Re: Patch 2.9.3 Change log Preview
Posted: Mon 18 Nov, 2019 8:54 pm
Finally 3 heros for OM.
Nids and ig abuse nerfed.
Great job guys.
Nids and ig abuse nerfed.
Great job guys.
SOLID SQUIG wrote:So can we officially release this patch yet?
been hoping for it to pop up on the main page for a while now
Asmon wrote: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.
Batpimp wrote:Asmon wrote: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.
if you are going to buff the MWB attack speed for specials do this for all of the warboss specials as well. most of the time they are dodged or missed. Whats with the warlock casting a special on retreat as well. can you check this is not coincidence? happens more times than not.
otherwise continue to with the MWB nerf..that thing is already amazing in every way.
Paranoid Kamikaze wrote:Batpimp wrote:Asmon wrote: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.
if you are going to buff the MWB attack speed for specials do this for all of the warboss specials as well. most of the time they are dodged or missed. Whats with the warlock casting a special on retreat as well. can you check this is not coincidence? happens more times than not.
otherwise continue to with the MWB nerf..that thing is already amazing in every way.
If a unit is moving its melee skill goes down by 2. Higher chance of specials.
Crewfinity wrote:Why on earth are raveners not getting nerfed? Hormagaunts also deserve more than a 20 req increase.
Nids are stupidly overpowered at the moment due to those two incredibly efficient units. Horms into Ravs will roll almost any t1 and leave very little room for counterplay.
boss wrote:Crewfinity wrote:Why on earth are raveners not getting nerfed? Hormagaunts also deserve more than a 20 req increase.
Nids are stupidly overpowered at the moment due to those two incredibly efficient units. Horms into Ravs will roll almost any t1 and leave very little room for counterplay.
I was thinking what to say but this sums you up in a nutshell you are the Rambo of orks maybe when you become decent at the only race you can play orks I will listen till then just don't talk.
Batpimp why on earth does warboss need his specials buffed?
Gabriel wrote:I would like to limit the maximum number of squads of all races, so that there is no spam from squads at play, if you can have only one superunit then there is the method to limit squadrons, my idea would be a maximum of 2 I think the majority I would agree well. It is already quite annoying when you go 3 homagaunts or 3 banshess or all army of flash gitz, etc.
Batpimp wrote:
just his default melee special is garbaaaage.com...needs cast time reduced 30 % or switched to be the same animation as bang bang hammer.
boss wrote:Batpimp wrote:
just his default melee special is garbaaaage.com...needs cast time reduced 30 % or switched to be the same animation as bang bang hammer.
He starts with a 360% special that has the same timer as most others how it that garbage?
Bang hammer has 2 specials 180% and a 360% same as default
PianoMan wrote:There's nothing wrong about warboss' specials, no need to improve his already outstanding melee prowess
maybe learn the limits of the hero before you ask for changes
Torpid wrote:I don't really see any reason to change it given that the warboss has such high burst damage on his melee swings and an innate anti melee ability unlike say... the hive tyrant. Who also lacks a firearm. There's swings and roundabouts here. Also remember he gets the charge via angry bitz which buffs his melee damage further.
Does warboss need a buff? The special has always been as good/bad as it is now. Why change that?
Batpimp wrote:Torpid wrote:I don't really see any reason to change it given that the warboss has such high burst damage on his melee swings and an innate anti melee ability unlike say... the hive tyrant. Who also lacks a firearm. There's swings and roundabouts here. Also remember he gets the charge via angry bitz which buffs his melee damage further.
Does warboss need a buff? The special has always been as good/bad as it is now. Why change that?
I guess i dont see it as a buff in my mind. i see it as normalizing/standardizing the AOE ability other similar heroes have.
the gist of it is, is it good? no. is it bad, not in apperance but in action and practicality ...
Batpimp wrote:
I guess i dont see it as a buff in my mind. i see it as normalizing/standardizing the AOE ability other similar heroes have.
the gist of it is, is it good? no. is it bad, not in apperance but in action and practicality ...