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Eldar Balance Thread

Discussion in 'Eldar' started by Aringhe, Sep 23, 2016.

  1. James Aringhe Ordinate

    We're getting a lot of salt from the other factions (mainly LSM tears and CSM trying to make everyone else forget about them), so I figured I would make a thread highlighting all the things I dislike about Eldar right now. This isn't necessarily a nerf thread. I'm more interested in the things that legitimately make no sense for the faction, or inhibit classes to work the way as they are intended.

    The general idea here is to name a class and say something you would change about it, either buffing, nerfing, or adding/removing features. Keep it realistic, and I'll throw it on main post.

    I'll start with my three preferred classes, Dire Avenger, Dark Reaper, and Swooping Hawk


    Dire Avenger:

    • Add a function that lets Dire Avengers combat melee.
    Something like increased rolling speed/distance, but keep the delay after the roll where they can't fire. (Could use some suggestions on this one. Trying to increase survivability against melee, not make Dire Avenger immune to melee)​
    • Reduce the bloom reset delay on the Shuriken Catapult (ACS only)
    The weapon itself isn't bad, but it's grossly outdamaged by the Bolter at distance. I want something that allows Dire Avengers to be used in mid range, not isolating them at close range for every single weapon.​
    • Reduce the Toughness gain from the Advanced Armor
    Either straight up lower it to 100, or lower it to 80 but increase the Armor gain by 30. 80 pen weapons should be primarily effective against Dire Avengers, but they currently are reduced by 13% against us.
    Dark Reaper:

    • Decrease the damage up close on the long-range weapons, but increase the damage from a distance (IE they deal less damage at <30m but damage is increased at 50, 100, 150, incrementally).
    Dark Reapers are extreme ranged experts. But they, currently, aren't really rewarded for being at extreme range.​
    • Add a mod that allows more specialization for Dark Reapers' weapons.
    Something like Tempest Launcher firing incendiary plasma, which will deal minimal damage and instead apply a burning effect.
    • Increase the mortar distance on the Tempest Launcher
    There's no reason that the Plasma Cannon should be out ranging the Tempest Launcher as much as it does. It needs a desperate range buff, either through a mod or a straight up buff.
    Swooping Hawk:

    • Remove the knife.
    There's no reason that a unit with that much escape potential, which is designed for range, to need it. (Taking it out until we can hammer down a generally accepted solution to the SH melee issue)
    • Add something like a mini-Lascannon
    I had a thought about a weapon that could charge up and fire, the same as the Lascannon. Of course, it shouldn't kill things immediately, but I think giving it 100 pen and making it so it deals 165 or so damage with 100 pen seems reasonable (so you could deal 330 damage and autokill people with headshots if they have <=100 Toughness.​
    • When shot down, fuel is completely depleted and only regenerates once hitting the ground
    The Swooping Hawk should be vulnerable when shot down. There needs to be a bit of counter play added to the enemies trying to hit the Swooping Hawk. Currently, most SH players will always have one fuel on reserve, so they can get that boost off of walls or get back in the air if shot down. With them losing all of the fuel if they're shot down, it would provide incentive to add fuel regen. (compliments for Demitri Dominov)
    Warlock:

    Howling Banshee:

    Fire Dragon:

    Falcon Grav Tank:

    • Ability to fire both Scatterlaser and Brightlance at the same time, or allow them to fire independently (Compliments for Eldritch)
    General Eldar:
    Currently, you can backstab with just about every weapon and gain bonus damage from the power attack (light attacks don't). It gives extremely mobile classes an unnecessary melee advantage.​
  2. Nobb of Waaagh Nobb_of_Waaagh Well-Known Member

    This may not be an issue now as orks seem to be be king of the hill.
  3. James Aringhe Ordinate

    First of all, this thread isn't a nerf Eldar thread

    Second, just because Orks are in a good spot right now, doesn't mean that nothing can be done to Eldar in terms of changing how classes perform to improve the general state of Eldar.
  4. Ouroboros Wyrmsbane Arkhona Vanguard

    The dark reapers with the shuriken cannon, that needs a close range damage buff as in a straight up fight running into another support type they will loose every time to a heavy bolter, big shoota or loota. The reaper launcher needs its mechanics completely reworked, remove blast for the standard shot, more accuracy, higher rate of fire, these are supposed to be armour piercing micro-missiles much like bolter rounds but allot more advanced. The tempest launcher I am actually OK with as it is in general much more mobile than a plasma cannon.

