If the Dire Avengers had access to a Power Glaive I would be play the heck out of them, sadly the is both an Exarch weapon and post-launch :/ While they cannot give the Dire Avengers melee weapons or, well, anything but the Avenger Shuriken Catapult, I really hope they will have access to lower LP cost Standards. Anyway, the Devs said there would be a lot of modifications for the Avenger Shuriken Catapult, supposedly making it into a "Stalker Bolter-esq" weapon or making it better at fulfilling other niches. I wonder if the Dire Avenger Exarch will be allowed to Dual-Wield Shuriken Catapults, since this could end up being extraordinarily fun
My whole deal with the Eldar is that they play so differently from other races that we can't really put some percentages down and say "Eldar will suck cause not enough cap" Many Space Marines continue to this day to make the same argument with the MoN (not all but many), but the statistics show that both factions are at a reasonable point. Space Marines sometimes dominate, Chaos sometimes dominate, and sometimes it's equal. That is the perfect place to be.
Now you are getting it, its 75% not 25%, that's a large difference in numbers if you are looking to balance anything when designing eldar. I am arguing the fair playing field isn't just about capping classes, surely you don't mean to argue its the only point of balance worth addressing and further I don't know if DAs are going to be 15%, 25% or 50% of the eldar playerbase. So assuming to make 2 capping classes when you'll need 3 or even 4 (if you want all races to have even capping potential) is equally misguided. That's what I am saying specifically. That and if chaos loses its 2 class can cap advantage, there'll need more advantages to make them balanced, if marks can go to all classes great (which looks like it might be the goal) Also when anyone looks at why people play MoNs more, they should most definitely consider if its because they can cap, rather than their one on one ability. If JPA were capping i'd be playing them instead of the GA etc, when they do this it might well explain imbalances in the new eldar classes as they come out in terms of popularity.
It's 14%-25%* hypothetical vs 75% actual. That's atrocious. Well, Relic's SM had everyone able to cap points just by standing in the vicinity of it. What ended up happening was assault and Plasma/VL spam since Plasma annihilated anyone on the point and JPAs were the fastest moving and best capable at dancing around the plasma. I feel as though you are not alone in thinking JPAs would be good at capping points. This will be even more enticing when the Eldar are implemented and the SMs start to realize just how fast an Eldar force actually is when they're on Olipsis defending points and getting slaughtered at their spawn one beyond that of the current objective. Past experience in SM tells me that keeping a cap class on the ground with melee/ranged versatility relative to a tactical makes the most sense. The outliers, MoN, the Vengeance Launcher, Shotgun Melta, either aren't in the game or are being worked on. MoN isn't a support role (disruption) like a JPA is. It's not just 1v1 capable. It's a juggernaut with the resilience to take on an entire room full of enemies and win is made even more reliable with a purple ambilical cord support. What's more, having Warlocks being a cap class and the exception to the other factions makes sense. It's possible to see entire squads of Warlocks on their own, let alone leading every type of squad. From Dark Reapers to Baneshees to an entire army and even Wraithguard they are easily the most flexible unit that will be implemented by launch. Well settle to say that the initial polls for the Eldar population are sketchy. We truthfully can't even say just how many Eldar will be playing Regardless of their supposed popularity, it is safe to say that even with the exception of a second class it's not that big of a deal as long as the following is true: Equipping the cap object prevents a Warlock from equipping his direct heal ability. *I can't say for certain what an Offensive Warlock can do, but it's likely to be the Eldar version of a SM ground assault. Remeber that the Eldar hardly have anything that's 1 to 1 equivalent to SMs so it's difficult to make a direct comparison. Remember, light assaults like Baneshees and Raptors are for disruption, not point acquisition. For example, a Warlock might be completely unable to address vehicles, a DA can, or vs versa. Dire Avengers still count as one class even if they can be like a MoN and have a melee kit. If they have a melee kit the popularity of offensive Warlocks might fade.
Right now, Chaos may have 2 cappers, but this will unlikely be the case at launch, Brent's plan is still to merge the MoN with the normal Traitor class. And with the loadout layout in this new patch, this is likely true. Because as you can see, we can equip Marks for all the classes, not just Traitor.
