Patch 2.9.3 Change log Preview

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Adila
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Patch 2.9.3 Change log Preview

Postby Adila » Sun 10 Nov, 2019 5:17 pm

Hey guys, sorry for the long waiting time, we have been working on new content which you will be able to test out in the Test-Build that will be included below, here you can take finally a first look at the upcoming patch. The changes you see here are not set in stone and we will still add or remove some of them. This is the biggest patch in the past 5 years, and we get some new content in it as well!
First of all a big Thank you to the entire team working on this, Atlas and Shoulder Mount(recently too) for implementing the patch coding/changes,HansMoleman for the new Portraits we get in this patch, Avatrass for the new models we will get this patch, Naradius for helping us to FINALLY fix the hero selection screen and all the others who helped out with testing or suggesting changes!


Download Links:
Google Drive

General:
https://cdn.discordapp.com/attachments/ ... e_done.jpg
https://cdn.discordapp.com/attachments/ ... ter_19.jpg
- 2 new OM heroes added and 1 new OM unit added
The Eversor Assasin and the Daemon Hunter with the call-in unit Crusaders
- OM is now listed as its own race, not anymore under the SM roster, which also was very helpful to fix the Hero Selection Screen!
- Melta weapon family preferred auto-target unit type set to vehicle.
- Grenade_Launcher weapon family preferred auto-target unit type set to infantry.
- Pulse_lazer_pvp weapon family preferred auto-target unit type set to vehicle.
- Barbed_stranger weapon family preferred auto-target unit type set to infantry.
- Autocannon_tank_pvp weapon family preferred auto-target unit type set to vehicle.
- Psychic Beacon model now has its own model
- Melee skill scaling standardized across the board

Bugfixes:
- Webway Gates and RA Tunnel now have the salvage ability which will destroy the building after a few seconds and doesn't give back any resources.
- Vindicare Assassin bonus while in garrison now correctly applies only when in a garrison.
- Bloodletter Warp Shift is now interrupted by retreat.
- Purged by Fire is no longer refundable. (Can still be interrupted and retreat interrupted.)
- Hammer of the Witches can now be retreat interrupted.
- Lord General Medical Sergeant, Commissar, and Voxcaster no longer shares damage with the rest of the squad. (fixes the LG dying first sometimes)
- Merciless Witchblade special attack no longer procs twice in a single attack and that special attack damage type changed from power melee to melee.
- Attempted a fix where the Great Unclean One Flesh Hook would not fire properly on the first use.
- Fixed issues with the Strike Justicar’s weapons.
- Fixed an issue where the Psychic Field ability didn’t properly apply VFX to its targets.
- Fixed an issue where the Ops Melta Bomb’s VFX would not last the duration of the effect.
- Fixed an issue where the MoT CSM AC wouldn’t show the plasma gun in army painter.
- Fixed an issue where the Chaos Sorceror’s Warp global would teleport units to other Sorcerors.
- Purification can now be cast from inside buildings.
- Apothecary Heal, Zoanthrope Symbiosis, Painboy Git Sauces, and Mekboy Heal can no longer target unconscious units.
- PC now gives normal exp ratio on death like all other heroes ( gave 50% only since RETAIL.)

ImageChaos Space Marines
Chaos Lord:
Melee skill scaling reduced from 82 to 79 tier.

Chaos Sorceror:
Melee skill scaling reduced from 82 to 79 tier.

Plague Champion:
Melee skill scaling reduced from 72 to 69 tier.
Touch of Nurgle Red cost increased from 150 to 175.
Touch of Nurgle cooldown increased from 80 seconds to 120 seconds.
Summon Chosen Plague Marine Squad cost reduced from 480/30/175 to 400/35/150. (reinforce cost is unaffected)


Chaos Space Marine Squad:
Plasma Gun damage per hit reduced from 60.43 to 45,85. (dps from 24.88 to 18.88)

Noise Marines:
Sonic Blaster silence wind up time reduced from 1.5 to 1.
Blastmaster wave and impact now disables ranged weapons and abilities for 4 seconds in addition to its normal effects.
Blastmaster wave now only affects enemy infantry. (Impact point still affects all targets)

Chaos Raptors:
Cost increased from 400/40 to 400/45. (reinforce cost from 67/6 to 67/7)

Bloodcrusher:
Cost increased from 300/60 to 280/65.

Chaos Dread:
Mark of Tzeentch Frenzy Barrage now deals 1.5 flame_pvp damage per second to the target area for the duration of the effect in addition to its other effects. (50% what is had done pre-nerf)

Plague Marine Squad:
Plague Marine rotation speed increased from 250 to 500.
Plague Missile Launcher reload duration reduced from 7-7 to 6-6.
Hp regen reduced from 4.6/4.83/5.07/5.33 to 4.2/4.43/4.67/4.94.

Chaos Predator:
Melee skill increased from 50 to 100. (50/51/52/53 to 100/101/102/103)

Chaos Terminators:
Autocannon cost down from 100/80 to 100/70.

ImageEldar
Warlock:
Melee skill scaling reduced from 82 to 79 tier.
Immolator cost increased from 100/25 to 100/30.
Merciless Witchblade special attack damage reduced from 50 to 35.

Farseer:
Melee skill scaling reduced from 82 to 79 tier.
Psychic Storm duration reduced from 8 seconds to 7 seconds.
Farseer now takes 20% less damage while channeling Psychic Storm.

Warp Spider Exarch:
Anti Grav Grenade projectile maximum speed increased from 20 to 24.
Units inside the Shimmer Orb no longer receive courage damage while inside its effect radius.

Rangers:
Cost reduced from 210/25 to 230/20. (reinforce cost increased from 35/4 to 38/4)
Pathfinder Gear cost reduced from 75/15 to 50/20.
Psychic Beacon no longer requires the Pathfinder Gear to use.

Warp Spider Squad:
Haywire Grenade cooldown reduced from 48 seconds to 40 seconds.
Squad models from 4 to 3 Stats adjusted
Cost from 430/35 to 375/45. (reinforce cost set to 62/7)

(same total hp/damage/upkeep rate)(Exarch base stats are unaffected)

Full squad conversion details:
Pop increased from 4 to 5. (Squad from 16 to 15)
Hp increased from 190 to 253.34. (scale from 190/209/251/289 to 253.34/278.67/306.54/337.2)
Deathspinner damage per hit increased from 30 to 40. (also affects the Exarch)
Fist damage per hit increased from 15.4 to 20.53. (also affects the Exarch)

Autarch:
Fusion Gun damage per hit increased from 54 to 64.

Fire Dragons:
Melta bomb upgrade available for the Squad for 50/20. (Melta Bomb set to 160 damage)
Exarch can now swap between a flamer and a melta, takes 1 second to swap. (Flamer stats equal to Tac Flamer)
Exarch cost up from 75/15 to 85/15.
Fusion Gun damage per hit reduced from 30 to 24.

D-Cannon:
D-Canon vfx added like in retail so it’s more clear when it shoots again.
D-Cannon post-impact damage now only deals 50% damage to allies.

ImageImperial Guard
Inquisitor:
Melee skill scaling reduced from 82 to 79 tier.

Lord Commissar:
Air Dropped Mines moved from T1 to T2.
Air Dropped Mines and Loyal to the End UI positions swapped.
Melee skill scaling reduced from 82 to 79 tier.

