@BrentEllison just tossing around an idea. I see a lot of balance complaints after every patch. I think one thing that could potentially help is if each weapon had its own damage type on the backend based on the design intentions of what builds should counter other builds. This would allow you to increase damage on classes and builds that the weapons were designed to counter. I'm sure that it's possible to balance everything the way that you are going about it now, but I wanted to offer a suggestion. An example where this would be helpful: storm bolter vs melee targets. I just saw a complaint about it not being a valid counter to melee targets now (along with the meltagun, but I think melee should trump meltagun personally). If the storm bolter had a damage increase to melee targets rather than increasing its damage as a whole, you wouldn't have to worry about the storm bolter suddenly becoming OP against everything again. I think this approach would also encourage the horizontal progression/character build idea. And I think if the system worked that way, it would encourage more in depth team builds rather than everyone using whatever feels OP at the moment. (Perfect balance any other way would also achieve this) I don't know if storm bolter is under powered right now, it is mainly a hypothetical example. I think right now the intention is to balance all of that with making different combinations of weapons/mods/whatever be chosen more often based on the differing costs for each class. I think that would be difficult to achieve because of how many items and mods will eventually be added. I think a basic bonus against certain class/builds similar to pokemon would make it a little easier as a whole in that regardless of damage/accuracy/toughness/whatever changes, the bonus on the class/build targets would in theory always make a weapon *more* useful against their intended targets.
Awesome, glad you like the suggestion, hoping mitigation creeps its way into the Nurgle heal as a mechanic. Yay! Well a few jump out as the worst offenders: 1) The Stream of Corruption takes almost 90% of the WC pool to kill a single enemy (then again i did these tests during that one FA server test, will need to test more). Id hope that a DoT type spell would eat less WC cause its so gradually applied, or at least that our WC regen is faster. 2) Nurgle heal and healing 1 guy, takes tons more then it should imo. Perhaps it would need to be tuned in such a way that it drains a certain amount per ally affected, that way you arent draining WC for one guy like you are healing 5, but still it drains faster if you are actually healing 5 guys. 3) Flickering Fire eats your WC pool like nobodies busyness, but i think you previously said in the thread its getting a retuning
That was before your answers thanks for them! Alright, if the difference is supposed to lie in RoF, wouldn't shuriken cannon need to have more ammo by default? RoF difference is hard to notice between the two at the moment and what is noticeable is that I need a lot of ammo for one target compared to same situation with HB, so even if the numbers check out, same ammo poll gives the feeling of inferiority and if its just same ammo for lower damage/same rof, well, that there would be the inferior part then as you'd have much less fire sustain.
Because you're Eldar and have no answer to that? Though, I'd rather see things like 400-600 LP cost for powerfist/plasmagun then nerfing them. These weapons should be commitment, not standard.
Wouldn't it make sense for the Chaos heals to be powerful but have downsides? For example, the Nurgle AOE heal could slow people down, counterbalancing it's effectiveness. Would be very chaosy.
I'm not going to put my head on stake for this, but I wouldn't be surprised if you have certain god heal, you'd HAVE to have the mark on yourself. So no Tzeentch heals with MoN for example.
That would be one thing though what I mean is to have an effect that affects the target of the heal. Heal+debuff, in the end you're getting healed thanks to the fickle Chaos gods which usually means downsides...
You know, when Patch 20 came out, as a Bolter Tac user, I was kind of worried. After seeing posts from you and Michael, I can see you guys are right on point and going in the correct direction balance-wise (at least in my opinion). Thanks for all the feedback, and tell michael too if you see him please.
Can anyone confirm if the iframes on the roll have been reduced this patch? I notice with the soft lock now enabled, light melee attacks that hit the air of my roll tend to connect fully (and remove my shield entirely in a fight). It's hurting your ability to juke heavy attacks, especially since the soft lock now auto-targets them for you along with being able to change direction of heavy attacks on the fly. I tend to get good ping (20ms or so), but I realize latency comes into play. Anyone else experiencing this?