Hp increased from 325 to 350. (now set to 350 -385- 423.5 - 465.85)
Vindicare now gains +25% damage and +25% sight range while garrisoned.
Vindicare can now exchange his Exitus/Turbo-Penetrator Rounds and use the Target Acquired ability while garrisoned.
Extended Operations upgrade cost reduced from 100/20 to 75/15.
Cameleoline Stealth Suit upgrade cost reduced from 75/15 to 50/15.
We got many complaints that this guy is useless right now, we will see how he does with this changes.
Grey Knight Librarian:
Librarian can now inspire nearby allied non-Terminator infantry upon melee kill. (Effects are the same as the Paladins Inspire)
Does get a small extra feature since the sm libby also has an inspire.
Purifiers:
Squad no longer has a passive damage bonus vs vehicles.
Psychic Field radius increased from 10 to 12.
With the addition of Beamers and other AV buffs we don't need this feature anymore.
Psychic Field was avoided too easily this should help out a bit.
Interceptor Squad:
Squad no longer has the Krak Grenade ability.
Teleport and Furious Intervention energy cost increased from 55 to 60.
Teleport windup delay increased from .25 seconds to 1.25 seconds.
Furious Intervention windup delay increased from .25 seconds to .5 seconds.
Teleport and Furious Intervention now reduce the ranged damage of the squad by 50% for 3 seconds after teleporting in addition to its other effects.
Justicar cost increased from 90/15 to 80/20.
Was simply too much at once.
Grey Knight Terminators:
Reinforce time_percentage increased from .6 to .75.
Grey Knight Terminators Holocaust energy cost increased from 45 to 60.
Grey Knight Terminator reinforce cost increased from 100/21 to 100/25.
Upkeep increased from 2.91 to 3.825.
We figured out that those guys have been cheaper and quicker to reinforce compared to other termi types for some reason. Fixed now.
Paladins:
Reinforce time_percentage increased from .6 to .75.
Paladin Holy Grounds no longer affects allied and enemy vehicles.
Paladin Holy Grounds energy cost increased from 60 to 75.
Paladin reinforce cost increased from 108/25 to 150/25.
Upkeep increased from 2.91 to 3.825.
Similar things here with the Paladins as the GK Terms.
Orks
Kommando Nob:
Assashun’s Knife cost increased from 100/20 to 125/20.
Slugga damage per hit from 1 to 5. (.64 to 3.2 dps)
Does a lot for its cost.
Mekboy:
Mekboy fist weapon profile is now consistent across all his weapons. (8 dps to 10 dps while wielding the Deffgun)
Standardization. He now equips the right fist across the board.
Shoota Boyz:
Shoota Nob Big Shoota damage per hit reduced from 40 to 30.
This change does actually now make you decide if you want to get Big Shootas for more dps or the Nob for the detection with less dmg.
Painboy:
Choppa damage per hit reduced from 45 to 40.
Slugga damage per hit increased from 1 to 5. (.64 to 3.2 dps)
Speshul Git Sauce(unupgraded) duration reduced from 8 seconds to 7 seconds.
We did overbuff this guy last time around, this changes should set him in the right place now.
Weirdboy:
Waagh ability Weirdboy energy increase increased from 130 to 150.
Weirdboy is now weapon kback immune while casting Over Dere!.
Weirdboy is less popular these days since its trukk rush most of the time, this should help using more Foot of Gork.
Wartrukk:
Cost increased from 200/30 to 220/30.
Front-mounted Big Shoota damage per hit reduced from 32 to 20.
We want to see less trukks and if we do they should not overperform.
Flash Gitz:
Flash Gitz no longer deal 20 explosive damage to itself when their Blastas explode on themselves. (they still knock themselves back)
It is a bit dumb if your unit kills itself by rng so we keep the downside of knocking themselves down but remove the damage.
Space Marines
Force Commander:
Chainsword and Storm Shield cost increased from 110/20 to 110/25.
For the Emperor cooldown increased from 50 seconds to 90 seconds.
Storm shield is a special one when it's used correctly it can be very annoying to deal with and the FC becomes very tanky, keep in mind he gets passively 20% ranged dmg reduction with this. For the Emperor shouldn't be spammed that often as it can be right now.
Apothecary:
Purification Rites damage type changed from piercing to melee.
Heal scaling per level has been adjusted from +100 for Heroes and +30 for infantry every 2nd level to +50 for Heroes + 15 for Infantry each level.
Often the unit retreats and you wasted your heal you wanted to kb units with, now you will at least get some damage in.