Lord General:
General all all retinue members melee skill scaling reduced from 72/82 tier to 69 tier.

Guardsman Infantry Squad:
Cost increased from 210/0 to 230/0. (reinforce cost from 17 to 19)
Reinforcement time increased from 2 seconds to 3 seconds. (time_percentage from .75 to .95)

Sentinel:
Cost increased from 330/0 to 350/0.
Unit no longer detects units in a 15 radius.

Artillery Spotter Squad:
Mortar shell wind up increased from 1.8 to 2.5.

Chimera:
Cost reduced from 300/65 to 300/60.

Manticore:
Speed increased from 4.5 to 5.

ImageOrks
Call Da Boyz:
Cost reduced from 250/0/200 to 200/0/200.
Cooldown increased from 60 seconds to 90 seconds.

Shootas:
Squad no longer gains a 5% ranged damage increased when a Nob is present upon the purchase of T2.
Shoota level 4 ranged damage modifier reduced from 1.3 to 1.16. (makes the squad’s leveling uniform)

Tankbustas:
Cost increased from 300/0 to 300/15.

Deff Dred:
Cost increased from 250/60 to 270/65.
Burnaz n Bitz cost reduced from 140/20 to 120/15.

ImageSpace Marines
Force Commander:
Melee skill scaling reduced from 82 to 79 tier.

Apothecary:
Melee skill scaling reduced from 82 to 79 tier.
Hp increased from 600 to 620.
(scale from 600/630/662/695/729/766/804/844/886/931 to 620/651/683.5/717.7/753.585/791.26425/830.827/872.368/916/961.

Techmarine:
Master Crafted Bolter cost reduced from 100/30 to 100/25.

Tactical Marine Squad:
Missile Launcher cost reduced from 80/40 to 80/35

Razorback:
Smoke Grenade projectile speed increased from 12 to 14.

Librarian:
Cost reduced from 350/60 to 375/50.

Dreadnought:
Multimelta cost reduced from 100/30 to 100/25.

ImageTyranids
Globals:
Brood Nest red cost increased from 100 to 125.
Spawn Tyrant Guard cost increased from 300/50/175 to 350/50/175.
Tyrannoformation delay between spires 2-7 reduced by 0.5 seconds each.
(timings from 3/5/7/8/9/10/11 to 3 / 4.5 / 6.5 / 7.5 / 8.5 / 9.5 / 10.5)

Capillary Tower:
Spores and Rippers now have a shared Cooldown in each Tower.
Spawn time increased to 15 sec.

Ravener Alpha:
Damage Synapse cost increased from 120/40 to 150/40.

Hormagaunt Brood:
Cost increased from 240/0 to 260/0. (reinforce cost increased from 15/0 to 16/0)

Ravener Brood:
Cost increased from 400/40 to 425/45. (reinforce cost increased from 67/7 to 70/7)

Spore Mines:
Cost increased from 100/5 to 125/5.
Detonation damage reduced from 4 to 3 while the enemy is in retreat.
Damage over time damage per second reduced from 5 to 3.75 while the enemy is in retreat.

Genestealers:
Rending Claws special attack damage type changed from melee_pvp to melee_heavy_pvp.

Zoanthrope:
Symbiosis cost reduced from 100/30 to 100/25.

Venom Brood:
Venom Cannon Damage per hit reduced from 40 to 35.

Ripper Swarm:
Vehicle Snare reduced from 4% to 2%.
Reinforce time increased from 1 second to 3 seconds. (time_percentage from 1 to 3)

Neurothrope:
Catalyst is no longer refundable. (can still be interrupted and retreat interrupted)

Swarmlord:
Bonesabres now inflict 10 heavy melee damage in a frontal semicircle with a radius of 4 in addition to their single-target damage.

ImageOrdo Malleus

Eversor Assassin:
Globals
Sanctify(50)(T1):
Grants 75 energy to the targeted infantry unit

Bio Meltdown(150)(T2):
The Eversor takes 10 dmg per second for 30 seconds and is surrounded by a damage aura with the radius 15. This aura does 12 piercing dps every second for the duration of the effect to all organic units except the Eversor himself. Units damaged by the aura will take for the next 3 seconds 10 dps piercing when leaving the aura and will lose 0.5 speed. If the Eversor dies before the effect wears off all units in radius 15 are knocked over (Weapon Knockback) and take 50 explosive damage. 90 second cooldown.

Hypermetabolism(125)(T1):
Drive the Eversor to the peak of his combat performance. Overlocks the Eversor, granting him +100% cooldown reduction on his abilities and +5 hp/s for 15 seconds. However, at the end of the duration of the effect, the Eversor is stunned and takes 30% additional damage for 10 seconds. 90 second cooldown.

Mark(150)(T2):
Off-map Vindicare support reveals the location of all enemy targets in the battle zone for 15 seconds. 120 second cooldown.

Orbital Bombardment(500)(T3):
Call in a massive orbital strike capable of destroying even the heaviest units. The player chooses the targets of 3 orbital cannons. Each beam deals 30 explosive dps in radius 4 for 6 seconds while lifting units. On detonation, they deals 500 explosive damage in a radius 6 and an additional 150 explosive damage in a radius 11. Cooldown 120 seconds.

Base Stats:
Health - 690 Energy - 100 Speed - 5.5
Sight - 40 Courage - 100 Melee Skill - 70
The Eversor has a higher charge range than normal. (15 vs 12)
40% melee resist.
Starts with the Psychon ability.

Psychon -
The Eversor loses 150 hp, he does 30% more damage for 8 seconds and also gains 20% ranged damage resistance for himself. 30 second cooldown. Energy cost set to 60. The Eversor requires at least 150 hp to use this ability.

Default Loadout:
Executioner Pistol - 16 dps piercing
Chain Machete- 40 dps melee

Weapons:

Executioner Pistol(T1, 100/30)
Equip an Executioner Pistol, highly effective against infantry. Grants the Neurotoxin ability. 30 dps piercing.

Neurotoxin:
Cooldown 45 sec ,energy cost 40en, Range 30
Slows a targeted model by 40% and does 120 dmg over 5 seconds (24 a tick) (set to ignore range after ability start in case of weird edge-of-range shenanigans)

Eviscerator Axe (T2, 130/25)
Equip a really awesome power axe, effective against all infantry. Grants the Killzone ability. 65 dps power melee.

Killzone:
Grants an ability that debuffs enemies and buffs the eversor with a cast range 15. Effect - In an area of radius 15 for 12 seconds enemy (infantry) units receive 20% more dmg from melee and he gets 30% faster attack speed. Cooldown 45 seconds. (Energy cost set to 50)

Neuro- Gauntlet (T2, 120/30)
Equip a Neuro- Gauntlet, a powerful claw filled with deadly toxins. Enemies struck by this weapon take 10 piercing damage per second for 5 seconds in addition to the Gauntlet’s own damage. 80 dps power melee.

Armor:

Synskin Bodyglove (T1, 110/25)
The Eversor Assassin makes use of reflex-enhancing combat stimulants, allowing him to move and react with unnatural speed. Grants the Eversor 20 energy and a 25% to dodge incoming attacks.

