2.9.2 Patch Preview

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Adila
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2.9.2 Patch Preview

Postby Adila » 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.

ImageChaos 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.

ImageEldar
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.

ImageImperial 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.

ImageOrdo 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.

ImageOrks
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.

ImageSpace 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.

ImageTyranids
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.
Last edited by Adila on Tue 23 Jul, 2019 9:17 pm, edited 1 time in total.
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BbBoS
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Re: 2.9.2 Patch Preview

Postby BbBoS » Mon 27 May, 2019 8:06 am

Adila wrote:Blight Grenade cost increased from 100/20 to 125/20.


:o
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Re: 2.9.2 Patch Preview

Postby Sex - Murder - Art » Mon 27 May, 2019 9:34 am

You know what, this is probably the best patch came up in last 3-4 years.

Great work!
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Re: 2.9.2 Patch Preview

Postby boss » Mon 27 May, 2019 12:41 pm

Just some of my thoughts on what's here

Bug Fixes
TM Missile Turret make sure you fix this this time, accuracy nerf or a damage nerf to infantry this time, lascannon turret working fine.
Doombolts can now be cast regardless of LoS and FoW.
HT Bioplasma can now be cast regardless of LoS.
I be carful about making doombolts not needing line of sight to cast having doombolts going though walls and hitting your units won't be much fun to play vs same can be said about boiplasma.

Chaos Space Marines
Chaos Lord
Drop his bloodlust back to 200 red no reason it should have been 225.

Plague Champion
Icon of nurgle does not need a cost reduction, the fact we don't see it all the time means that it has a place and not used all the time like other wargears, we don't want more brainded wargears.

Noise Marines:
I don't know where you get this idea from that nm are crap but wasn't there a rule about buffing something too many times I see 3 buffs for this unit how about stick with one and see if it works.
I would say go with a soft melee resistance aura instead of any on those changes.

Chaos Terminators/Space marines ones
Stop mucking around with upkeep there is no standardization only in atlas brain, terminators are already a crap choice is most instants and more nerfs is just lol.

Eldar
Farseer

Psychic Storm would rather make it so its channelled ability so if you kill her its stops and not keep going.
Timefield losing 4 radius is a big nerf almost 25% im not sure if it needs it, has to be good for a t3 wargear and farseer already has early wargears that competes with it.
Also one last thing doombringer range attacks already is flame damage.

Warlock
It comes to a point where after each patch this hero keeps getting nerfs, reminds me of another hero before he got tuned to crap called Apothecary back in the old days, warlock going the same way.


Dark Reapers
Only thing I like is the tempest barrage ability being added back would like to see more info about it.
Plasma damage for reapers is a big nonononon ,only reason you ever want plasma damage on a unit is vs heavy infantry aka sm like in the past tho in this case its t3 but once eldar t3 you just need reapers and sm is done for.
Plasma damage will also hurt them in other matchup since plasma does less to infantry so you won't see them much if at all so just no to plasma damage.

Orks
Shoota Boyz
Wtf you was supposed to nerf or remove the t2 damage buff for shoota boys from the Nob leader not nerf the nob leader do the right change pls.

Weirdboy
Weirdboy is now weapon kback immune while casting Over Dere!. Thank you

Rest of the sm and tyranid stuff looks fine
Forums great more shit to talk about.
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Re: 2.9.2 Patch Preview

Postby HansMoleman » Mon 27 May, 2019 2:39 pm

Mek

He now equips the right fist across the board. XD lol This is my favourite change.
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Re: 2.9.2 Patch Preview

Postby Nurland » Mon 27 May, 2019 3:37 pm

I think the NM change wasn't the right call. Soft melee resistance would have probably worked better. Not sure if blastmaster needed any buffs.

Shoota Nob change is weird. I would prefer them getting standardized leveling and remove the passive T2 dps buff. Give them an option to buy it T2/T3 if this would be too much of a nerf.

Termi upkeep nerfs are no-no for me. They are super hard to afford as it is. Now if they are expensive to get and tank your eco super hard, I see no real reson to get them. Already tanks/LRR or GUO etc are almost always the better choices. Now Termies feel just something you are forces into.

Wraithlord nerfs make 0 difference. 0,4 hp/s regen nerf at lvl 4. That is the only one that matters and even that is a very minor nerf.

