What sort of target is this against? The Warrior targets in the Garrison? Against their body or head?
I think at this point a lot of this is about accuracy, and Orks are just wider targets that will end up soaking up more fire than the Eldar. We'll keep analyzing this, but if it's the case then of course we will have to make some adjustments in the stats.
Hey Brent is it intended that the Scorpion kicks up more dust when they stealth and start moving slow? I've been caught more by this than people directly spotting me this patch.
Oh okay, than I did not write it down clear enough. Sorry, english is also not my first language. We're good then, aren't we? Yes, that really happened. Like I was approaching a HB that had braced on a higher floor. I was closing ground on him and started to fire, when the distance was good. He stopped bracing, because he must have been under fire from down below and he managed to kill me, before I could finish him off. This happened often and they will survive with about 25% of their HP left. The windup time feels very short and the TTK is very short, too.
By "standard shooter" I guess you mean another game, as opposed to like the boltgun? Because it should kill faster than a boltgun. Anyway, this is the first patch ever where the heavy weapons are finally doing their job so of course if they don't seem like they can be countered then we will make adjustments. In theory the Heavy Bolter/Autocannon/Dakka Deffgun/Shuriken Cannon are supposed to be extremely dangerous if set up correctly and the way they're supposed to be countered is by getting around behind them. Therefore the questions are: 1. If a heavy archetype and a tactical archetype surprise each other around a corner, does the tactical win? If no, we have a problem. 2. Is it possible (and reasonable) to use jump or stealth characters to route braced heavy characters and allow the tacticals to move in? If no, we have a problem. Shootas have a higher rate of fire than the boltgun, and higher damage per shot than the shuriken catapult. However, they lose out on accuracy and it's likely that this is having a larger effect than intended - especially against moving targets. It's also possible that something funny is going on like we had with rate of fire recently. We will observe the metrics! In the last few weeks the Eldar were the losing-est (both in terms of matches and general class performance) so we'll see how they fair this time around. QA/audio are on it! This has been a tough one to reproduce on test servers (where they can be properly debugged). First I've heard of this one - I'll put it on the list!
Yeah for sure, it'd be lame if a force stave just did all normal melee attacks, although we do have to make sure it doesn't mean you're screwed in the melee system.
Slowly starting to move the XP towards real values. With the sheer volume of Hormagaunts and infinite spawns we're looking at giving them 0 XP to make it so PvE isn't an exploitation-fest. Of course, you shouldn't be getting 0xP popups all the time, and that's going to be addressed (as well as all those +30XP headshot bonuses on them). There are still commendations for killing gaunts ofc.
Tzeentch heal should be out next patch, it was just missing some vfx. Hopefully we'll get the mark visuals in soon as well. I think this is the bug other people were reporting but those details are handy. I'll pass this on.