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Let's talk about EHP values...

Discussion in 'General Discussion' started by Iratus, Mar 14, 2017.

  1. Mkoll Oan-Mkoll Steam Early Access

    Good idea, delete every diversity this game has... and why the fuck would an ork be as tanky as an eldar? So we normalize spread now too? So orks can snipe people?
    ProteusVM likes this.
  2. Fistikuffz da Harassa Lawro Well-Known Member

    @Brujah those numbers are pretty neat, the basic idea of closing min-max values together is good but don't you think that maybe melee classes should get 10-20% more EHP on top of this (through base stats or cheaper survivability gear)? The discrepancy in the ability to deal damage between ranged and melee is so large that I think melee would need more base EHP to compensate. And whether we like it or not, moba-like balancing melee to fill a tank niche is required.

    Also, ttks look great like this but then headshots get involved and... *splat* there go EHP vs damage calculations. Especially when comparing aforementioned ranged-melee dichotomy, melees can't increase their damage output on aware targets but can only backstab. So in the spirit of reducing min-max value ranges, I would propose that headshots give a 50% more dmg modifier instead of 100% (25 instead of 50 for Orks). We can't properly balance stuff if factors vary in such a huge value range.
    Brujah likes this.
  3. Iratus Iratus Prefectus

    @Brujah My issue there is you can't really train yourself to be 'more healthy' than another person, but you can bulk yourself up with better equipment.

    At the end of the day it doesn't matter how durable you make your body, a bolter to the chest is gonna kill you just as well as any other mook.
  4. Thuldarn Gaan_Cathal Well-Known Member

    Headshots don't mess with TTK values (asides from Ork resistance), since both parties are able to headshot and it scales both parties' damage the same amount. Thus, equal TTKs remain equal irrespective of the parties' EHP or DPS.

    Melee it definitely buggers, but backstabs certainly aren't only usable against aware enemies - although manouvering for them could be a larger part of the melee game, certainly.
  5. Iratus Iratus Prefectus

    There's an argument to be made, but I just tried to keep it inline with what we currently have for options and wargear.

    Devs get a stupid amount of bonus HP/Toughness wargear.
  6. Shiani Brujah Preacher

    More healthy, perhaps not. More resilient? Definitely.

    I don't disagree with you, but I have other reasons for wanting it split this way.

    My reasoning is as follows: Armour is the more useful stat, so by making it pretty consistent (there are only two different values, you'll notice) it's much easier to balance. Right now we've got random values all over the place. Once you factor in Armour Regen/Regen Delay Wargear for each class, the idea that you can strike any sort of meaningful balance within all that is absurd. There's far too much going on. This simplifies the armour values as much as possible whilst also being fairly true to the lore (Eldar armour comes in two strengths; Space Marines of both varieties have a consistent armour level; Orks have less armour). It's not an exact TT conversion of course, but it's a closer approximation than what we have right now.

    We've already normalised Toughness, so with my statistics, you can virtually ignore Armour as a stat too and concentrate on Health for balance.
    The only thing you need to consider with the Armour is 'High or Low'. Nice and simple.

    The ground melee classes are already getting a pretty hefty health bonus in my numbers. Do you mean on top of what they are already receiving?
    As to your second point, I would agree with that. 100% is too much.
  7. ItsGary Recruit

    You seem to just be picking arbitary numbers out without any sort of reasoning other then "in the lore they have this so lets give them 50 less of this"

    There is more to the game then what is represented in other 40k games. Spacemarines are not capable of killing 100's of orks and shrugging of the return fire.

    Eldar are not super sneaky tacticians they are simply faster and harder to hit.

    EHP is pretty irrelevant unless you are caught in a 1v1 with no cover and left to just shoot each other. If I am in cover it makes no difference if I have 25 less armor then the other guy since I can hide till it regens and then return fire.

    TTK could do with being increased across the board and thats it, Dire Avengers whilst having the sam EHP as other Eldar units are the only units on a small agile frame capable of taking and contesting objectives, You do not needa high EHP to take a point and so the fact they can take points is irrelevant.

    Eldar in general are much more specialized into roles and these roles excel when played properly and matched with the correct playstyle.
  8. Iratus Iratus Prefectus

    Well if you bothered reading the post, you'll see that I'm not picking arbitrary values; I'm basing off a 300 EHP baseline and moving up or down for HP consistent with what we have: durable heavy weapons and ground assault classes, mid-tier ranged classes, squishy support/air classes.

    That's not the point. The point is their main gunline unit and only capture class is as durable as their backline support unit. That's not consistent with their role. I've said in previous threads that I think that all factions and classes should have a single baseline EHP and let the class loadout dictate how that goes up or down, with likewise access to all class options (so we can have a fully customized loadout rather than arbitrary slots with wonky inconsistent LP costs).

    That's how they function in the tabletop, so I don't know why you're talking down the source material, then praising it. Mixed messages bro.

    If you split EHP more into Armor that's actually what I would prefer, but I'd have to disagree to the argument that you can train your body to withstand bullets better than someone else, or even survive them better. HP should not change. That's just how it is. In the fluff and the tabletop there are no differences between any of the Marine variants that would cause them to be more or less durable than their brothers - Only wargear dictates a difference.
  9. Shiani Brujah Preacher

    Clearly there are.

    Commander Dante: W4
    Regular Blood Angel: W1
  10. Iratus Iratus Prefectus

    That's a poor argument considering we're not talking about special characters. None of the playable units deployed to Arkhona are anything better than a single-wound model, with special reservations made for Orks.

    Blood Angels are a different beast entirely, as it were, thanks to all their wonky FNP rules and rolls. By comparison I could argue that Smashfucker Prime is better than Dante while still just being a generic unit (who happens to carry a Land Raider's point cost).

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