Other than that it looks fine. FS and Warlock changes are something I will need to see in action to form an opionion.
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Re: 2.9.2 Patch Preview

Postby Dark Riku » Mon 27 May, 2019 4:18 pm

Most of these seem reasonable.

Not sure NM need any buffs. The changes aren't too extreme. We can see how they work out.

I follow the reasoning behind the shoota nob nerf. But can we make it so then that the shoota nob gets back the 40 damage when you upgrade to big shootas? This way when you do invest a lot in your shootas you don't lose out on damage. I don't think they need an overall damage nerf.

I'm not going to pretend I get how upkeep works as it seems more complicated than it should be. But I think terminators of any kind should not become even more of a strain on your eco than they already are.

The only change that I'm fairly against is giving Dark Reapers a plasma option again. They destroyed the Chaos/SM MU and it gives them way too many possibilities now vs things they are supposed to struggle with.
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Re: 2.9.2 Patch Preview

Postby SarDauk » Tue 28 May, 2019 6:15 pm

I've a question; since the P-devs cost power now, wouldn't it be fair to add one for the assault kit storm troopers and more importantly tankbustas ?
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Re: 2.9.2 Patch Preview

Postby Broodwich » Tue 28 May, 2019 9:14 pm

i'm behind a lot of the stuff others have said, but I wanted to point out that Genes under synapse/rush will have at least 60% ranged damage resistance. Is this intended?

Also, if you are going to change the radius of eldar abilities, please make sure you also update the visual fx associated with them.

And really, what is that regen change for WL going to accomplish??
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Re: 2.9.2 Patch Preview

Postby Crewfinity » Tue 28 May, 2019 10:38 pm

love the blurbs explaining the rationale for each change. We may still disagree with your underlying assumptions, but having that background really helps focus the discussion and provide context. so thanks for that :)

Adila wrote: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 complain and does get nerfed now.


can you clarify exactly what the psilencer damage type and expected damage/dps will be with and without the rending ability? I'm pretty sure the current codex entry is out of date, so just looking at the changes i'm not sure what the expected end result will be.

Adila wrote: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 to much at once.


Are these guys really still overperforming? are they overperforming in general or just in the tank-hunting role?
When i played with them recently I was amazed at how useless they felt.

Their melee stance is awful, and they deal almost no damage in ranged stance against infantry - antivehicle is a terrible damage type.
Now you're planning to nerf their tank-hunting capabilities significantly, so what exactly will they be able to do after these changes? On paper they seem like they will be the worst T3 unit you could possibly get.

Can you please revisit this change and test interceptors further in their current state? If they are truly still overperforming as tank hunters, then giving them a better damage type along with the listed changes would do a lot to make them more versatile.
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Re: 2.9.2 Patch Preview

Postby Paranoid Kamikaze » Wed 29 May, 2019 12:19 am

Why was Apo's healing nerfed?
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Re: 2.9.2 Patch Preview

Postby Torpid » Wed 29 May, 2019 1:39 am

SarDauk wrote:I've a question; since the P-devs cost power now, wouldn't it be fair to add one for the assault kit storm troopers and more importantly tankbustas ?


I don't see how they're even remotely comparable?

Bustas and AK STs are pretty niche units that if you buy in the wrong situation will bleed you far more than they are worth and actually detriment your economy. Pdevs are always good to have especially in team games, doing AV and AI as well as denying caps.
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Re: RE: Re: 2.9.2 Patch Preview

Postby Nurland » Wed 29 May, 2019 1:58 pm

Paranoid Kamikaze wrote:Why was Apo's healing nerfed?
How is this change a nerf? The healing is just straight up better with every even number level and the same with odd number levels.

Also rites damage type change makes it better against HI and SHI.
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Re: 2.9.2 Patch Preview

Postby SarDauk » Wed 29 May, 2019 3:02 pm

ok, so another one: Still nothing for the D canon ? I know eldars are not underperforming currently but this unit seems really useless at the moment since the fireprism does a better job to counter blobs even in team games it is barely seen.
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Re: RE: Re: 2.9.2 Patch Preview

Postby Paranoid Kamikaze » Wed 29 May, 2019 6:36 pm

Nurland wrote:
Paranoid Kamikaze wrote:Why was Apo's healing nerfed?
How is this change a nerf? The healing is just straight up better with every even number level and the same with odd number levels.

