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Game Design Update - August 12, 2016

Discussion in 'General Discussion' started by BrentEllison, Aug 12, 2016.

  1. Oooooooh yeahhhhh!!!! :)
  2. IdranelLives IdranelLives Well-Known Member

    Also Stagger on getting slammed by an assault class seems like the most utterly unneeded bonus ever.
  3. IoWhite IoWhite Well-Known Member

    Some feedback:
    1) Nerf to all heavy weaponry - now it's killing machine with TTK even faster than any standart shooter.
    2) Up the shootaz - now all shootaz lose every other equivalent in term of damage, firerate and accuracy.
    3) Nerf the Eldar - now they have good amount of weapons, I would say the mightest arsenal with so high running speed and drawback on some classes for -20 toughness isn't fair.
    4) Annoying bolter audio bug still happens. In match with Eldar.
    5) I don't hear any hitting sounds, even clang's ones and in general melee system seems broken.
    Xeltan and Draugr_BearBlood like this.
  4. Deathmaw Deathmaw Subordinate

    Nnnerf the Eldar? Are you serious? I want to play the Eldar that you think are Overpowered, they sound great.
    Iyan and Madgenius4 like this.
  5. Brent Ellison BrentEllison Former Lead Game Designer

    Updated with something that I thought was there but somehow it was missing from the original post:

    * There is an issue where Shootas (and possibly Painboyz) have their D-bash interrupted by strong melee weapons. THIS IS A BUG that will be hotfixed. In fact, we will be experimenting with having the spike knuckles have sword-tier force so you will need an axe or greater to beat them in clangs (they will still do knife-level damage though).
  6. I agree :)
  7. Brent Ellison BrentEllison Former Lead Game Designer

    Yes, the modding issue is the main reason why we would add more powers. The easiest thing to do balance-wise is to introduce powers that are only a little different from each other of course (similar to the weapon bases and mods). I definitely want to intro the new Apo/Painboy mechanics first though.

    In fact, I've secretly been holding off on showing the last chaos power because it's a little TOO shiny...
    rhoomba and ArtemK like this.
  8. Potentially too great, need to play more before being 100% sure but the eldar seem to be over performing, as they do not seem to be significantly weaker than the other races to justify there strengths

    Iam even starting to suspect that the eldar may take more hits to kill than orcs or there might be something wrong with hit detection.
  9. Angelcy Angelcy Preacher

    You have to be kidding right?! Swooping hawks drop like flies and the damage output of the eldar is not even close to the rest! We don't even have a variety of weapon choices and so forth..!
  10. DjemoSRB Djemo-SRB Preacher

    I know its talking about post launch (specifically the two handed update), but the Force Stave can potentially bring allot of flavor to the mix. For example, how i envision it working is, the Force Staff will have a fast attack and no strong attack. Instead if you press the strong attack prompt when you are using a Force Staff you will start charging up a unique spell (unique based on what God Mark you have, or Undivided) that you can fire off from the staff. That way you have a unique ranged focused build for the class, while the melee builds would orient around the sword and the axe. Matter of fact, toying with repurposing the strong attack for the Sorcerer into a spell of its own (even with sword/axe, making them into nova spells instead of strong attacks) could potentially be a good substitute for the lack of a third slot to equip spell into. So then you would have a heal, an offensive power and another power that you would fire off from the staff (which bends to your Mark or lack of thereof).
    Xeltan likes this.

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