they removed the Ranged damage reduction thet activate on hit. the jump assault have a passive alwais active 50% melee damage reduction. (confirmed by game designer). this mean is in fact one of the best class from the point of stats (because of more iframes and melee resistance).
The problem with JPA is also team killing ! I know everyone get team killed but while playing JPA you sometimes get team slaughtered and that doesn't even count the number of time when you engage melee take two shots from a friend one swipe from the enemy melee weapon and its over with you, so the game says you were killed by the enemy but clearly thanks to friendly fire, having a weak armour and low HP increases that a lot as everyshot count, only one stray shot can turn the odds in favour of your enemy. I understand them having less armour, that could be a practical thing to take a lighter version of your armour if you are to jump around in the sky and move quickly, but why less HP ? When did it became a thing that JPA/raptors were recruted from the weakest and the most sicly marines available to the chapter. I think that except for specific chaos marks or whatever customisable things from later on, all SM, chaos and loyalists should have the same HP as they are all made from the same mold, the variable should definitely be armour and toughness.
It's a two edged situation currently: When I see a JPA/Raptor in melee combat against another I'm kinda caught in a dilemma. Try to help my buddy or wait for the situation to resolve, then intervene? Helping buddy runs the risk of friendly fire, especially with the lag being what it is right now. It's hard to properly aim when people warp around. Not helping? Well, you're sitting there doing not much often and you can't dedicate attention elsewhere because if your buddies loses, you have another opponent in your back. Also while they clang about, other enemies could arrive on the scene and you lose the numbers advantage. That's often the reason I decide to shoot. I rather do two bouts of 2 against 1 than one bout of 2 against 2. In the current scheme of things: JPA/Raptor should definitely have the same health while retaining the armor disadvantage. Further adjustment depending on what comes down the line.
I know it really hard to aim in this mess, I was pointing it out no againt my fellows, but in favour of getting HP buff, the situation is normal, player have to make tactical choice and I'm not for removing friendly fire, but it is unfair to have a class being the victim of that more than drastically than the other. One other solution is to switch to smart bolt pistol and use the autoaim to help your friend. In addition with the lock removing when people evade roll around, we are more disadvantaged than other melee classes as a roll and a few shots is enough to kill us, while for shield bros and MoN they can still close in again when you evade. Since last patch it is pretty harder to play JPA while I had made good progress under patch 16.
Yeah, this is really a hard balance to get right. Make the JPA too resilient and it'll start to push aside the MoN/Sbro. So he has to rely on speed and maneuverability to survive and get his opponents. Give him too much of that and he'll become almost untouchable for ranged. Give him not enough and he'll be VERY vulnerable in situations where there is no cover available. From the limited time I played raptor, I always felt like a cockroach when playing. Always have some sort of cover just in reach in case some ranged shows up and starts shooting at you. Run into too open space and you're as good as dead. This kinda started dividing my area of action on the map into zones where I can ambush people and where I wouldn't dare to go since there's so little cover for me to use. I would pose the question whether that is indeed the intended playstyle for the JPA/Raptor. If not, they definitly need more resilience and a strong check that their mobility doesn't become too good in relation to their resilience. Otherwise they need to make sure that the maps have at least some areas of importance where the ambush play can be applied.
All Basic C/SM Classes should have the same Armor(66.8)* and HP(40)* values. While the Jump Assault is fast and able to get into melee combat quickly they are sacrificing ranged capability and their Jump Pack should increase the size of their hit-box, making them easier to hit. After all, Devastators have the same Armor/HP as the Tactical when originally they had more of one of them to "make up for their slower move speeds". It seems like bE started to wise up and realized that the power of the Dev's Heavy Weapons should be what is making up for their slower move speeds so they don't need more Armor/HP for balance. As far as the Jump/Ground Assault, it should simply be the Assault Class and the player uses Wargear to decide if they're using the Jump Pack or Storm Shield. Switching between them should automatically un/equip/swap any Wargear that can/not be used(I.E. Pistol with Shield). *Bolter TTK may have risen with the latest patch but it was previously; 1.44-sec, 9 Bolts(3 Armor, 6 Body), 0.18-sec Fire Rate It should be; 1.75-sec, 8 Bolts(5 Armor, 3 Body), 0.25-sec FR I-Frames need to be removed and replaced with brief(I.E. 0.15-sec) Stun Immunity and animation-long Directional Damage Resistance(I.E. 75% RES) if Dodging away from the source of damage. System would use two 180-degree fields to determine if you are moving "away" or "towards" the damage source, with moving towards it providing no RES. What M. Chan should do is raise all Classes' Armor, lower and even their HP and cause any class of any faction to gain 50% Ranged Damage Resistance after landing a successful melee attack. With that done(just part of the whole process of fixing melee), melee TTKs can be properly extended for a more engaging and fun melee system. Jump Assault HP was lowered instead of Armor because bE made the mistake of giving players life-steal with melee attacks, rather than saving it for Wargear/Perks. Toughness should be a baseline statistic that determines not only the model's max HP but also how much damage their HP takes based on Strength vs Toughness. If Eternal Crusade is properly designed you should not be able to individually adjust HP, just Toughness.
I haven't played a JPA in a while, but when I play against them, they do have an unfair advantage in melee. Especially hitting them from behind. By considering that everything is overly complicated stats wise this makes sense that they are all messed up. My preference would be to go back to the TT concept--all marines are the same. They have the same armor, health, speed, whatever. I don't care if you are JPA, Sorcerer, Apoth, GA, tact. They should all be the same. JPA sacrifices range for mobility and a big weapon--that's it. The only difference would be the MoN. He should be tougher only because that is what the Mark of Nurgle does. And yes, devastators should be as fast as a tactical. They have power armor. As for the hop vs roll. All space marines should dodge not roll. Rolling is "Space Marine". Huge armored monstrosities with power packs on their backs should not be rolling around like Kung-Fu masters. Overly complex systems create all their own problems. Keep it simple. Let the wargear differentiate the classes.
The only thing that got removed was the buff for ranged damage mitigation that you get after you hit someone. The 50% melee damage mitigation is still ingame. You don´t need to activate it it is always in use.
the game is going to have a loadout sistem. base stat will be the same for all, different wargear, equipment, weapons mods, traits etc etv that will allow to customize. the mon is one example of that: there is 5 marks planned for chaos and all classes have access to marks. space marine in power armor are extremely agile: is the entire point of space marine, the black carapace make them one with the power armor.