Also rites damage type change makes it better against HI and SHI.


Oh, sorry. Misread.
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Re: 2.9.2 Patch Preview

Postby Dark Riku » Wed 29 May, 2019 10:16 pm

SarDauk wrote:ok, so another one: Still nothing for the D canon ? I know eldars are not underperforming currently but this unit seems really useless at the moment since the fireprism does a better job to counter blobs even in team games it is barely seen.
Not sure what team games you play, but a d-cannon is still the best artillery unit imo. Singularity is such a powerful ability.
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Re: 2.9.2 Patch Preview

Postby Atlas » Thu 30 May, 2019 12:21 am

Edited some of the formatting and comment placement in the OP.

Also, I want to give a video of what the Rangers' Psychic Beacon actually looks like in-game so I pulled out some old recordings while I was testing an earlier build for 2.9.2. There's also the Tempest Barrage ability in there too.

We should be able to replace the art and the tooltips on the ability so don't worry on that. Here!


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Re: 2.9.2 Patch Preview

Postby Broodwich » Thu 30 May, 2019 8:59 pm

I'm just gonna ask the question, what is the purpose for the new ability? Do eldar struggle with sight on the map or something that warrants the change? Why do they need an additional ability for extra sight on the best scout in the game?
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Re: 2.9.2 Patch Preview

Postby Telos » Mon 03 Jun, 2019 9:01 am

There's a strange bug on genestealers where they appear to heal continuously while not attacking. Not sure if this is intended, and it comes up semi-randomly. They'll continue to have the green healing buff going off, even when they're no longer striking an enemy.
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Re: 2.9.2 Patch Preview

Postby Torpid » Mon 03 Jun, 2019 9:29 am

Telos wrote:There's a strange bug on genestealers where they appear to heal continuously while not attacking. Not sure if this is intended, and it comes up semi-randomly. They'll continue to have the green healing buff going off, even when they're no longer striking an enemy.


you'll be glad to know they aren't actually healing, it's just a visual effects bug. But yeah, it still looks dumb.
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Re: 2.9.2 Patch Preview

Postby Element » Mon 03 Jun, 2019 8:22 pm

Doombolts can now be cast regardless of LoS and FoW.


-The Chaos Sorcerer definitely needs some love, but that is certainly not, at least i.m.o., the right way in which to do it. Especially given as it stands right now, he can literally spam a full 6 doombolts every 10s? which is utterly the ...i.don't even know...as that type of damage potential is just...like I said... I just don't even know... He is dependent upon them heavily, don't misunderstand my concern for the change, as not recognizing what is an essential aspect to even being able to play him... but to cast doombolts wherever now? and without need for L.o.S., as long as you have a general notion for where the other player is... and only have to use like 17 req to restore the energy for a squad with an ability to literally cause the removal of most/seriously cripple/if not wipe out another squad...that is the most economical way of play now in the game... To trade 17 req for 100+ req worth of damage every doombolt...that is no where close to balanced by any means.


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.”


-If that is not outright the most downright absurd addition I have ever scene introduced into Elite Mod...I really would need someone to tell me about another because, even as an Eldar Farseer player who would love nothing more than to have maximized F.o.W. Revealment capabilities to outright practically abuse the feature given the range of my units especially when using guide... this is downright one of the most game breaking additons ever even introduced.....
to have rangers be able to literally spot for themselves, rather than be the spotter unit, is outright just meta breaking for so many comps. it's just not even funny. It really just goes to show how few people value the farseer and her applications when it comes to foresight, and guide... (Spotting is Everything.) If you can shoot at what can't see you back, you are literally invulnerable, especially when you are faster than every other faction in the game by a celestial age.

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.


-What testing went into tinkering with the stomp radius?

Psybolts Ammunition range damage increase increased from 40% to 65%.

-That seems absurdly high, and the reason is because not enough players are adept at knowing when to purchase which what upgrade given the match- up, though to say it's not because nemesis focus is
very compatibly with the greatest strength of that particular unit out of the gate (It's melee.) I still would consider a 25% increase in opening ranged damage to be outright rediculous maybe 10-15 as a start but 25% just totally
changes the nature of some ranged skirmishes in the early game.