Tactical/Sternguard Squad:
ATSKNF weapon knockback chance per hit reduced from 50% to 35%.
Tacs beating up dedicated melee isn't that fun. The dmg reduction and the Sergeant itself is already very nice.
Whirlwind:
Add Pintle Storm Bolter to Whirlwind. (set to 25 dps)
Terminators/Assault Terminators:
Upkeep increased from 2.91/3.57 to 3.825.
Standardization that goes along with the other Termi changes.
Tyranids
Global:
Tyranoformation delay increased from 2 to 3 seconds.
Tyranoformation towers now grants 8 red to the opponent upon death. (owner also receives proportional red)
Without Number cost reduced from 300/0/200 to 300/0/175.
Infestation cooldown increased from 45 seconds to 60 seconds.
Tyranoformation doesn't really give you the chance at escaping out of buildings with 2 seconds only.
Without Number might need a rework at some point.
Cooldown increase is part of the Ripper nerf.
Capillary Tower:
Spawn Rippers cost increased from 0/0/35 to 35/0/35.
Those guys are spammed a bit too easy.
Spore Mines:
Build time(in base) increased from 8 seconds to 12 seconds.
A bit too easy to spam them out early.
Genestealers:
Melee charge speed increase increased from 1 to 1.5.
Adrenal Rush ranged damage resistance increased from 25% to 40%.
Those guys have not performed well enough yet, this should set them at the right spot.
Carnifex:
Venom Cannon splash radius decreased from 1 to 0.5.
Hits Infantry too reliably at 1.
Hello everyone this is the previewed Changelog for the next patch for now, pls leave your comments down below.
Big thanks to Atlas and the rest of the crew to make this possible !
Keep in mind this is JUST the Changelog so far and stuff can still change.
General:
Land Raider Phobos Tooltip updated.
Land Raider Phobos Sponson Lascannons have been adjusted to be more lore-accurate.
Grey Knight Dreadnought *Grenade Launcher* upgrade correctly renamed to Maelstrom.
Grey Knight Terminators Psilencer tooltip updated.
Bug Fixes:
Operatives Smoke-grenade now correctly reduces the enemy units weapon range within its radius.
Fixed a bug where the Brother Captain would retain his shield until he runs out of energy when you swap the armor while the shield is active.
Autarch no longer loses her loadout and level anymore after returning from Skyleap.
Endless Swarm now correctly increases the % HP of the squad based on max HP not current Hp anymore.
Lascannon Rhino now properly prioritizes vehicle targets.
Raptor AC Deamon Maul now properly appears in the Army Painter.
Fixed a bug where the Looted Tank Boom Shot is usable to a tank without the Armor Plating upgrade if bought after another Looted Tank.
Zoanthrope weapon range now set to 60. (was mistakenly set to 50)
Fixed an issue where Rippers didn’t properly snare vehicle targets.
TM Missile Turret and PC Lascannon Turret scatter values have been improved.
ASM Blind Nade reverted from free targeting to targeting only buildings and turrets.
Electroshock Grubs weapon properties adjusted to be more responsive.
Electroshock Grubs can now properly stack with other AV slow effects.
Warlock Cloak of Shadows 50% ranged damage resistance on the Warlock himself is now exclusive to all other ranged damage resistance modifiers.
Added Zoanthrope vfx for Symbiosis.
Removed Warp Spider Exarch vfx from his Energy Aura.
Doombolts can now be cast regardless of LoS and FoW.
HT Bioplasma can now be cast regardless of LoS.
Fixed a vfx issue with Rending’s tracer replacements.
Fixed an animation issue with the Dark Reaper Exarch.
Chaos Space Marines
Chaos Lord:
Drain Life bonus damage vs retreating units reduced from 6 to 4.66.
(3.33 normally)(bonus damage is now 50% from before)
Often you try to retreat out of Drain Life or even have to, to not lose your squad but you end up hurting yourself, so we do reduce the retreat dmg here to make it less painful.
Plague Champion:
Icon of Nurgle cost reduced from from 125/25 to 125/20.
Blight Grenade cost increased from 100/20 to 125/20.
Icon of Nurgle is currently mostly seen in 3v3s only and usually in nids or orks mus, we try to make the wargear a bit more attractive to get. Blight Nades are a very powerful T1 wargear in certain mus so we do increase the cost slightly here.
Chaos Sorceror:
Sigil energy cost from 65 to 60.
Curse of Tzeentch no longer knocks back allied units.
Curse of Tzeentch unit explosion knockback distance reduced from 15 to 10.