+100 hp 0.5 hp regen and improves the Psychon ability so you have to pay only 100 hp and the duration goes up from 8 to 10 seconds.

Assault Armor (T2, 150/40)
Grants the Eversor a Charge ability and also grants the Eversor 150 hp, + 2.5 hp/s.

Charge -
Eversor charges, crushing everything in his path and knocking them over. He is kback immune while charging. (Stats mirror HT charge) Energy cost set to 60.

Frenzon (T3, 150/50)
The Eversor is outfitted with a Frenzon module, one of the deadliest combat drugs known to the universe. Increases the Eversor’s health by 200, his health regen by 1.5 hp/s and his energy by 25. Grants the Frenzon ability, granting the Eversor suppression immunity, knockback immunity and damage resistance at the cost of health per second for the duration of its effect.

Frenzon- 10, then 3.5 per second 1
While Frenzon runs through the Eversor’s veins, he is granted suppression and knockback immunity, 30% damage resistance and takes 8 damage a second. The Eversor requires at least 8 health and 3.5 energy to use this ability. Toggled ability.


Accessories

Chem-Cloud Grenades (T1. 100/25):
Equip the Eversor with Chem-Cloud Grenades
A grenade which lasts for 10 seconds in radius 7.5 and debuffs enemies. They lose 0.5 hp regen in the cloud and also do 20% less damage. And does suppress the targets instantly. (Doesn’t stack with itself)(put a vfx on it but otherwise borrows apo nade atm)

Onslaught Injectors (T1, 120/25)
The Eversor Assassin imbibes a cocktail of Onslaught, enabling him to strike back at any foe in close combat. Whenever the Eversor is struck in melee, he automatically deals 6 piercing_pvp damage back to his attacker.

The Eversor Assassin imbibes a cocktail of Onslaught, enabling him to strike back at any foe in close combat. The Eversor passively gains +1 MS(scales with Tier so 2 on T2 and 3 on T3) and grants the Onslaught Injection ability which grants him 0.5 speed for 10 seconds.
Onslaught Injection
grants him 0.5 speed for 10 seconds. Energy cost set to 25. Cooldown set to 30 seconds.

Cybernetic Enhancement (T2, 100/30)
The Eversor Assassin is modified with extensive bionics. Unlocks the Rapid Reflex ability, which reduces ability cooldowns by 50% and heals him for 10hp/s for 10seconds. Also, passively increases his energy regen by 0.2.

Rapid Reflex
which reduces ability cooldowns by 50% and heals him for 10hp/s for 10seconds.
Cooldown: 30 seconds Energy cost 60 energy

Light Weight Drug (T2, 100/25)
The light weight drug gives the Eversor a bunch of passive buffs. Increases movement speed by 0.5 and extends his charge range by another 3(15 to 18). Increases health by 50.

Daemonhunter:
Globals
Sanctify(50)(T1):
Grants 75 Energy to the targeted infantry unit.

[Placeholder Global Name](100)(T1)
Targeted enemy infantry unit it can’t do courage damage for 12 seconds.

Psychic Fortress(125)(T2) -
For 15 seconds, a targeted allied infantry unit emits a radius 10 aura that cripples enemy infantry units, burning 5 energy per second and slowing them by 25%. 100 second cooldown.

Crusader Squad(420/40/125)(T2):
Spawns a Crusader Squad at your base after a 3 second delay. 5 minute cooldown.

Orbital Bombardment(500)(T3):
Call in a massive orbital strike capable of destroying even the heaviest units. Deals 30 explosive dps in radius 4 for 6 seconds while lifting units. On detonation, it deals 500 explosive damage in a radius 6 and an additional 150 explosive damage in a radius 11. Cooldown 120 seconds.

Base Stats
Hp - 750 Energy - 200 Speed – 5
Rift Tear (active) – After a 1.5second delay casts a spell tearing open the rift in an area debuffing any squads (including allied; doesn’t affect vehicles) that move through it making them move at 60% speed for 6 seconds. Duration refreshes whilst in the rift. Channelled ability. Range 100 (sigil is 90). Radius 10. Ignores LoS and can be cast into the FOW. Cooldown 60 seconds. Energy cost - 100+5 per second it is channelled. (why not just make this 130?)

Purification (active)– Gives 50 of the Inquisitor's energy to target unit. Range 30, CD 30 seconds.
Starting Power Sword – 30 dps melee (LC weapon traits).
Default bolt-pistol – 12 dps, same attack pattern as FC/apo, bit lower damage.

Weapons
Destroyer-Burner(100/30)(T1)
6dph, 100% FOTM, otherwise identical to tac flamer. Grants the ability 'incinerate' which temporarily causes the burner to do extra damage to light buildings, such as turrets and generators.
Incinerate - Changing damage type from ‘flame’ to ‘x’ which does the same damage to infantry, but increases damage to armour ‘light_defence’ and ‘building_light’ from 5 to 12. Duration 35seconds. CD 120s. Energy cost 80.

Force Glaive(150/45)(T2)
Inferno – Igniting the air around himself in flame, the daemonhunter turns nearby foes to cinders. After a 2 second delay, the Daemonhunter bursts into flame doing weapon knockback of flight distance 7 and inflicting 40 melee_pvp damage to foes within radius 15. CD 20s. If energy is >299 Inferno does an additional 10 weapon knockback and 15 damage to any units within radius 25. Energy cost 80.

Null Rod (200/60)(T2)
Increase maximum energy by 100 and grants +2e/s. 60dps power melee. Two-handed melee weapon. Powerful uber weapon, high dps and buffing effects to many spells due to the increased max energy. Gains more damage based on energy stored at a rate of +10dps per 50 energy stored
Armor

Armour of Insight(T1, 110/20)
Grants the 'guiding light' ability. +1.5e/s, +100hp, +50 energy.
Guiding Light - Increases range of targeted units (including vehicles) by 40% in radius 10. Range 20. Cooldown 10s. Energy cost 80. High energy bonus - +10% damage in addition to other effects on target squad.

Requisitions a Servo Skull to aid the Daemonhunter and grants the Light of the Emperor ability, which detects units in an area. Increases (energy regen?) by +0.2e/s, +50 energy.

Light of the Emperor -
Send your Servo Skull a pyre to a targeted area, revealing all its secrets. For 15 seconds, within a radius 30 area, the Skull grants sight and detects enemy units. The Skull returns to the Daemonhunter after the duration of the effect. Range 50. 70 second cooldown. Energy cost set to 80.

Armour of Finesse (T2 150/30)
+100hp, +0.5 speed, +1 melee skill. Grants the ‘stakeout’ ability.

Stakeout - After a 2wind-up that initiates a warning VFX, for 6seconds 50% of melee damage received by the Daemonhunter will be reflected to the attacker 5 piercing damage per hit back to the melee attacker and any enemy units within radius 15 have their movement speed reduced by 40%. CD 40seconds, energy cost 75. No high energy bonus.

Armour of Damnation (175/50)(T3) -
Improves the Rift Tear ability to the Tempest ability, which gains more potent effects the longer it is channeled. Increases max hp by 200, energy by 50 and energy regen by +0.5 e/s.

