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Nerf predictions? Or what teh hell

Discussion in 'Eldar' started by Faeruin, Apr 21, 2017.

  1. Razmirth Sneaky-krumpin Subordinate

    Think I've seen this suggestion before, but they could always fix eldar lawn mowing by putting guys into a downed state instead of outright killing them.

    I don't know why else they'd wanna nerf eldar more. Personally I don't see the issues...eldar suck in the hands of people who don't think strategically and work as a team, more so than any other faction. With other factions you can show up to play and just goof around and still win. Anyone who whines about eldar being too OP now need to, unfortunately, play better. Heck anyone who screams nerf eldar should go through the pains of getting an eldar character to rank 6....enjoy the mandatory/minimum 5000 deaths along the way.

    More nerfs to eldar at this point is literally kicking a cripple while he's down.
  2. Judasilfarion Silfarion Drill Abbott

    They were decreasing the strafe speed/acceleration of grav vehicles
  3. Thana Thana Curator

  4. CLINCLIN CLINCLIN New Member

    I play Ork , Eldar ,Chaos and SM in that order. Dok , lock , Sorc and APP. I dont see much problem with any race except SM. My only problem with SM is the Combat knife and mandatory pistol. Those should be optional.
  5. Xio Valency Xi0 Preacher

    Pretty sure pistols are a marine staple and mandatory, its in the codex after all plus the knife is free anyway
  6. Safreadis Safreadis Arkhona Vanguard

    Instead of upping Heat damage on vehicles (that would fuck up half the balancing system between heat, vehicles and Orks), just remove Melta Bundle and give the Melta Bomb a 90% increase in damage, so that it deals 7200 Damage to vehicles, proportionnally the same a Marine Melta bomb deals to an Eldar vehicle.
    -> Same TTK against vehicles when facing Eldar.

    Now that would give FDs a 200 spare LP to spend... so should we increase the improved meltabomb cost? Uh, no. Simply because any other faction Tactical AV guy have these 200 spare LP to spend on survivability or utility. Why wouldn't Fire Dragons get that?

    Thanks to the Fuegan's Resolve you could now choose to go ATTACK dragon with 1 MB and the FR, but be squishy, or go for survivability and toughness, or go for more jukeing and more evasive power, or pore flat armour.... and so on.
    Ashgarm and Dragonkindred like this.
  7. You....you want to make Eldar Meltabombs do 7200 damage for .5 seconds of work?

    No..no I think making Fusions/Meltas do more damage ONLY to vehicles and leave current Infantry damage alone and lowering Meltabomb damage across the board is the way to go.

    They can also freely boost or decrease Vehicle HP at the drop of a hat if things start dying too fast, easiest tweak to make is an HP number.
  8. Xio Valency Xi0 Preacher

    Rather make it a separate bomb that takes bundles place in the advancment tree, Fuegans should only be usable with normal melta bomb not improved simply because I don't want Fuegans nerfed as its the only fun weapon the faction has currently, take current Fuegans away and the faction becomes even less fun for me, I can only prod people with a crone blade for so long after all
  9. Paeyvn Paeyvn Well-Known Member

    My predictions:

    - Grav vehicles were roadkilling too effectively as they were too nimble, so to compensate, grav vehicles now have heavy intertia as a flying tank would have, limiting maneuvers. Also, because there is only very limited friction with air, grav vehicles now handle like trukks as they attempt to turn/stop/strafe/anything. Grav vehicle health has also been reduced from 60% of the health of other factions to 30%. We feel this will bring these vehicles in line and end everyone's woes in dealing with them.

    - Fire Dragons were too effective at AV with the melta bundle. It has been removed. In compensation, the cost of a single melta bomb has doubled so your AV bomb costs do not change. You can keep your same loadouts just with half the bomb!

    - It has come to our attention that the Shuriken Pistol and Shuriken Catapult are not doing the same damage per Shuriken like the other faction pistols. We have addressed this issue by setting the damage per Shuriken of the Catapult to be 16, to match the new value of the Shuriken Pistol. This also puts Shuriken Catapults at the same DPS of a Boltgun, to balance the factions with one another. We don't know what we were thinking having one faction's gun do 25% more DPS, we are sorry this oversight has existed as long as it has. The Shuriken Cannon at least was the same DPS as a Heavy Bolter, those numbers are fine.

    - All Shuriken weapons can now crit, to properly represent Bladestorm. Every Shuriken fired has a 1/6 chance to do critical damage and add 1 damage to the normal amount inflicted.

    - Banshee's scream has had its cooldown increased. Instead of being useable approximately every 15-20 seconds. It is now useable once per hour. This cooldown carries over between games. @Asheru this one is for you. We wanted you to not have to use a broken class, no longer are you required to gimp yourself with a challenge token to be fair. Cursed Banshees OP and all that.

    - Striking Scorpion stealth has long been a contentious debate and we have heard people's plea that it be a little less difficult to figure out that they're there. As a result, the chainsaw sound from the youtube link below this entry will play on repeat within 50 meters of a Scorpion. We have also slightly increased the range at which a Scorpion is detected when looking in their direction from a few degrees around the crosshair to 45 degrees from the crosshair. Also when you see a half stealthed Scorpion the reveal is no longer a slight lessening of the camouflage, but instead the Emperor's Light shines down upon them, revealing the foul Xenos in a bright beacon of divine fury.



    - Swooping Hawks have been determined to be too powerful. Their Sun Rifles especially were killing the game with both their suppression and oppressive DPS. As a result the blind effect has been removed, and the suppression only adds one degree of fire cone to targets affected by it. The damage has also been lowered by 90%. All other Hawk weapons have had damage lowered by only 50%. Grenades now cost double their previous cost, as you get 10 of them. Hawks have had their knife removed. Smart weapons now do 300% damage against Hawks as well to show the powerful Machine Spirit's ability to find weak points.

    - The Reaper Launcher has had the damage on Starswarm reduced from 80 per missile to 50 per missile. The Triparte Launcher has had its damage per missile lowered to be on par with the regular launcher as well at 50 per missile. These weapons are also described as "inescapably accurate" and it makes no sense for a marksman's weapon to have splash damage, so all splash has been removed. The Starshot mode has had its damage lowered from 2000 per missile to 300 to prevent instantly ragdolling targets and the travel speed of the projectile has been reduced to 1/3 of previous to allow targets a chance to evade it.

    - Shrieker Ammo has now been added for the Shuriken Cannon! This round applies poison ailment to the target on hit at a whopping 5 ailment per round! To represent the Shrieker Ammo properly, the firer suffers no speed penalty when moving, no accuracy penalty when moving, and has a max ammo supply of 1. You must reload at a supply crate to replenish this ammo after you shoot unless you have an ammo kit.

    - Destructor was considered to be overperforming as it could go through Storm Shields. Storm Shields now reflect Destructor back at the caster (Ork shields remain unchanged against Destructor. They do not have the Emperor's Protection) much like Mace Windu reflecting Palpatine's Lightning starting around 2:15 in this clip.



    - Plasma Grenades increased to 70LP each from 50LP to match with the other sticky grenades from other factions.

    - Enhance Grenade added to Devastators for LSM. They cost 80LP to equip and grand a 20% ranged damage increase to all affected friendlies for 40 seconds and reduce ranged damage against them also by 20%. These grenades are on a cooldown like healing grenades and servo skulls.
    Sily, Eldritch, Noromiz and 8 others like this.
  10. Dragonkindred Dragonkindred Arkhona Vanguard

    It would be funny if it wasn't possible...
    Paeyvn likes this.

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