Hopefully we will see a bit more creative Sigil play with this one.
Curse of Tzeentch got a bit underwhelming after not affecting retreating units now we do get rid of some of the drawbacks to make it more viable.
Chaos Space Marines:
Mark of Tzeentch now grants the Aspiring Champion a Plasma Gun in addition to its other effects. (24.88 plasma dps)
Sadly its not a Sorcerer in the Squad but we do get at least a red Plasma Gun here which should be still more interesting than nothing.
Noise Marines:
Cost reduced from 350/30 to 330/30.
Hp increased from 330 to 350. (333.34/367/403/444 to 350/385/423.5/465.85)
Blastmaster damage per hit increased from 160 to 190.
Currently Noise Marines are a rare choice, with these buffs we hope to see them in more builds.
Chosen Plague Marines:
Nurgle’s Rot now requires the squad to take 800 accumulated damage before use.
Can escalate if you pop it right away against a huge blob of light infantry, so you have to take a few hits first now to use this ability.
Chaos Terminators:
Upkeep increased from 2.91 to 3.825. (.034 to .051)
Standardization with a smaller nerf to all termi variants.
Eldar
Farseer:
Singing Spear cost reduced from 135/40 to 135/35.
Timefield radius reduced from 20 to 16.
Psychic Storm dps reduced from 8 to 6.
Psychic Storm cooldown increased from 90 seconds to 100 seconds.
Doombringer damage over time on ranged hit damage type changed from piercing to flame_pvp.
Singing Spear is a rare purchase which gets overshadowed by the other 2 weapons so it gets a little bit of love this time around.
Timefield can lock down entire armies and force them off or make a nuke unavoidable, we nerf the radius on it slightly.
Psychic Storm was a complain for a long time now, so it gets the rightful nerfs now.
On Doombringer: Give Eldar a small extra option to get rid of gens quicker.
Warlock:
Immolator now does 2.5 flamer dps over 5 seconds per ranged hit.
Channeling Runes cost increased from 100/20 to 125/20.
Warp Throw casting range from 40 to 38.
Warp throw radius from 12 to 10.
Same purpose as the Doombringer change.
Early Runes can win you the first 1-2 Fights too easy so it gets a bit of a nerf.
Warp Throw is very hard to avoid, this nerf will force the Warlock player into normal weapon range to use it.
Rangers:
Cost from 210/20 to 210/25
Pathfinder Gear from 75/20 to 75/15
Kinetic shot piercing damage per hit reduced from 20 to 10.
Rangers now have the Psychic Beacon ability.
“Plant a surveillance sensor to monitor enemy movement. For 60 seconds, the area around the Beacon will be visible in a radius 35 circle. The Beacon can not detect units, and will self-detonate at the end of its duration.”
Beacon set to 100 hp and naturally infiltrates.
Energy cost set to 50 energy.
Cooldown set to 90 seconds.
Duration set to 60 seconds.
Psychic Beacon ability requires the Pathfinder Gear upgrade.
A cost increase on the unit itself to see hopefully a bit less of Ranger spam the other changes are there to push them further into the support role.
Dark Reapers:
Tempest Barrage ability has been restored. Requires the Exarch to use.
Aspect of Reaper cost increased from 65/25 to 135/35.
Aspect of Reaper no longer grants the squad +.5 speed.
Aspect of Reaper now changes the squad’s ranged damage type to plasma.
Aspect of Reaper ranged damage bonus increased from 15% to 20%.
Swapped the upgrade UI positions the Exarch and the Aspect of Reaper.
We try to make the Reapers a bit better suited for late game and give them some disruption back after the kinetic pulse nerf from ranger.
Wraithlord:
Hp regen reduced from 2 -2.4 - 2.88 - 3.46 to 2 - 2.3 - 2.645 - 3.0475.
This guy really needed some kind of Hp regen nerf, if that's not enough we will look into it further.
Warp Spider Squad:
Cost reduced from 435/35 to 430/35.
With this we do get 1 extra Req less on the reinforce.
Imperial Guard
Inquisitor:
Hellfury Strike initial impact flame damage increased from 20 to 30.
Hellfury Strike cooldown reduced from 120 seconds to 100 seconds.
Plasma Pistol damage per hit increased from 15 to 20.
Hellfury is seen as underwhelming right now so we buff it slightly here.
Plasma Pistols tend to be worse in most situations so we buff the dmg by a bit here.
Sentinel:
Cost increased from 300/0 to 330/0.
Ground Pound upgrade now grants + 50 hp in addition to its other effects.