Tempest -
After a 3 second delay, cast a spell tearing open a radius 10 rift in an area. All squads caught in the tear move at 50% speed and can not cast abilities. After 6 seconds of channeling, the tear worsens by increasing its previous effect radius to 15 and blinding units caught within. After 9 seconds of channeling the tear becomes apocalyptic, with all units caught in a 20 radius suffering 15 plasma damage per second in addition to the previous effects. This ability can be channeled so long as the Daemonhunter possesses the energy to do so. The Daemonhunter is immobile while channelling this ability. Ignores LoS but can not be cast into the FoW. Minimum range 12, maximum range 100. 60 second cooldown. Energy cost set to 50, then 15 per second to channel.

Accessories
Tome of Fury (120/25)(T1) -
The daemonhunter channels his psychic might into his weapon allowing it to temporarily better sunder armour. Grants the “Sundering” ability.

Sundering -
Grants a buff to the DH that causes his weapon on hit to apply a debuff of duration (none stacking but re-applying) 6seconds, that reduces the damage resistance to melee attacks of any unit hit (including vehicles) by 20%. Also increases damage to HI and SHI by 10%.
Duration 10seconds. 30 second cooldown. Energy cost set to 100. High energy bonus - 20% Bonus damage vs HI/SHI.

Tome of Haste (T1 130/20)
Grants the 'Word of the Emperor' ability.
Word of the Emperor - Incite allied troops with a righteous fervor, increases their speed by 1.5 for 10 seconds in radius 10, also reduces damage of affected squad by 50%. Range 20. Cooldown 30s. Energy cost 80. High energy bonus - speed increase goes from 1.5 to 2.

Tome of Tranquility (Psyber Eagle if can model) (T2 140/35)
+3 e/s, increases range of all abilities by 20%, reduces all cooldowns by 20% and increases sight range by 10.

Empyrean Brain Mines (T2 100/20)
Grants the 'Empyrean Mine' ability.
Empyrean mine – Throw a cluster of mines of same hp, placement time and arming time as the mekboy mines. If an enemy unit triggers it by entering its radius, it will have its regen reduced by 5hp/s per model and its energy regen by 3e/s per model for 15seconds. this effect does not stack, but will reset if triggered again. If a vehicle triggers the mine it will incur a 40% movement and rotation rate snare for 6 seconds. Energy cost 70. Cooldown set to 30 seconds. Range set to 30.

Brother-Captain:
Melee skill scaling reduced from 82 to 79 tier.

Inquisitorial Stormtroopers:
Plasma Gun cost increased from 80/20 to 80/25.
Overcharge Plasma energy cost increased from 60 to 65.
Overcharge Plasma now has a minimum range of 10.
Sergeant and Acolyte melee skill reduced from 70 to 60. (60/61/62/63)
Acolyte cost reduced from 85/20 to 80/20.

Strike Squad:
Energy burst speed reduction reduced from 80% to 50%.
Energy Burst duration reduced from 6 seconds to 4 seconds.

Justicar Storm Bolter reload frequency increased from 11-13 to 6-8.
Justicar Nemesis Sword damage per hit reduced from 50 to 40.

Psybolt Ammunition -
Psybolt storm bolter rate of fire reduced from 2 to 1.
Psybolt storm bolter reload frequency increased from 11-13 to 6-8.
Psybolt storm bolter cooldown increased from 0.7 to 1.
Psybolt storm bolter damage per hit reduced from 29.7 to 26.1 (65% to 45%)
Psybolt Ammunition now reduces the melee damage of the squad by 20%.
Justicar is now affected by the Psybolt Ammunition upgrade.
(Justicar now goes from 21 to 30.45 damage per hit at ranged with Psybolts)

Nemesis Focus -
Nemesis Focus now reduces the ranged damage of the squad by 20% in addition to its other effects.

Inquisitorial Operatives:
Fallback Plan stun radius reduced from 15 to 10.
Sergeant Infiltration energy reduction bonus reduced from 100% to 50%. (now 5 energy to activate, -.75 energy per second)
Sergeant cost increased from 75/25 to 85/25.
Cost up from 250/30 to 270/30. (reinforce cost from 31/4 to 33/4)
Speed from 6.5 to 6.
Fallback Plan no longer slows targets hit in its radius. Other effects remain.
Fallback Plan health regeneration bonus increased from 6 hp/s to 10 hp/s.
Incendiary Grenade impact damage increased from 40 to 50.

Purgation Squad:
Cost increased from 280/30 to 320/30. (reinforce cost increased from 47/5 to 53/5)
Rotation rate increased from 400 to 600.
Melee skill increased from 50 to 60.

Crusaders:
Crusaders are now added into the game. Available to the Daemonhunter.
Equipped with a Longsword(35 dpH melee) and a Shield. 70 MS.
Can use the Defend ability to give the Squad suppression immunity & grant 40% ranged damage resistance but slow the Squad by .5 . (Like FC)
Shield bash ability - Knocks back enemies in a targeted direction akin to merciless strike, minimal damage and knockback distance (8 damage per model hit & KB strength 3), low energy cost (30).

Speed 4.5
Spawns a Crusader Squad at your base. 4 Members 2400 Hp in total 600 hp per model. They are equipped with a Longsword(35 dpH melee) and a Shield, low dps but very tanky, good to approach suppression.

Can use the ‘Defend’ ability to give the Squad suppression immunity & grant 40% ranged damage resistance but slow the Squad by 1.5. 10 energy to activate, 5 energy per second to channel (FC’s defend is 10 to activate, 4 to channel)

Shieldbash ability
“Lash out in the specified direction with an explosive strike dealing 5 piercing damage and weapon knockback in radius 5 along a line of length 12.5. Slightly higher knockback strength than merciless strike (check cope’s for value to compare). Cooldown 40 seconds. Energy cost set to 40.”


Rhino:
Cost increased from 250/45 to 280/50.
Heavy Bolter cost reduced from 75/15 to 50/15.
Heavy Bolter build time reduced from 15 seconds to 10 seconds.

Grey Knight Dreadnought:
Multimelta cost reduced from 100/30 to 100/25.

Interceptor Squad:
Teleport and Furious Intervention windup delay reduced from 1.25 seconds to .25 seconds.
Cost reduced from 450/60 to 450/50.
Justicar health increased from 400 to 500. (500/550/605/665.5)

Paladins:
Speed reduced from 4.5 to 4.
Hp regen reduced from 1.75 to 1.25.

Land Raider Crusader:
Speed increased from 3.25 to 4.
Rotation rate increased from 30 to 45.
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Re: Patch 2.9.3 Change log Preview

Postby Impregnable » Sun 10 Nov, 2019 6:53 pm

Adila wrote:he changes you see here are not set in stone and we will still add or remove some of them. This is the biggest patch in the past 5 years, and we get some new content in it as well!


Yes, we should never ever rush this patch. Let us take it slow and through. The most vocal balance issue proposals over last few months are as below.
1. OM redesign
2. IG nerf method
3. SM weakness to vehicle rush

- Many people gave good ideas about how to solve point 3. In regards to two other things especially point 1, I think we should have two separate threads going on how to do so and not rush things over.
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Re: Patch 2.9.3 Change log Preview

Postby boss » Sun 10 Nov, 2019 8:07 pm

Well thx for the per beta patch changes and all the work for gk as where this big patch comes from but I won't be posting about gk stuff in this one since mostly all the player base hates gk and wants them removed or just bans them from games so yea all this work you done might just go to waste since you don't want to make the race work for one hero you want to add 2 more and hope this somehow works good luck on that.