So, what will I do when the devs make the decision to make Warlocks a capping class? I will be glad that the game has taken a step closer to being balanced. A team trying to rush a heal wave of Warlocks can be dealt with via AoE weaponry. While correct about the class stuff, if bE wants a proper Ork implementation then we should end up with something like Ork Boy as the basic capping class that starts with a Choppa, Slugga and Shoota. The player would then be able to earn the titles of Slugga/Shoota Boy by getting melee/ranged kills. This better exemplifies the Ork life-style of going out and growing based on what they do on the battlefield. Seeing bE announce the Jump and Ground Assault as separate Classes instead of as just the Assault Class makes me even more sad. They really do make me sad with the frequent bad decision they make for this game. The Traitor Assault is a Traitor Marine, which is able to naturally capture points, equipped with the MoN and melee weaponry. Still just 1 Chaos class able to capture, not 2. The only reason it currently appears to be a separate class is because bE has yet to turn the MoN into a piece of wargear. Because Exarchs can get Power weapons and Direswords, hopefully DAs will at least be able to get Chainswords. As for the Warlock, they should at the very least have a Chainsword if not a Power Sword, which should already make them potent in melee without removing their ability to heal. The sacrifice should be ranged capabilities, possessing only a Pistol. A class having healing capabilities should not have less effective weaponry than their allies as the healing abilities are merely an addition to their combat wargear, just as the other classes' extraneous wargear(I.E. grenades, ammo/med-pak) are additions to their basic wargear(I.E. Bolter, Bolt Pistol, Combat Knife). I know they should allow the Eldar Warlock, not "support classes" to cap because the Eldar need the additional capping capability to remain balanced with the other factions. If the Warlock class itself is balanced then we would see a balanced number of Warlock players. Dark Reapers are default/primary Anti-Infantry, not Tank. Dire Avengers for capping purposes and close/medium range AI fire-power. Can take AT grenades to help the Fire Dragons, whose Heavy Aspect Armor can allow them to survive in melee a bit longer and help the DAs there if/as necessary. Meanwhile, the DRs provide medium/long range AI fire-power. I used 16.7%(1/6th) because on the TT, with a hit, it has a 1/6 chance of auto-Wounding that target and ignoring its Armor Save due to AP. Instead of giving the weapon a chance to penetrate Armor I gave it flat penetration. Against a Tactical Marine, after the 36 Shuriken necessary to break the SM's Armor they would have lost 16 of their 40 HP, 10 of which they could recover by remaining out-of-combat for a while; otherwise, it would take 11 more Shuriken to Down the Marine for a 47 Shuriken TTK of 1.242-sec. Comparatively, a Bolter would have a 6 Bolt TTK of 1.25-sec vs a Dire Avenger. As far as cover, if it did it would be only thin cover, so things like walls/crates could not be shot through. The pen damage would of course be low so as to prevent it from becoming a/the primary means of Eldar victory against enemies on maps with lots of thin cover. I have a feeling there is a massive amount that Brent does not know of the WH40K universe, which is part of the reason the game is in the sad state it is. Yet they'll cry harder the moment you tell them to quit crying about something that isn't broken/OP and git gud. He makes me want to face-palm so hard, especially considering the fact that Dire Avengers and Fire Dragons are two completely separate Aspects that should be two completely separate Classes in EC. It further makes little sense to have two classes that are close/medium ranged by default as your cappers, rather than having a default ranged(DA) and melee(Warlock) capper. Hopefully bE does the better thing and has C/SM/Orks, which all have 4 Basic Classes with just 1 Class able to cap, while the Eldar with their 7 BCs are given 2 cap Classes, while not allowing any other Classes to cap even with a Perk/Wargear. Spot on with Warlocks leading and guiding Eldar in battle. The current implementation of most of the game makes me worry it'll become some moba/team-gimmick-based game with WH40K skins rather than a proper WH40K team-based game. For starters, the low Armor value and high HP value is artificially forcing the supports into a supportive role by making their most effective tactic; heal ally so they can kill everyone for you. It should be, help allies kill enemies and heal allies that have gone Down/Critical or just whenever necessary, which can be achieve by