We still had plenty of complaints last patch about double Sents esp in T1, these changes should address the issue.
Catachan Devils:
IED sight radius reduced from 35 to 30.
Sarge cost increased from 60/20 to 75/20.
Sarge now gives +5 melee skill to the squad (70 to 75) while the Sarge is present.
The IED sight radius is busted and gets a reduction here.
The Sarge change is there to make your catas not fly around all the time against melee anymore since they are meant to be a melee counter themselves.
Artillery Spotter Squad:
Squad now has new armor, head and weapon models. (stats are identical as before)
Manticore:
Chassis-mounted storm bolter damage per second increased from 23 to 30.
Storm Eagle upgrade cost reduced from 100/25 to 100/15.
Trying to make them a bit more attractive to be purchased in 1v1s.
Chimera:
Cost increased from 300/60 to 300/65.
Mobile Base upgrade cost reduced from 85/25 to 50/10.
We see too many Chimera rushes but we also don't see any mobile bases at the same time.
Ordo Malleus
Brother-Captain:
Nemesis Vortex moving speed increased from 5 to 6.
Nemesis Vortex energy cost increased from 60 to 65.
360* Special Attack knockback distance reduced from 12 to 8.
Nemesis Vortex was a bit too easy to avoid, we make it slightly quicker but also more costly to use.
I think I don't have to say anything about the special nerf.
Inquisitorial Storm Troopers:
Sergeant no longer grants the squad +15% damage when present.
Sergeant laspistol dps increased from 19.42 to 29.13. (8 to 12 dps)
Sergeant cost reduced from 75/15 to 60/15.
The +15% is a big problem esp with the grenade launcher upgrade and leads to some insane damage. This change will fix this issue while buffing the Sergeant himself by a bit to keep him at around the same power level.
Strike Squad:
Psybolts Ammunition upgrade cost reduced from 60/15 to 50/15.
Psybolts Ammunition range damage increase increased from 40% to 65%.
Nemesis Focus cost increased from 75/15 to 65/20.
We don't see any ranged upgrades at all and melee to much so we try to change that here.
Inquisitorial Operatives:
Fallback flash grenade duration reduced from 5 seconds to 3 seconds.
Lots of trolling was going on with this, the stun duration should be more reasonable now.
Purgation Squad:
Squad melee resistance aura reduced from 40% to 20%.
Psilencers and Beamer upgrades now reduces total squad hp from 1050 to 750 on equip.
Beamer damage per hit reduced by 25 at all ranges.
Psycannons name changed to Psilencers.
Psilencers Dmg reduced by 15%
Psilencer range reduced from 55 to 50.
Psilencer reload frequency/duration pattern increased from 0-0/0-0 to 6-8/3-3.
Rending:
Ability no longer increases weapon range by 5.
Ability now reduces reload time of the squad by 75% for the duration of the effect.(Bonus damage to commanders remains)
Was probably the biggest complaint and gets nerfed now.
Vindicare Assassin
Cost reduced from 350/30 to 300/30.
Hp increased from 325 to 350. (now set to 350 -385- 423.5 - 465.85)
Vindicare now gains +25% damage and +25% sight range while garrisoned.
Vindicare can now exchange his Exitus/Turbo-Penetrator Rounds and use the Target Acquired ability while garrisoned.
Extended Operations upgrade cost reduced from 100/20 to 75/15.
Cameleoline Stealth Suit upgrade cost reduced from 75/15 to 50/15.
We got many complaints that this guy is useless right now, we will see how he does with this changes.
Grey Knight Librarian:
Librarian can now inspire nearby allied non-Terminator infantry upon melee kill. (Effects are the same as the Paladins Inspire)
Does get a small extra feature since the sm libby also has an inspire.
Purifiers:
Squad no longer has a passive damage bonus vs vehicles.
Psychic Field radius increased from 10 to 12.
With the addition of Beamers and other AV buffs we don't need this feature anymore.
Psychic Field was avoided too easily this should help out a bit.
Interceptor Squad:
Squad no longer has the Krak Grenade ability.
Teleport and Furious Intervention energy cost increased from 55 to 60.
Teleport windup delay increased from .25 seconds to 1.25 seconds.
Furious Intervention windup delay increased from .25 seconds to .5 seconds.
Teleport and Furious Intervention now reduce the ranged damage of the squad by 50% for 3 seconds after teleporting in addition to its other effects.
Justicar cost increased from 90/15 to 80/20.
Was simply too much at once.
Grey Knight Terminators:
Reinforce time_percentage increased from .6 to .75.
