thanks for the feedback! Remember, this isn't a changelist but the general high level directions that I think would help make the faction more varied, and less silly in 3v3. I'm a GK player, and want the faction to stay viable while opening up build options.
531st wrote:Nerf ops and SS and GK will get roflstomped by melee spam. Sluggas, banshees, warlocks, hormas, lictors etc and GK can just go and support other side or smth.
As of right now, double ops play in response to melee spam is so outrageously powerful, I think there is plenty of room to bring them back in line. Remember (and this is a general theme) that the change would not happen in a vacuum, I listed a bunch of changes that I think would need to happen in tandem. For example, introducing Warrior Acolyte Squad would give more counter melee options and buffs to Rhino in T1 would make it much better suited as a melee counter. The magnitude of the ops nerf is relevant of course, since if it were as big as last time (maybe 50 more req cost) it would have a small impact.
531st wrote:Nerf termies/pallies and they are gonna get roflstomped by all of the leman russes, LC termies, fexes, genestealers, TCSM, Techmarines, sorcs, inqs. It is already disgusting to play GK cuz of how hard can they be countered. Only some hardcore fans gonna play GK if that happens
Termies/pallies are brokenly strong in 3v3. I'd like to see changes to them to make them worthwhile in 1v1 and more manageable in 3v3.
531st wrote:Nerf purgations and they gonna get hard countered by every player that have any micro, they would be hard to use, still very buggy, expensive unit that can only delay enemies by dying slowly
Buggy how so? I haven't noticed anything personally.
As for changes, I think they are one of the squads that over preforms, making the roster too small. Giving out a bunch of buffs to under preforming units needs to be paired with nerfs to over preforming ones. I'd specifically like to see the burst duration of the psy-cannons reduced to 1s and get a cooldown of .1s. This would make suppression effect them, and reduce the damage to vehicles that make it out of the firing arc, while keeping the dps almost exactly the same. Heck, the damage could go up by 9% (since the .1s cooldown would kindda cover this).
531st wrote:Buff rhino? How? U give it more armor and it gets too stronk, give it more damage? It will require much more damage to compensate the terrible vehicle pathfinding. I'd say just move it to t2 and bring purgations back
I've listed various possible direction for the Rhino elsewhere. Focus it as a better transport and take the gun away, improve acceleration / turning radius, give it more seats, reduce cost, increase health, reassess upgrade costs, grant renforce aura in T2 etc. There are many options, and I think baby steps would work fine.
531st wrote:Buff SS scaling? How? As soon as u touch them, u'll drown in tears. "boo hoo, upgreaded purgations kill my vanilla CSM"
Buffs to SS scaling would need to coincide with some T1 changes, but I think it's very doable. I like the idea of making SS a 1.5 unit (costs power). In that would, the power cost alone would be enough of a nerf for T1, heck it could even get some damage increases (or start with purification). As for scaling, Cael has even spoke on this - move weapon upgrades to T3 and buff them maybe, or psy-ammo to T3 and buff it. Replace psy-cannon with something that is more focused on fighting a specific type of enemy and move incinerator to T2 and make similar changes. Lots of different possibilities.
531st wrote:Add new t1 unit? It should be extremely good to make GK not suck vs so much things. Better than ops for sure
Warrior Acolytes or Crusaders. And no way should a new unit use ops as a balance target, they are borderline (if not outright) OP, but do allow GK to function in 1v1. No unit should preform that well for so little cost
531st wrote:Purifiers buff? They are extremely situational and extremely deadly. U buff them and they will become a nightmare in some situations
Leaving them alone might be fine, but my goal for them would be to make them less situational and more broadly usable in more compositions. I agree that right now, they are a "win more" unit, and that's about it.
531st wrote:BC is a very complicated guy and nerfing smth will require buffing smth cuz he is "not bad at everything, not good at everything type" which u want to make just "not good at everything"
Do you really think my goal is to make BC "not good at everything"? I listed a bunch of things on him to both nerf and buff. Half his wargear is situational to the point of worthlessness, and the rest is real cheap. I can barely remember the last game I played where I didn't end up with halberd, agies and teleporter! Nothing else is as efficient in cost and as impactful in play.
531st wrote:To sum things up: u created a faction that can be played only in t2 and is very good in t2. Congrats, no1 plays GK since game have t1 and t3 and you are drowning in boiling poop and tears cuz of how OP they are in t2
I'll turn the question to you then. I agree that GK have the most limited number of build options of any faction, and are incredibly predictable. I find that despite that, they are viable in 1v1 and downright goofy in 3v3. My proposal is to generaly nerf some of the units that are auto-buys, while buffing up the junk I never touch. What direction do you think would help them be more varied in builds without being OP?
I've been toying with a GK full proposed changelist, so it's nice to talk some of these out. I'd love to do some matchs some time, my roster of 1v1 players is small cause west coast.