raising Armor and lowering HP to the appropriate levels. Bladestorm is not a fire rate increase. It is a percentage chance to completely bypass your targets Armor Save and deal an automatic Wound to them. When translated from turn-based to real-time, converting that percentage chance to bypass Armor into percentage Armor Penetration is proper and fitting. All players should be able to regenerate a small portion of their HP by remaining out-of-combat for a while, a bit longer than it would take for their Armor to start recharging. Therefore, if a player had their Armor recharge but got hit by a Shuriken before their HP started to regen they would then take some HP damage and their regen would be further delayed. Those percentages do mean something because they are a factual part of the Eldar's main purpose. Being specialized means if they don't have a balanced mix of classes they then have gaps in their capabilities. If you give Warlocks the ability to capture the only thing it does is help balance the Eldar against C/SM/Orks by picking up the slack left by the lower number of DAs compared to Tacticals/Traitors/Slugga Boys. Dire Avengers have better ranged weaponry and other offensive Wargear the Warlock does not, but right now you are picturing the completely wrong thing. Even Apo Narth should not completely heal upon application, it should instead heal a portion of HP and leave a heal-over-time that takes care of the rest. If you drop Eldar to 6 classes with only 1 capper you then drop them to a 16.7% cap potential, 8.3 less than the other 3 faction's 25, rather than using 7 Classes with 2 cappers for a 28.5% cap pot., 3.5 higher than the others but much closer in terms of balance. Capping points is not the only thing a Dire Avenger can do. That's an incredibly short-sighted and narrow-minded point-of-view. They are real fact factually gained through factual use of actual numbers. I am sorry if math proves you wrong but it doesn't make the math wrong. It still just proves you wrong. "Because it needs to be balanced" is the answer we're giving, not "be more distributed". There is just the simple matter of the fact that there needs to be more distribution in order to be balanced. My whole deal is that you can put down percentages and say things as those percentages are based on other existing information and evidence. Perfect point with the MoN but really skewed(AKA wrong) interpretation of the statistics that showed overall Chaos wins more than SMs. Chaos also has more cappers than SMs. I wonder how victory percentages would turn out if they took the CSM MoN's cap ability and gave it to the SM Shieldbro. Actually, it's simply that you failed to get the point he was making. The only reason CSM has such a high cap percentage is because they have multiple capping classes when they should only have 1. They have two because bE doesn't know how to combine Jump/Shield Assault into a single class(here's a hint, make the Shield/Jump Pack Wargear you equip that changes your default wargear automatically when you switch between them) and they wanted to test their poor MoN implementation so badly they just made it a 'bonus' class instead of first making it an equipable item. Of course that is not his or anyone's argument. The argument we're making is that intelligent people realize it is at least part of the equation. We do assume 2 because we're assuming the proper game, not the wrong and skewed results we're getting from the poor implementation of most everything in the game we have. If Chaos is brought down to the proper 4 Basic Classes with just 1 capper, exactly like SM and Orks should be, that would make them balanced instead of being OP, thus meaning they'd need nothing to make up for losing what was originally an unfair advantage. Regardless of why people are picking the MoN, because it adds to the percentage of players on the team that are able to capture points it increases the likelihood of Chaos capturing points vs their enemies.
To my knowledge Warlocks dont have access to chainsabres. In fact only Striking Scorpions do. Warlocks get Witchblades however. Witchblades are essentially more graceful and reliable power swords. Not quite force sword powerful, but close. Witchblades will probably do % damage, making them equally effective at killing MoN, Carnifexs and Tacticals.
Witchblade is a force weapon. Anyway force weapons are for to enhance and unleash the latent psychic power of the wielder, meaning more powerful the users are more force it can punch out. Realy curious how the devs going to make it work.
I wonder if they will actually allow non-basic Psykers to deal more damage with Force Weapons, since they should do so according to the lore, but it could cause balancing problems.