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.


-Once again this seems a bit way too high. but I'll have to see how it out in game play first, I'm not going to make any preconcieved conclusions about it.

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.


-This actually seems like a very fun concept. I actually am eager to see how this pans out, that being said, while I see the librarian is receiving a change so as to grant inspiration upon kill, which I think very well may be a nice addition given his somewhat lackluster standing in the roster given the Vindicare Assassin as an aside unit purchase choice...there still is the lingering problem of as to why
one would purchase either when you can purchase a rhino with a lascannon and have the best of all worlds, with transportation, negation of ranged damage upon units for those embarked, extra provisional cover from smoke grenade, greater
mobility for the entirey of the faction, not mention an a.v. weapon which scales astronomically well into T2. when you choose to field 2 rhinos with lascannons at which point tanks become almost an negligent purchase choice while
providing effortless stability to your own troops, while contering all the possible units which could every be fielded by the other player upon reaching T3.

And as far as everyone saying this unit is useless, I just don't even have words to articulate my bafflement about that statement. because the librarian is undoubtedly more so useless than this guy. This guy picks off character models in squads, commanders, can snipe out vehicles... with A.V. being the critical aspect which is being totally overlooked here, because it doesn't matter if the librarian is good at A.I. when A.V. is the primary critical concern upon reaching T2, and subcommanders with A.V. capabilities are astronomically> than those which don't have it.
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.


i.e.- they are a completely redundant unit now...Ranged A.V. is why you even purchase them in the first place... 3 seconds of 50% reduced ranged damage for a faction with close to no chasing A.V. capabilites other than a lascannon rhino
which should not even be in the game, and an operatives squad that lacks any manner of dimensia other than serving to be as purposeful as a nerfed prototype version of catachans for only 100 req with the delivery system of a mail person before we had mail trucks which can only service to practically be of usefulness as a scuicidal attempt squad to snare, is just... LIke I said, I just don't even have the words to articulate my dismay upon hearing about some of these changes suggested here anymore.....

When did the people who come to this community forum site become so attached to coming up with new relationships for capabilities sake, rather than for reasons which administer to some accounts of providing some manner of selective balance for the operational attunements which make up this beautiful gem of a game?
Last edited by Element on Wed 26 Jun, 2019 3:49 am, edited 3 times in total.
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Re: 2.9.2 Patch Preview

Postby paladinsquad » Fri 07 Jun, 2019 6:04 am

Purgation Squad is responsible for most of the Grey Knight firepower.

If you need to nuff, please have another part of the buff. (Especially vs heavy infantry firepower)
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Re: 2.9.2 Patch Preview

Postby Adila » Sun 23 Jun, 2019 7:26 pm

I have the updated list here, I will list only the stuff which did change compared to my first post
Chaos
Bloodlust red cost reduced from 225 to 200.
Noise Marines
The other things have been cut and replaced with the following:
Squad now has a 20% Melee Resist Aura.
Blastmaster damage per hit increased from 160 to 175.
Eldar
Farseer
Doombringer extra on ranged hit damage increased from 5 dps to 8 dps.
Warlock
Immolator now does 8 piercing dps over 5 seconds per ranged hit.
Warpthrow: only the range nerf stays.
Heart of Darkness renamed to Faolchu’s Wing.( current Heart of Darkness effects stay the same)
New Wargear added called Heart of Darkness.
Heart of Darkness cost set to 100/20 available in T2.
Heart of Darkness now grants the Warlock a new ability.
“Infuse the Warlock with Psychic Might, granting him 50 energy over 10 seconds.” 50 second cooldown
Dark Reapers
Aspect of Reaper cost increased from 65/25 to 100/30.(135/35 before)
Aspect of Reaper ranged damage bonus increased from 15% to 25%. (to 20 before)( Plasma damage cut)
Wraithlord
Hp regen reduced from 2 -2.4 - 2.88 - 3.46 to 1.7-2.0-2.3.2.645.
Chaos,SM and OM
All termi upkeep changes Cut
SM
Add Pintle Storm Bolter to Whirlwind. (set to 25 dps) Cut
Orks
Shoota Nob Big Shoota damage per hit reduced from 40 to 30. ( just as reminder is also mentioned above.)
Big Shoota upgrade now increases shoota nob ranged DpH by 10 in addition to its effects.
T2 shoota nob dmg aura bonus from 15% to 5%.
The Beta for bug tests should be ready either later today or tommorow !
Last edited by Adila on Mon 24 Jun, 2019 7:38 pm, edited 1 time in total.
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Re: 2.9.2 Patch Preview