Grey Knight Terminators Holocaust energy cost increased from 45 to 60.
Grey Knight Terminator reinforce cost increased from 100/21 to 100/25.
Upkeep increased from 2.91 to 3.825.
We figured out that those guys have been cheaper and quicker to reinforce compared to other termi types for some reason. Fixed now.
Paladins:
Reinforce time_percentage increased from .6 to .75.
Paladin Holy Grounds no longer affects allied and enemy vehicles.
Paladin Holy Grounds energy cost increased from 60 to 75.
Paladin reinforce cost increased from 108/25 to 150/25.
Upkeep increased from 2.91 to 3.825.
Similar things here with the Paladins as the GK Terms.
Orks
Kommando Nob:
Assashun’s Knife cost increased from 100/20 to 125/20.
Slugga damage per hit from 1 to 5. (.64 to 3.2 dps)
Does a lot for its cost.
Mekboy:
Mekboy fist weapon profile is now consistent across all his weapons. (8 dps to 10 dps while wielding the Deffgun)
Standardization. He now equips the right fist across the board.
Shoota Boyz:
Shoota Nob Big Shoota damage per hit reduced from 40 to 30.
This change does actually now make you decide if you want to get Big Shootas for more dps or the Nob for the detection with less dmg.
Painboy:
Choppa damage per hit reduced from 45 to 40.
Slugga damage per hit increased from 1 to 5. (.64 to 3.2 dps)
Speshul Git Sauce(unupgraded) duration reduced from 8 seconds to 7 seconds.
We did overbuff this guy last time around, this changes should set him in the right place now.
Weirdboy:
Waagh ability Weirdboy energy increase increased from 130 to 150.
Weirdboy is now weapon kback immune while casting Over Dere!.
Weirdboy is less popular these days since its trukk rush most of the time, this should help using more Foot of Gork.
Wartrukk:
Cost increased from 200/30 to 220/30.
Front-mounted Big Shoota damage per hit reduced from 32 to 20.
We want to see less trukks and if we do they should not overperform.
Flash Gitz:
Flash Gitz no longer deal 20 explosive damage to itself when their Blastas explode on themselves. (they still knock themselves back)
It is a bit dumb if your unit kills itself by rng so we keep the downside of knocking themselves down but remove the damage.
Space Marines
Force Commander:
Chainsword and Storm Shield cost increased from 110/20 to 110/25.
For the Emperor cooldown increased from 50 seconds to 90 seconds.
Storm shield is a special one when it's used correctly it can be very annoying to deal with and the FC becomes very tanky, keep in mind he gets passively 20% ranged dmg reduction with this. For the Emperor shouldn't be spammed that often as it can be right now.
Apothecary:
Purification Rites damage type changed from piercing to melee.
Heal scaling per level has been adjusted from +100 for Heroes and +30 for infantry every 2nd level to +50 for Heroes + 15 for Infantry each level.
Often the unit retreats and you wasted your heal you wanted to kb units with, now you will at least get some damage in.
Tactical/Sternguard Squad:
ATSKNF weapon knockback chance per hit reduced from 50% to 35%.
Tacs beating up dedicated melee isn't that fun. The dmg reduction and the Sergeant itself is already very nice.
Whirlwind:
Add Pintle Storm Bolter to Whirlwind. (set to 25 dps)
Terminators/Assault Terminators:
Upkeep increased from 2.91/3.57 to 3.825.
Standardization that goes along with the other Termi changes.
Tyranids
Global:
Tyranoformation delay increased from 2 to 3 seconds.
Tyranoformation towers now grants 8 red to the opponent upon death. (owner also receives proportional red)
Without Number cost reduced from 300/0/200 to 300/0/175.
Infestation cooldown increased from 45 seconds to 60 seconds.
Tyranoformation doesn't really give you the chance at escaping out of buildings with 2 seconds only.
Without Number might need a rework at some point.
Cooldown increase is part of the Ripper nerf.
Capillary Tower:
Spawn Rippers cost increased from 0/0/35 to 35/0/35.
Those guys are spammed a bit too easy.
Spore Mines:
Build time(in base) increased from 8 seconds to 12 seconds.
A bit too easy to spam them out early.
Genestealers:
Melee charge speed increase increased from 1 to 1.5.
Adrenal Rush ranged damage resistance increased from 25% to 40%.
Those guys have not performed well enough yet, this should set them at the right spot.
Carnifex:
Venom Cannon splash radius decreased from 1 to 0.5.
Hits Infantry too reliably at 1.