As for the other race's there a lack of changes and good one as well considering that ig has been found out to be the big op there seems to be more tyranids nerfs than ig one's and the other race's what the hell are there change's but I make my list as i go down the list of each of this beta.

Btw what is this "Melee skill scaling standardized across the board" for a lot of hero's would like to know what this means?

Chaos Space Marines

Plague Champion
Touch of Nurgle Red cost increased from 150 to 175.
Touch of Nurgle cooldown increased from 80 seconds to 120 seconds
Do one of these nerfs not 2 nerfs is bad. Start with one I would say cooldown up to you tho.
Also can the plague cloud get a better visual pls it's very hard to spot atm. As for chosen plague marines this unit is just bad atm too many nerfs for this unit and it's need some stat changes not price changes to make them used again.

Mark of Tzeentch leader plasma gun
Now I have to say I seen some bad changes over the years in elite but this one just make's me think how did this even become a thing, there was a whole forum post about how to help the tezeentch leader become abit better for his cost and nothing in there said about giving him a plasma gun and yet this somehow got in and oh look broken.

I wonder why well let's see you gave a range superiority unit a specialized weapon that heavily damages heavy and super heavy infantry and both of these unit types can't be used at all vs chaos let alone all the other damage types chaos get's as well also a side affect of plasma gun now they do decent av damage as well so now we gone back to chaos rising days where tzeentch marines counter everything again and this was your change adila no one else should be kicked out for this alone, if you have any sense left get rid of the plasma gun and make the leader cheaper like tacs you can't keep it, range superiority and specialized weapons = broken 3 less dps won't fix it.

Noise Marines
Blastmaster wave and impact now disables ranged weapons and abilities for 4 seconds in addition to its normal effects.
Blastmaster wave now only affects enemy infantry. (Impact point still affects all targets)
Now I do like using noise marines my self but theses blastmaster changes will be op I think let alone annoying you already increase its damage but disabling weapons and abilities even in the path don't sit well for me at all.

Bloodcrusher:
This thing is already overpriced as it is should just go back to 280 rec 60 power its a shock unit nothing more.

Plague Marine Squad
Well you reverting the missile launcher changes but really they should go back up to 4 guys would solve of there problems about not dying instead of hp regain changes, simply to do and it's what they used to be like. Pred more melee skill why btw?

Eldar

Warlock
Immolator cost increased from 100/25 to 100/30
You got to be joking 30 power more than the warboss hammer I guess the cost increase was cos the range attacks now doing damage over time but it was given that cos it was meh before so what you want me to say, no one will get it at 30 power wtf.

Merciless Witchblade special attack damage reduced from 50 to 35.
Merciless Witchblade special attack no longer procs twice in a single attack and that special attack damage type changed from power melee to melee.
3 things here one witchblade was know for a long time it does 2 special attacks so it can't be a bug, 2nd you made it not do power melee damage in another patch early so yea and 3rd you going to not only remove the 2nd special attack but lower its damage as well wtf. You going to not only remove of its melee traits but lower it's damage as well just don't its 35 power it should be good stop nerfing it.

Warp Spider Squad:
So I guess you going with your ideas for them I try them out but here the thing reducing models on them means they need all the models to keep good dps cos now you going to lose 25% from losing one guy and yea I don't think I like them much at all.

Fire Dragons:
Melta bomb going to be cool for them but you need to remove dragons fury for it and give them fleet of foot instead otherwise they be too good I say. Flamer swap wtf it's not needed.

Imperial Guard

Inquisitor:
Where the storm trooper rec cost increase? and the hellfury revert

Lord Commissar
Flair global should be t2 not mine drop flair wins fights by just making there guys not shoot you easily t2 global. Stubborness should also be nerf in the heath regen is gives.

Guardsman Infantry Squad and Sentinel:
Both of these changes are dumb I already said what should happen a lot of times and I said in antandron gk post what theses will do... nothing only thing here is the gm talking abit longer to reinforce which will hurt the chimera/gm abit but rest is stupid

Artillery Spotter Squad
Mortar shell wind up increased from 1.8 to 2.5.
Why just why?

Orks
Well other than the call the boys buff other changes should just go wtf are these feels like the rest just getting change so it look like to doing stuff for orks.

Space Marines

Apothecary
Of all the things you could do for apo like changing wargear to be abit more viable you give him 20 more hp is that a joke? cos it's a bad one if so I let the apo guys, mains who want him to be better say what should happen with him.

Tactical Marine Squad:
Missile Launcher cost reduced from 80/40 to 80/35
Well least this one going in but there was talk about making weapon swapping cheaper or free once brought dat would be nice for tacs so pls look at it.

Librarian:
Cost reduced from 350/60 to 375/50
Going the lazy way and making him cheaper is uhhmm you should look at his wargear and other abilitys to improve him not cost decrease cost

Devastator lascannon windown change
Why this not going to be improved? there was no arguments about it everyone was fine with it being made better and yet not going to be change yikes.

Tyranids
Spawn Tyrant Guard cost increased from 300/50/175 to 350/50/175
If the rec cost is going up reduce the red or power cost otherwise you might as well just buy one.

Hormagaunt Brood
Cost increased from 240/0 to 260/0. (reinforce cost increased from 15/0 to 16/0)
If you really want to make them cost more make them 250 not 260 hormagaunts are not that great only in the first 4 mins at most they fall off hard after 8 so.

Ravener Brood
Cost increased from 400/40 to 425/45. (reinforce cost increased from 67/7 to 70/7)
Why? remember before they got lowered in the first place cos they was overprice we are going back there again, pls don't 2 nerfs again for a unit that was reduce in the first place cos overpriced.

Spore Mines:
Cost increased from 100/5 to 125/5.
Detonation damage reduced from 18 to 13.5.
Detonation damage reduced from 4 to 3 while the enemy is in retreat.
Damage over time damage per second reduced from 5 to 3.75 while the enemy is in retreat.
What the hell are these? players want them to not be brought straight away and delay the oppent in the first 5 mins of the game aka red cost which I ask for and everyone agreed with to solve this problem like the ig turrets red cost but instead you do something diffent and hope it works idk what to say here.

Zoanthrope:
Symbiosis cost reduced from 100/30 to 100/25.
Its fine for its cost as it is it heals fexs and for a good price no need to buff it.

Swarmlord:
Bonesabres special attack damage type changed from melee_pvp to melee_heavy_pvp.
Bonesabres now inflict 10 heavy melee damage in a frontal semicircle with a radius of 4 in addition to their single-target damage.
Wow finally swarmlord going to have splash damage cool now he can be good in melee for once. PS he don't have a special so no point changing it's damage

And were done I guess the stuff I did not write about is fine I guess but still other than gk not a whole a lot of changes and since its been a while its not good to stay the least was hoping for more but I guess this is what we got a gk patch which not many people will like anyways but next to none changes for other races.
Forums great more stuff to talk about.
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Re: Patch 2.9.3 Change log Preview

Postby Gabriel » Mon 11 Nov, 2019 12:41 am

The increase in requisitions for the imperial guard seems exaggerated to me would be a total of 310 of requisition and even so in coverage system it cannot cope with the eldar guardians with 270 of requisition that seems very unfair, not to mention that not all models GIs shoot when they have an objective to reach, it is necessary that they be done even more so that everyone can shoot, at least improve the coverage system for the entire GI it is too annoying to see that only the sergeant and the commissioner get in front and not Behind the coverage receiving all damage and their models die one after another without receiving any damage. The artillery team why increase the time of mortar fall, and if a skilled player can get rid of it this gives an even greater advantage by making a first useless attack by IG, should have increased vision on my part .To the Ogretes I think they should add one more model and have a less easy knockdown
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Re: Patch 2.9.3 Change log Preview

Postby SarDauk » Mon 11 Nov, 2019 10:28 am

Wow great work, it was worth the wait !