Postby PianoMan » Mon 24 Jun, 2019 9:21 am

What kind of drugs do you have to do to come up with these ranger changes
absolutely piss changelog
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Re: 2.9.2 Patch Preview

Postby Torpid » Mon 24 Jun, 2019 6:03 pm

Adila wrote:Shoota Nob Big Shoota damage per hit reduced from 40 to 30. ( just as reminder is also mentioned above.)
Big Shoota upgrade now increases shoota nob ranged dps by 10 in addition to its effects.


I assume this means DpH NOT 10 dps? 10 dps would be a huge increase in overall damage.
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Re: 2.9.2 Patch Preview

Postby Adila » Mon 24 Jun, 2019 7:38 pm

Torpid wrote:
Adila wrote:Shoota Nob Big Shoota damage per hit reduced from 40 to 30. ( just as reminder is also mentioned above.)
Big Shoota upgrade now increases shoota nob ranged dps by 10 in addition to its effects.


I assume this means DpH NOT 10 dps? 10 dps would be a huge increase in overall damage.

Yes DpH typo on my side
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Re: 2.9.2 Patch Preview

Postby Paranoid Kamikaze » Wed 26 Jun, 2019 5:29 am

How about if Stern Tacs got a health regen increase. Thought they had one before but couldn't find it in Codex.

Scouts regen with infil
ASM's regen with Stern
Termis Regen

This would make it so Apo can sustain them with just regen aura unless badly injured and less time in base for other commanders. Less reliance on spamming heals all game while ignoring his other wargear.
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Re: 2.9.2 Patch Preview

Postby oLev » Fri 28 Jun, 2019 4:01 pm

Adila wrote:Nemesis Vortex was a bit too easy to avoid, we make it slightly quicker but also more costly to use.

Nemesis is ez to avoid because you have time to split and kite before it explodes and is a micro sink to keep on target. The extra speed won't help as much as increased radius.

Adila wrote: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.

IST need sarge to buff their plasma guns as well. Along with purge and SS changes this considerably alters the ranged compositions for GK.

Adila wrote: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.

You see melee too much because having credible melee is a great asset for GK. To tip the scales so far as to make shooty SS replace melee SS would have to give them ridiculous dps. Surely we all remember the cancer of super shooty SS? Also not convinced they will scale well in T2 vs plasma infantry.
Adila wrote: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.

Why the beamer nerf when OP psycannons made them pretty much unused last patch?

Adila wrote: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.

Garrison availablity shouldn't be counted on and garrison abuse shouldn't be encouraged.

Adila wrote: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.

Thought defensive buffs was GK's thing.

Adila wrote: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.

After all this time of being anti all teleporting shooty infantry, first their anti-infantry damage is nerfed, then it is after the patch where purges completely took over making them unused that it's decided these guys shouldn't be shooting at all? A teleporting tankhunter unit that can't finish off the tanks and tries to be an ASM squad in T3 makes the unit neither here nor there.

Adila wrote:Paladins:
Reinforce time_percentage increased from .6 to .75.
Paladin Holy Grounds no longer affects allied and enemy vehicles.

That makes it the fourth big nerf to GKs AV capabilities, isn't it a bit too much all at once?

Adila wrote:Carnifex:
Venom Cannon splash radius decreased from 1 to 0.5.
Hits Infantry too reliably at 1.

Pls no.
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Re: 2.9.2 Patch Preview

Postby Thibix Magnus » Tue 16 Jul, 2019 8:10 am

some very interesting stuff, thanks for the continued work!

time field nerf doesn't look small... Maybe I missed the meta for too long, do gud players find Farseer consistently overperforming in T3? It's always been hard to compare T3 abilities vs raw damage, but saying that it's one of the most powerful abilities in the game doesn't make it OP. Maybe it is, but it depends how it effectively compares to others' T3... You might also disproportionately hurt eldar team game for something that marginally affects 1v1.

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