Tex wrote:***PLEASE CONSIDER THIS SIMPLE FACT***
High burst damage coming out of cloak has always been complained about in this game. Just take a look at what we have now: Scout grenades coming out of cloaking to endlessly wipe havoc squads and what not. Fun stuff right?
An extreme example, but I would point out that Rangers never one-shot squads without warning, unless the opponent went for 3+, in which case it was just a quick transport and GG.
That aside
Tex wrote:My suggestions are as follows:
-Increase ranger attack range to normal value, no longer requires upgrade for full range
-Lower ranger cost and base damage a fair bit
-Lower ranger keen sight radius
-Lower the cooldown and damage on kinetic pulse
-pathfinder wargear (with appropriate cost) now: (see below)
1) increases keen sight radius to normal value
2) increases damage done by kinetic pulse to current value
3) increases energy regeneration marginally
I can respect what you're trying to do, but I really don't think this is the right way to do it. Like I said above, if you just get Rangers for their abilities, they're simply a worse version of spotters. Less abilities to use for disruption, a less durable army to hide behind, and MUCH less scaling into the later tiers. Again, it really doesn't matter how much their price goes down, as they simply wouldn't be worth it, especially if their piddly damage gets nerfed even more. Maybe it could work if they got some new abilities to fit the role, but as they are now, they're just not worth it.
Tex wrote:Explanation:
I think a lower costing ranger squad will offset the loss of T1 detection via the DA warlock leader. Having low damage but high utility will open up playstyles, build orders, and options to counter certain situations. Having an increased energy regeneration rate will encourage more ability usage and will increase the skill ceiling on this unit (which is so very Eldar).
They need abilities that are worth the effort for this I think. Kinetic shot is ok long range disruption. Nothing flashy, but it works for the most part. Decent, but certainly not worth investing in a squad for specifically. Holo fields are incredibly situational, and rely on your opponent not hearing the Rangers announcing their intentions, and the standard infiltration won't really do anything if the Rangers have no damage output.
Tex wrote:Tag along balance changes would be as follows:
-Shrui move speed reduced to 5
-Shuri rotation speed reduced to barely above normal value
-DA exarch retains detection but is moved back to T2
-DA hp reduced to 110 per model, damage reduced by 7.5%
-Dark Reapers get a 5% damage and health increase
Explanation:
The Shuri is easily the best platform in the game. Reducing its speed and rotation only allow for the fair chance of flanking. It changes nothing else.
The DA exarch retaining detection in T2 I think is fair, seeing as how every other race has 2 detectors other than chaos, and in the case of chaos, you should never be without heretics, so its a passable (even if undesirable) situation.
As Cyris said, DA hp is too high vanilla. As well, their level of pew pew is by all accounts, too formidable. Taking some strength away from DA's will lend toward using other methods to get damage done. Again, I feel like this lends very heavily toward what Eldar playstyle is supposed to be: ability usage and high skill ceiling. For DA's hp can be effectively increased against ranged fire by using holofield or energy shields. Ranged damage can be increased in a more subtle way: rangers will be able to fire off kinetic shots more frequently.
I think I can justify the small buff to dark reapers for these reasons: Heavy armor races will have an easier time in T1 against an Eldar due to the weaker DA's, and, being that 3 DA builds will be less attractive and effective, (especially in the case against Heavy armor races) I think an effective and lethal elite anti-HI ranged squad becomes less of a luxury and more of a necessity.
This I really don't agree with here. GWT is one of the best setup teams for a reason, namely the fact that Eldar have limited options in T1 thanks to Rangers being so very bad. Given that I can only see the previously mentioned changes as nerfs to Rangers' already lackluster ability, I really don't think nerfing the Shuri is the way to go.
DA Exarch I agree with, but the nerfs to their combat ability seems unnecessary. Despite what people may claim about their durability, they only have 20 hp more than a Guardsman model, so they die very quickly, which in turn significantly lessens their damage output. Given that moving their leader back to T2 would already impact their combat ability by removing the meatshield from the squad, I think that it might be best to leave them as is and see if it balances out. Could always be changed later if they remained too strong.
Dark Reapers I have mixed feelings on. I've used them quite frequently to great effect myself, but I know that other people consider them sub-par. Personally, I would be against a damage buff to them as their dps is already quite high. A boost might just push them over the edge, even if it is a modest one.
Now, I know I'm not a top-level player like some of the people around the forums are, so this could just be a case of "scrub talks like he knows what he's on about" but I hope that it at least made some kind of sense.