    Hawks get the knife because it is in their equipment on the tabletop, PLEASE don't encourage them to start moving further from tabletop, they have already done it making rhinos practically immune to shuriken cannon fire which should shred them. They aren't heavy weapons users so no lascannon please and we will get our snipers when the rangers come in whom will be cloaking like the scorpions no doubt. If anything return damage to the hawks haywire grenades since we aren't swimming in power fist equivalents like other factions, we will get precicsely one and thats the scorpions claw.
    Durash and Sily like this.
  5. Yeah no. Shuriken cannon is still numerically superior to the HB in recoil, heat, ammo cap and they still have the same range. The damage difference between the two (380/279.1 vs the HB's 380/279.2 at 12.5 to 100m respectively) is miniscule. If you're getting smoked by HB's when you're using a shuriken cannon, it's because they shot first.

    The loota has even worse damage 377.77 > 277.55, the same range, worse heat, same spread, worse recoil than the ShurCann.
    Aringhe likes this.
  6. James Aringhe Ordinate

    In TT and lore, Dark Reapers are extreme range masters. In the game, they're essentially AoE/heavy support masters. A similar function to Devastator, but more mobile. The Tempest Launcher fulfills that niche perfectly right now, but it severely lacks in the range department. The Shuriken Cannon is also fine, as it is a slightly (and I do mean very slightly) weaker version of the Heavy Bolter, while having more ammo before the overheat, which allows it to apply more suppression, easier.

    The Reaper Launcher is extremely good right now. It is, by far, the most effective Dark Reaper weapon. Maybe some tweaking of the Starshot would be needed to make it better for guided fire, but the weapon itself is very good at range. The issue I have is that the Starswarm is essentially a mini nuke up close. The damage itself is fine when it's used at range, but two shots to kill the Assault charging you, which you can charge in <.5 second, is a problem. Dark Reapers should be significantly weaker up close, but they're doing phenomenal up close as well as from range, which is an issue.

    The question of whether the game should mirror TT is problematic. On one hand, inspiration from TT should be taken to translate things into a third-person shooter, but it can't mirror it completely without many problems coming from that. An example would be melee in general. In TT, when the enemy engages on the Swooping Hawks in melee, they're going to take some melee damage and maybe lose a couple models. Here, however, they can just fly away before they lose much or any HP. They can then get across the entire map in seconds to resupply and heal. It doesn't translate equally from TT to third-person shooter.

    The reason that Swooping Hawks, in my opinion, shouldn't have a melee weapon, is that they're essentially given two main functions, ranged harassment and high burst damage from medium range. When you try to apply that concept here, you can get things like Haywire Grenades and the Sunrifle, which provide excellent harrying abilities for the class, while also having the Hawk's Talon and Hunter's Grace, which do high concentrated bursts of damage. When you use the knife, though, you're more than capable of whipping out an entire back line of Devastators extremely fast. When push comes to shove and their bodyguard decides to try and attack you, you can just fly away. This is an issue for balance.
    JuanValjuan1066 likes this.
  7. Illuminatus Dominus_Galaxia Arkhona Vanguard

    I feel many problems regarding the Eldar would be resolved when the Space Marines and Orks see a base health and armor boost. Of the four factions in game, Eldar are without question the least physically powerful. This is supposed to be made up for by their speed and specialized units. Eldar with the same base stats as Space Marines makes no sense from a lore or gameplay perspective, and with their superior speed gives them an undeniable advantage.

    Beyond that, whatever is causing Eldar units to recover instantaneously after getting hit with dbash needs to be fixed, because it makes countering them in melee nearly impossible. Before the anti-nerf brigade even start, yes dbash works normally on every other faction. I think it should also be noted that the Eldar's faster dbash animation makes fighting even dire avengers a chore as an actual melee class due to their ability to stun lock and run out of melee range. Eldar melee classes on the other hand only need to get one successful bash in to guarantee a kill, if they didn't get a one hit kill with their first strike that is.
  8. Ouroboros Wyrmsbane Arkhona Vanguard

    Not true, space marines really take a killin' if you're anything but a striking scorpion attacking from stealth to the back, I generally accept that playing a dire avenger I need to empty the clip to put a marine down, eldar do need some 'canon' remaining in them and not just glass. A power maul or power axe are the ways to deal with eldar melee or if one can master it a power fist will one shot any eldar as it should. It should be kept in mind eldar also make up for physical weakness (compared to the T4 races) with inhuman amounts of skill that can regularly surpass a space marine for an aspect warrior, if just in that aspects chosen form of warfare, if a banshee asks 'does it blend' when it applies to space marines? yes, yes it does blend, just as scorpions should be the favoured elf to tear orks a new one.
    Brujah and Sily like this.
  9. Tarot NeonWeaver Steam Early Access

    Not only eldars, Marines too. I can't connect a stun + fast strike many times (with a dagger), and it's impossible for me to defeat a wolf priest. They always strike faster that my recovery and can't be stunned enough for a second hit.
    So, maybe it's the stun system what needs to be fixed a bit.
    Iyan, Durash and Sily like this.
  10. nymus nymus Arkhona Vanguard

    Warlock: Please increase the time it takes for a power attack to charge. Right now they can dominate in melee by spamming power attacks.

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