So just a noobish question but what is the point of reducing melee skill of half of the heroes from 82 to 79 ? and what will change the increase of melee skill on a predator ?
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Asmon
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Re: Patch 2.9.3 Change log Preview

Postby Asmon » Mon 11 Nov, 2019 9:24 pm

About MS: melee heroes starts at 70MS then gain +1MS per level at first, then +2MS thrice to reach 82MS at level 10. It's mostly the same thing for range heroes except they start at 60MS, and then a few range heroes can equip melee weapon that set their default MS to 70 at level 1. But I guess a few heroes (like WB) only gain +1MS every level. Since the scaling was not the same for everyone (and maybe because he thought 82MS was too high?) Adila decided to normalize it: heroes gain +1MS per level now.

Predators (and tanks in general) need to have a very high MS so units don't proc specials against them, which are often less effective (and can even imply a miss if the pred is moving). Obviously this cannot be applied to walkers for with a high MS they would murder even more enemy infantry, but it's good for every tank around. Besides I thought we had already made this change a few patches ago.

Since we're talking about MS, Adila did you make sure WSE's MS scaling was good to go?

About the patch:

I have mixed feeling about the new GK heroes. Most of their wargears look from very good (except maybe the chemical nades?) to incredibly OP, on a race which already relies on OP units to survive and is rightfully hated for it. Still I suppose this might help the mod regain some attention, attract some more players and in the end have a positive impact on the balance. We'll see.

I noticed it is apparently possible to have a channelling ability ignore the range condition after it has been cast!? Well if you could grant this thing to channelling runes and mind war (and maybe others? not hotw because it's a very short channel) it would certainly help to solve some buggy behaviours.

The Shieldbash ability is mentionned twice with different values. Force Glaive and Null Rod haven't got dps values.

MWB nerf is way too much. The two hits on the special are needed because it's a very long animation (and second hit doesn't track). If you want to remove the second hit you need to speed up the animation. But I think the animation is great as it is now. So keep the two hits and maybe slightly reduce the damage? Then I think you only take the second hit if you don't micro your units... so the damage reduction you propose seems too much, not to mention the damage type. The range attack has already been nerfed, as boss said multiple times now it's a 35 power weapon. So leave it be or reduce the cost.

Immolator was good and is better now, but not 30-power-good. Up the req cost if you want. Eldar is already power starved in the few match-ups where it is really needed (like vs IG).

You went with your idea for the WS change, we'll try it out.

Bloodcrusher might need a higher energy cost for its abilities.

No change to IG heroes abilities? The obvious nerf should be for bionic eye, but I feel a few wargear need to be looked at.

Sentinel without detection is okay, but ambushes will be difficult to set up (even impossible for some heroes).

Will comment more when the website is more stable.
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Re: Patch 2.9.3 Change log Preview

Postby Monikan_Best_Waifu » Tue 12 Nov, 2019 1:30 am

Psybolt Ammunition -
Psybolt storm bolter rate of fire reduced from 2 to 1.
Psybolt storm bolter reload frequency increased from 11-13 to 6-8.
Psybolt storm bolter cooldown increased from 0.7 to 1.
Psybolt storm bolter damage per hit reduced from 29.7 to 26.1 (65% to 45%)
Psybolt Ammunition now reduces the melee damage of the squad by 20%.
Justicar is now affected by the Psybolt Ammunition upgrade.
(Justicar now goes from 21 to 30.45 damage per hit at ranged with Psybolts)


with RoF reduced to 1 and reload as well
wouldn't that mean their dps will be back to shit-tier or even worse like in 2.9.1?
how about giving them more active abilities to increase that increase their dps all the while nerfing accuracy so GK players will be encourage to do stuff instead of brain-dead cover camping with these guys.

They also fall off and don't scale really well especially vs heavy infantry
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Telos
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Re: Patch 2.9.3 Change log Preview

Postby Telos » Tue 12 Nov, 2019 3:22 am

Thanks for all the hard work on the patch.

It's clear you're aiming to nerf Tyranid early game pressure (esp. the 3x horm into 2x Rav build) but nids are kind of balanced between strong T1 and weak T2/3. These nerfs feel like they'd rob them of early initiative and if that happens they'll be pretty hard pressed to keep up with other races. Horms aren't the problem with that build, it's the double ravs that make it hard to deal with but going double rav is a high risk strategy that has to pay off or nids are screwed. Increasing the reinforce cost of ravs so bleeding them would be a larger setback or off-loading some of their dmg to an upgrade would probably resolve this.

And what's with the nerfs to rippers? They're already little more than a distraction unit that immediately die to any sort of focus or splash damage. Nids have little chance of catching enemy transports without them so halving their slow seems a bit harsh. And they can't actually reinforce in the field anyway without a spawning pool (or pheromones) which are quite easy to counterplay, so I don't understand the nerf to their reinforce time. If it's for the Swarmlord + rippers, how often does that even come up? It's a good synergy that should be kept since the SL is supposed to feel like a super unit.

Spore mines, just echo what boss said. They're already a big investment that are hard to make pay off, just add a red cost so they can't be spammed early game. Increasing their cost and nerfing their damage just makes them useless. They're already one of the only solutions to garrisioned units (besides barbed stranglers which have their own drawbacks to make you not want to get them) and they won't even wipe anything in the garrision unless the player's an idiot.

And no love for Without Number = sad.
Last edited by Telos on Tue 12 Nov, 2019 10:00 am, edited 2 times in total.
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Re: Patch 2.9.3 Change log Preview

Postby LOCALgHOST » Tue 12 Nov, 2019 5:58 am

warpspiders get a huge buff these times.. why?

eldar always was high dps high model low hp
now it's high dps low model high hp = it means you got less chances to survive it's dps by using focus fire on dps dealers

2x spiders will be uncounterable imba for slow sm/chaos

and that firedragon change.. wtf? flamers? melta? seroiously? why these changes are? for what reason?
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Re: Patch 2.9.3 Change log Preview

Postby RiceMuncher » Tue 12 Nov, 2019 8:32 am

Anxiety/excitiement about new OM. Hopefully wont be broken.

I dont see how patch will fix ig. By increasing starting costs, you just delay the gm/chim combo.
Theres no fix for their broken economy. I.e Low upkeep low power game.

Why make chim even cheaper on the power front?

Tldr
You can still field 5x gm squads and park your chim to be unkillable.

