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Post your top wanted balance hotfixes

Discussion in 'General Discussion' started by Dreadspectre, Sep 29, 2016.

  1. I agree about embolden and hunters mark, they definitely need a nerfing but I think the health nerf also needs to be meaningful, unless they are going to buff other factions weapons instead. Eldar are fast, fair enough but they should totally crumple under the hits that do land, particularly the ranged one. It should never be an option for an Eldar player to stand in the open and trade fire with a marine on an equal footing which they can do now. We need a bit more run in the hit and run tactics and a bit more glass in their cannon :)
  2. Hessian Recruit

    Making so you cannot trade fire at all will not function in a shooter. You would have to buff their damage more so that they always win when they get the drop on something or make them faster then they already are.
    This isn't table top, its a lobby shooter with capture points. You cannot make a faction that cannot actually hold a point and expect it to be "balanced". There simply is no sweet spot you can hit because it turns into a pure mechanics and design issue around the objectives of a match.
  3. I'm glad Krak grenades are in a better place now. However Frag grenades are too weak. They are more like concussion grenades. At least make a tiny inner blast radius lethal.




    Oh and throwing grenades is still glitchy af, probably compounded by lag.
  4. A dire avenger already always wins if they get the drop on a tactical thanks to the power/ROF/lack of recoil of their weapon compared to the Bolter. With their warlocks, scorpions, dark reapers and banshees they can hold a point fine, not to mention the fact that a fire dragon can destroy the armour assaulting that point with ease and the swooping hawks can lay down withering fire from concealed vantage points.

    And I never said they shouldn't be able to trade fire, what I'm saying is that they shouldn't be able to stand in the open and trade fire with a space marine and win. They can do this right now because their weapon deals heavy damage (which is fine) but they can also absorb too much damage. They should need to use the cover and speed they have to avoid being killed. Currently the speed for the Eldar is a nice bonus they have but it's not actually essential to their survival because they're not glass enough.

    I actually think we agree on most things but primarily I'm against any token gestures from the devs. They never seem to fully acknowledge glaring balancing problems as it is, they always prevaricate with words like 'possible over performance' or 'might be ...' and they need to fix this properly, not give us a token gesture. It'd be nice if just once they went 'Do you know what? We royally fucked up on this weapon/class/perk and it should never have gone live, we will fix it straight away' but as LSM have been the poor forgotten cousins of CSM for months I'm not holding my breath.
    duffmek likes this.
  5. Hessian Recruit

    I actually pretty much always win fire fights with my bolter against dire avengers. Bolters are very accurate especially after some mods, you land headshots, nothing really stands against you... except orks, they are unkillable
  6. I like those ideas I think it can be useful and we can see more epic fight but they also should buff ranged weapons if stats going to be like that
  7. I think many things were mentioned, like Eldar HP reduction and some buff for Space Marines. But we strongly need to reduce effectivness of melee. What I mean by that, Eldar are fast, yea, but this speed is useless during duel, if Marine can jump further with his attack than you can sprint away by that time. And vice versa. You can actually run much faster if you keep spamming melee attacks with chainsword on marines or witchblade with warlock.
  8. Which is why I said in my OP that I would prefer everyone brought down to Ork levels of melee swing distance.

    Orks cannot chase down anyone with attacks. It's quite annoying to have it happen to me though.
    Veldoran_the_Warlock likes this.
  9. OH yeaeh, I had the feeling I've read it somewhere. But this needs to be done ASAP, cause its most broken core mechanic for me.
  10. DjemoSRB Djemo-SRB Preacher

    Not entirely balance but:

    1) Railings and Sorcerer/Warlocks psychic hand "weapon": Unlike all the other guns, neither the Warlock nor the Sorcerer can fire off their "weapon" at targets below when shooting over railings. This is a major factor that hampers our ability to support in allot of situations. Needed to be fixed before launch, should be a good priority.

    2) Warp Instability/Jinx still not giving XP: Or should i say not giving XP in 99.8% of the cases, once in a blue moon it will give you XP for debuffing an enemy. This should really get a good look at, people are hurting their XP gain and ranking up slower because they wanna support their team.

    3) HoT (heal over time) still not giving any XP: This goes for the Tzeentch heal, Warlocks Embolden, Apothecaries healing station and the Painboyz healing bomb. All these should give XP. Currently the game doesent treat HoTs as support actions and similarly to the above, those that use these powers/abilities nerf their XP gain and rank progression while helping out the team in a big way.

    4) Healing rewards are broken all round: Just play with the Nurgle heal or Slaanesh heal for a bit, you will see how wonky these rewards are given out, allot of times you either get zero even if you healed someone to full and sometimes you get like +1XP for something that should give tons more, another hamper on support classes.

    5) Embolden:
    Currently stops any DoT (damage over time) from being applied, making things like Flickering Fire, Stream of Corruption, Sicky Shoota and the like obsolete things. It should potentially reduce the power of the DoT if Embolden is on you, but nothing should ever make another thing outright obsolete.

    6) Supports taxed for their class mechanic: I asked this before and got the answer that all classes get taxed, example given a Tactical is taxed for a Bolter. Im sorry but a bolter is not a class mechanic, if we go by that route then the Apothecary is not a healer because his class mechanic is the bolter as well. The support classes are taxed for their class mechanic (healing/buffing/supporting) while other classes arent, which makes support classes have pitiful amounts of loadout points left over to use (if any) after they have equipped their class mechanic.

    The following class mechanics for other classes dont need equipping and dont cost a dime:
    -Raptor/Assault/Stormboy/Hawk jetpack/rokkit/wings
    -Striking Scorpions stealth
    -Banshees scream
    -Capping classes capping tool

    So why are the support classes taxed for their class mechanic while other classes arent?

    7) Hitboxes are wonky: Especially for Eldar. Landing psychic power on them, those cast by friend or foe, is very difficult atm.

    8)
    Token mention towards changing the colors of the Nurgle and Tzeentch heal to green and blue respectively.

    EDIT: Oh and make the Apothecaries healing stations ingame model bigger, that thing is so ridiculously tiny. The Ork healing bomb thing is the right size for such a consumable imo.
    GratLurking and Iyan like this.

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