Few things i wanna comment on Brent: 1) Nurgle heal: We chatted a bit during that one FA test, just wanted to clarify my stance on it. From the Chaos heals, the Nurgle heal is generally the most dangerous to use, cause you are not only in the thick of it but also clumped with your allies, being a signal beacon for AoE. One would perhaps say that its perk is the AoE, but to be honest i think the Slaanesh heal is a better AoE then the Nurgle one because: a) Its tether between targets range is enough to heal the same amount of targets as the Nurgle heal. b) It can be cast form a comfortable, and more importantly quite safer, range then the Nurgle heal. On top of that it also debuffs enemies. So since both the Tzeentch heal and the Slaanesh heal have a "bonus sideffect" it would just be normal that the most dangerous of heals to use (Nurgle heal) should have one as well. I was thinking of it potentially giving a certain damage resistance to allies affected while you channel it, i think that fits well with the whole durability theme behind Nurgle. Not as powerful a damage reduction as the Warlocks Protect power (because the Nurgle heal also, well, heals) but some damage reduction for sure. Either that or taking the HoT from the Tzeentch power, but id rather see damage reduction. 2) 1 sec freeze between casts: This still seems to be a thing with psychic powers, each time you cast them, stop and then try to cast again it wont start the spell immediately, but a small 1 second of you just extending your hand and it doing nothing will happen. It appears like theres an internal cooldown on the psychic powers, which combines horribly with the next gripe. 3) Psychic powers targeting: Is there any work being done to make actually targeting your enemies/allies with the psychic powers more natural and easy? Cause combined with the "1 second cooldown" between casts it makes it quite a chore to actually target powers on enemies and allies alike. I cant number the amount of times i tried healing an ally and started healing myself. Cause the moment i press the spell the power doesent respond (the 1 second cooldown before it starts) and by the time it responds the ally is out of the crosshair, so i start healing myself, frustrating as hell.... 4) Not a comment but more a question. Now that we have more powers added are you giving it a thought to try and test out giving the Warlock and the Sorcerer another psychic power slot? To make it 1 slot tied to healing and two tied to any other power to pick from? If for nothing more but to test it. In turn ofc, the Apothecary would get another vial slot to even things out. 5) Im assuming the "cast costs" for psychic powers are gonna get a re-tuning, cause you are eating through that Warp Charge pool too fast as is it now imo. But im digging the whole smaller pool/regeneration design decision allot more then the previous version, so big thumbs up on that.
I've also noticed a lack of consistent melee hit feedback. As in, I feather my jets and swing around behind a guy, go to town on him with my melee weapon, and there's no auditory or visual feedback to indicate that I'm doing any damage. Next thing I know, the guy's down.
We're testing what it's like without it. At the very least we might make it an option. Great, I was hoping for feedback on these, thanks! * Lash of Slaanesh I think the biggest problem is its charge time, which makes it difficult to kill anyone with but also easy to screw up. We might reduce that. * Flickering Fire could easily take less warp charge per shot. * Destructor's warmup time is a leftover from another weapon, I'll reduce that. * I feel the same way about Protect. Hmmm, suppression doesn't seem too bad on my end but if you get hit there's a fair amount of kick. Is there a video? Agreed.
Veterans will be the ones who can afford "everything". We're going to rebalance the loadout points across the board, with the intention that Ground/Traitor Assault can afford more wargear alongside the best weapons, while Jump characters who want to take the best weapons basically can't do anything else. Basically, expect the loadout points to completely change as soon as Michael can get a break from weapon damage/accuracy/spread balancing. Note that there are also very few weapon mods now, and that's going to be a big points draw when speccing towards lethality.
I'm sorry but having played from the first wave access I have never enjoyed matches less than tonight. I like to play a tactical or apoc with a bolter and there is absolutely no point at the moment. I enjoyed the alpha 100 times more at the start than I do now even if you get the drop on one of the numerous melee opponents they just shrug off your attacks and your dead in seconds. With 7 Raptors on CSM side, working in packs (which is fair enough) you are simply fodder. please make the bolter useful again
So the AoE heals have a lower rate than the single-target ones. In the case of the Nurgle heal it's a bit slower since you have to get quite close to heal, and for the Renewer the primary target actually heals at a different rate than the secondary ones, where the secondary targets heal MUCH slower. The tooltips will help on this and the in-game feedback could certainly be clearer of course. Since you don't get insta-rezzed by these powers, slower healing = a slower rez so it's potentially a very different situation. However, I'm happy to observe and see if it becomes a problem. These are very new mechanics in the game so they need testing and iteration.