On the sm side, making the missle launcher 5 power cheaper once again doesnt resolve sm weakness to vechile rushes. Its not the cost per se, its the dev lascannons costs + tracking/windup speed and the lack of other impactful av options.
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Schepp himself
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Re: Patch 2.9.3 Change log Preview

Postby Schepp himself » Tue 12 Nov, 2019 9:43 am

Wow!
Thanks for all the hard work to everyone who put work in this patch (and all the patches and additional content before)!
Your work and dedication is greatly appreciated!

Greets
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Re: Patch 2.9.3 Change log Preview

Postby Adila » Tue 12 Nov, 2019 12:08 pm

MS standardization
There have been 4 different ones before which also screwed with some hero vs hero fights, we decided to cut it to 2. 69 for ranged 79 for melee.
WS is at the 69 Tier to answer the question, which is normal for a ranged hero, which he mostly is.

Rippers
The reinforcement time nerf is mainly aimed towards the Pheromone and Pool combo with the Lictor/HT which will make them very difficult to deal with since they had only 1 second reinforcement time.

Chaos Predator
All the tanks are at 100 MS already this is just one of those oversights which is getting corrected here.
As Asmon mentioned it does lower the chance of special procs which is helpfull for melee squads.

Fire Dragons
The Flamer thing is just a flavour thing we wanted to take a look at as it stands right now it will not stay to 90% in the final build, but you will be able to take a look at it in this beta alteration. Besides that lower weapon dmg for a melta upgrade should be more than enough to see them a bit more.
(It will be set not to stack with haywire grenades too)
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Re: Patch 2.9.3 Change log Preview

Postby Inekra's Senpai Dow2 » Tue 12 Nov, 2019 8:31 pm

Whoa.....

IG is basically unplayable now with those changes. How will you ever build gens?! The race was squishy and bad to begin with and now with the new cost changes IG will never be able to get 1.5 t1 unit out in time while losing map control. Just wow.... And 0 way to counter infiltrated units as well?!?!?!? Like what? Force to buy catachans for 1 ranger squad? What is this non-sense. Please tell me you guys agree or atleast contradict my position here logically so I can understand.
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Re: Patch 2.9.3 Change log Preview

Postby Antandron » Wed 13 Nov, 2019 7:34 am

Having to buy expensive units solely to detect is a weakness in this game imo. I would prefer upgrades to certain units, such as the Sentinel and DA, to provide detection without having to spend 250/25 or 400/40 or whatever the cost is for Rangers or Catachans. It's too restrictive to have to spend such an amount.

Inekra's Senpai Dow2 wrote:[IG] was squishy and bad to begin with...


Umm, no.
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Re: Patch 2.9.3 Change log Preview

Postby PianoMan » Wed 13 Nov, 2019 3:20 pm

How is everyone so clueless, locals post made me lol
Boss learn how to play warlock before you talk about him
Nice patch tho
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Re: Patch 2.9.3 Change log Preview

Postby Crewfinity » Fri 15 Nov, 2019 7:52 am

Ork nerfs feel unnecessary. Shootas already struggle to stay relevant in late game, with these changes I feel like you would much rather kill them off to have lower upkeep to buy kommandos than try to keep them around at level 4. What about just moving the nob damage bonus to T3 instead of removing it?

I didn’t like adding power to p-devs and I don’t like adding power to bustas, having those req-only units was nice.

Also still have some concerns that the core issues with IG will remain, but maybe with the higher reinforce time you can more easily focus fire a GM squad outside their chimera and wipe them? To be seen I suppose.

Very excited to see how the new OM heroes play out!!! Been a long time coming, super hyped for their own faction in the UI.

Many thanks as always to the dev team, I appreciate all of your efforts in keeping this community and mod alive :)
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Re: Patch 2.9.3 Change log Preview

Postby PianoMan » Fri 15 Nov, 2019 8:20 am

Crewfinity wrote:Ork nerfs feel unnecessary. Shootas already struggle to stay relevant in late game, with these changes I feel like you would much rather kill them off to have lower upkeep to buy kommandos than try to keep them around at level 4. What about just moving the nob damage bonus to T3 instead of removing it?

I didn’t like adding power to p-devs and I don’t like adding power to bustas, having those req-only units was nice.



you're supposed to replace shootas in t3, that's what flash gits/kommandos are for
tankbustas could cost 400/20 and still be stupid strong
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Re: Patch 2.9.3 Change log Preview

Postby Schepp himself » Fri 15 Nov, 2019 12:20 pm

Adila wrote:Fire Dragons:
Melta bomb upgrade available for the Squad for 50/20. (Melta Bomb set to 160 damage)
Exarch can now swap between a flamer and a melta, takes 1 second to swap. (Flamer stats equal to Tac Flamer)
Exarch cost up from 75/15 to 85/15.
Fusion Gun damage per hit reduced from 30 to 24.


I just wanted to point out that I love this implementation of an option out of the TableTop. Not just because I suggested it in another thread (and ran in open doors with that idea as you say in german) and not because I just build my fire dragon exarch with a dragon's breath flamer for Heralds of Ruin...okay...maybe a little bit.

I'm looking forward to see how this is playing out. I had envisioned a flamer type more in the league of the heavy flamer of the terminators with Fire Dragons being a T2 unit in contrast to most flamer upgrades being in T1 and used there for a quick/early power bash. But that's theorycrafting on my part and I'm not an expert at all in this game. Just wanted to support the idea and give another perspective on it.

Greets
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Re: Patch 2.9.3 Change log Preview

Postby Broodwich » Fri 15 Nov, 2019 4:59 pm

PianoMan wrote:
Crewfinity wrote:Ork nerfs feel unnecessary. Shootas already struggle to stay relevant in late game, with these changes I feel like you would much rather kill them off to have lower upkeep to buy kommandos than try to keep them around at level 4. What about just moving the nob damage bonus to T3 instead of removing it?

I didn’t like adding power to p-devs and I don’t like adding power to bustas, having those req-only units was nice.



you're supposed to replace shootas in t3, that's what flash gits/kommandos are for
tankbustas could cost 400/20 and still be stupid strong

Agree on both points.

Shootas already have a big impact on the game early on, and bustas are almost an auto purchase for their av/bash/aoe anti all abilities. 300 req is just too cheap
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Re: Patch 2.9.3 Change log Preview

Postby Shroom » Fri 15 Nov, 2019 5:08 pm

Crewfinity wrote:I don’t like adding power to bustas, having those req-only units was nice.

yea so you could brainlessly go trukk>slugga nob>bustas>t3 like every ork player always does.
i mean, thats probably still going to happen, but delaying ork tier 3 by 15 power is a fine change.
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Re: Patch 2.9.3 Change log Preview

Postby boss » Fri 15 Nov, 2019 5:46 pm

If you want to change or delay the brainless wartrukk combos for orks won't it make more sense to take that 15 power for tankbustas which btw not only a dumb change but won't change anything and put that on the wartukk so now it cost 45 power to make instead?
Much more impactful change that will stop early t2 bashers abit but be harder to replace and combo stuff, tankbustas have always been the same cost since dow2 and never been complained about till trukkbusters came back to elite mod.

As for the shoota boys nob leader 5% damage buff it was already lowed from 15% since everyone finally agreed it was too much, 5% in t2 scales them fine to t3 so why remove it?

