Raffa wrote:Hi all,
Since the beta was released a few days ago I've played it quite extensively and, although it is too early to make any definitive conclusions, a few balance issues are IMO standing out as needing another look at.
Chaos Sorcerer SubjugateThe Sorcerer's subjugate is now quite redundant. I have tried to make it work in its new form, I really have. I appreciate that the subjugate/abyss combo was just broken but making the targeted squad immune to damage cancels out all other combos like setting raging hugbots on them/allied manti strikes/blastmaster ground attack/etc and it was the potential for these kinds of combos that, for me, made the wargear situationally worth the 150/50 investment. I know there are still a thousand and one uses for controlling an enemy squad of your choice, but it does not last particularly long and does not justify the cost at all.
Suggestion - Preferably revert to 2.1 state, or if not decrease cost to ~100/30. If reverting then if possible tweak it to reduce damage from abyss to 0.25. Dunno if this is possible though.
Chaos Predator - NurgleThe 0.5 health regen on a vehicle is pretty useless...the huge pitfall for this upgrade is you are investing expensively into something extremely specialised and sacrificing all av potential. How on earth can you justify this choice against the beast that is the MoK predator, or better yet leaving it vanilla unless you need hard av and then get a MoT pred?
Suggestion - Increase health regen extensively, to 1.5 at least, or make it a free but permanent upgrade (even then I doubt you'd see it much but at least it would have a purpose in life...)
Webway GatesI do not want these to be not worth the investment or never seen, however the hit they have taken so far in the beta has not solved the problem at all. The issue is the insane map control they provide coupled with just op squad wipe potential; giving more co for killing them is a nice perk but neither discourages nor sufficiently punishes flagrant spamming of gates. A longer build time is nothing more than a minor inconvenience for the Eldar player. Please take the opportunity to finally get these fixed.
Suggestion - Increase cost to 75 red & only allow the respective player's units to use the gates (though the second potential fix is from a 2v2 perspective, gates are actually more of a problem in 1v1 IMO)
Wraithlord Brightlance100% fotm is very strong. It chases vehicles so hard it's practically impossible to kite. Worth remembering it loses no splash damage, i.e. anti-infantry potential, from buying the Brightlance unlike other walkers when given an av weapon.
Suggestion - I'm actually ok with this as I thought the previous Brightlance was underperforming, but not quite at the current 100/40 price. 130/40 please
Lord General Stabilisers1.5 health regen per model is still ott. It makes 3x gu easily the best starting point for an IG army in any game mode. Don't want to name anyone but there's been more than one game I've seen in the last few days where superior micro from a very strong player has literally counted for nothing against a blob of guardsmen being healed by this thing. It should not be an "I winzz like every engagement with my super duper attakk moove skillzzz" button.
Suggestion - Reduce health regen to 0.5, leave the cost the same.
I know it is early but I have been playing the hell it of this beta and I think all of these are outstanding issues.
Subjugate - yup, totally agree with you on this, it's really rather crappy now. Not even worth it. Really didn't see it being much of a problem in the first place. Yes, it was obnoxious, but it was just as counterable as warp throw but it was t3 and cost a hell of a lot more than warp throw. Don't understand the justification for this change at all tbh.
Gates - Agreed, 75 red cost on topof the current changes, however stopping allies from using them is not necessary I don't think, especially since there will be fewer due to their higher cost.
Nurgle predator - Disagree. This thing is really strong at the moment and that health regen is extremely useful, it just stacks wonderfully over time, I mean sure it won't usually mean you can out-tank damage or anything but overall it makes it very durable alongside the melee resistance and the bonus hp. The tank fills a nice role atm I think, basically serving as a anti infantry weapon platform akin to the land raider redeemer but of course toned down. It's great if you already have some AV from t2 and get to t3 first. Loving this thing at the moment.
WL BL - Yeah, this thing is a bit silly in my opinion. It makes transport play against eldar pretty futile, not to mention when supported by the farseer the WL suddenly becomes a hard counter to t3 tanks and walkers (fortune/doom/guide). I mean the brightlance does cost a fair amount, I would suggest just toning down the damage slightly so that the WL can't kill transports/tanks instantly with guide etc, maybe 10%?
Stabilisers - Yup, this wargear is still OP. I mean the armour was not intended to be used in combat for a reason. The ability to heal your entire army which is pretty much 100% ranged and full of high model-low hp squads is just ridiculous really. It's simply outright too powerful. Ever since the change was made to make it affect units in combat it has been bad. I would suggest decreasing the price of to 25 power and making it restore energy and hp but only outside of combat, making it a good synergy with chimeras/long-winded VP camping scenarios/catachans/storms, also decrease the energy cost of it to 30.