Also about fire dragons why do they get a weaker melta bomb unlike the rest of the units all do 200 damage dragon 160? was just wondering

And piano why do I need to learn to play warlock I play everything well not bc but fuck gk anyways just cos you have a hate bonner for warlock does not mean he needs more nerfs.
Forums great more stuff to talk about.
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Re: Patch 2.9.3 Change log Preview

Postby PianoMan » Fri 15 Nov, 2019 8:02 pm

boss wrote:If you want to change or delay the brainless wartrukk combos for orks won't it make more sense to take that 15 power for tankbustas which btw not only a dumb change but won't change anything and put that on the wartukk so now it cost 45 power to make instead?
Much more impactful change that will stop early t2 bashers abit but be harder to replace and combo stuff, tankbustas have always been the same cost since dow2 and never been complained about till trukkbusters came back to elite mod.

As for the shoota boys nob leader 5% damage buff it was already lowed from 15% since everyone finally agreed it was too much, 5% in t2 scales them fine to t3 so why remove it?

Also about fire dragons why do they get a weaker melta bomb unlike the rest of the units all do 200 damage dragon 160? was just wondering

And piano why do I need to learn to play warlock I play everything well not bc but fuck gk anyways just cos you have a hate bonner for warlock does not mean he needs more nerfs.

45 power for a trukk would make everyone buy the DD instead, stop making base-less claims about what people used to complain about please.
why do FDs even deserve a melta bomb? eldar already have incredibly good av

i don't have a hate-boner for warlock, warlock is one of my most played heroes and probably my best one but apparently talking about what I think is OP about the warlock makes me hate him.
If you're gonna talk about how the warlock works, you should be able to use him at a high level but unfortunately you're too much of a coward to enter high-level games but even if you weren't I doubt you'd win anything without having to rely on broken tankbustas :)
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Re: Patch 2.9.3 Change log Preview

Postby boss » Sat 16 Nov, 2019 12:28 am

If you think 45 power for the wartrukk too much ok go with 40 power with the reinforced plating 20 end cost would be 60 power same as a default razorback sounds fine to me you still get the same effects delays buying it, slows down all the combos cos of it and just gives the oppent more time and rewards him for killing one instead of the ork just buying another one cos hey 30 power wut could go wrong.

Much more impactful change and might make the ork player think or least make the trukk not an auto buy unit for what it gives you for it's cheap cost. One main reason why I think power cost for tankbustas won't change anything cos there was another av unit that cost power now venom brood, same role mobile av and did the power cost slow down the tyranid eco or impact games in anyway ........... no.

It will be the same for orks even less so since they spend less in t2 and have combos>trukk . As for nerfing tankbustas maybe make the rokkit barrage cost more red, idk tho stats can be talk about.
Forums great more stuff to talk about.
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Re: Patch 2.9.3 Change log Preview

Postby Inekra's Senpai Dow2 » Sat 16 Nov, 2019 2:30 am

Piano do you even play this game? I never see you on and also you seem like kind of a dick. Do you even know how to play the game? I'm new (only 3 months in; like 250 hours) but damn... It seems like I have more knowledge than you already about this game. You think tank bustas are strong even at 400 req and 25 power...? Are you mad? Tank bustas are so weak they have no armor and have less health than sluggas. Please do your research before commenting on the change log. Jesus.
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Re: Patch 2.9.3 Change log Preview

Postby PianoMan » Sat 16 Nov, 2019 9:09 am

boss wrote:If you think 45 power for the wartrukk too much ok go with 40 power with the reinforced plating 20 end cost would be 60 power same as a default razorback sounds fine to me you still get the same effects delays buying it, slows down all the combos cos of it and just gives the oppent more time and rewards him for killing one instead of the ork just buying another one cos hey 30 power wut could go wrong.

Much more impactful change and might make the ork player think or least make the trukk not an auto buy unit for what it gives you for it's cheap cost. One main reason why I think power cost for tankbustas won't change anything cos there was another av unit that cost power now venom brood, same role mobile av and did the power cost slow down the tyranid eco or impact games in anyway ........... no.

It will be the same for orks even less so since they spend less in t2 and have combos>trukk . As for nerfing tankbustas maybe make the rokkit barrage cost more red, idk tho stats can be talk about.

I don't even know where to start with you but I hope that you comparing ork av to nid av where nids have zero other viable av options makes everyone realize that all your experience comes from stomping 3v3 noobs.

I've already explained my view bout bustas in the OFFICIAL elite discord, if you wanna argue about them go there, writing 1 message every 12 hours is pretty inefficient.

Just look at how the MTT ork players played, you can afford to lose t1 due to how broken tankbustas are or look at any high level replay of an ork player making a comeback, it's always the same things.

Can some of the forum mods do a rostamerino on this inekra senpai dow2 guy? He basically took inekura's and torpid names and is trying to bait :/, bet it's fathom high off his first victory
edit: nvm it's just bestnoob mad cus he got rekt in mtt by some randoms
Hutsy
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Re: Patch 2.9.3 Change log Preview

Postby Hutsy » Sat 16 Nov, 2019 12:58 pm

Be interested to see how OM play out.

I'm seeing this as the foundations to build from rather than "fixing" them completely in this patch. There's a lot to get my head around, especially as I've been used to one hero for so long.

One thing I'm conscious of, is for any detection, you're forced to buy Operatives. I like them, but they're not a default buy, so is there any way we can bring back detection with IST Sarge?

How do Pruifiers and Crusaiders compare? They sound similar due to being melee-based but would one of them be redundant if you had that particular hero? What scenarios do we see them being called in for? (anti anything in particular?)

Hopefully SS are somewhat fixed too as, you always get abused for getting them (I get that) but at the same time, they're meant to be a staple, so just to "please" people, you're not gonna just stick with IST.

One thing I do know, is they get absolutely wrecked by Banshee's in default state, and Psybolt upgrade. If I recall correctly, Melee upgrade doesn't help too much against them either.

Good work and I'm looking forward to seeing what happens.

I have no comments on the other races as the very little knowledge I do have is only for OM!
Inekra's Senpai Dow2
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Re: Patch 2.9.3 Change log Preview

Postby Inekra's Senpai Dow2 » Sat 16 Nov, 2019 6:54 pm

Piano-Man what are you on about? My ign is Caios23. You've been an asshole to me since my first post on here. Says alot about you. No wonder you are so disliked on Discord.
PianoMan
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Re: Patch 2.9.3 Change log Preview

Postby PianoMan » Sat 16 Nov, 2019 8:13 pm

Inekra's Senpai Dow2 wrote:Piano-Man what are you on about? My ign is Caios23. You've been an asshole to me since my first post on here. Says alot about you. No wonder you are so disliked on Discord.

Image

new low for you korean
Inekura
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Re: Patch 2.9.3 Change log Preview

Postby Inekura » Sun 17 Nov, 2019 11:47 am

@Hutsy
Shees get pretty much murdered by nemesis strikes.
Even with buffs.
Buffed nemesis ss even beat default nobs.
You main this race so please don't throw out wrong information.
Hutsy
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Posts: 85
Joined: Mon 09 May, 2016 11:38 pm

Re: Patch 2.9.3 Change log Preview

Postby Hutsy » Sun 17 Nov, 2019 2:49 pm

"If I remember correctly" is hardly stating a categorical fact. :shock:

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