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Game Design Update - September 7, 2016

Discussion in 'General Discussion' started by BrentEllison, Sep 8, 2016.

  1. Well from my experience with Orks, for them at least whipping out your pistol and starting shooting takes too much time. While it's already in your hands. The reaction time feels really weird.
    Redfingers likes this.
  2. Sleepylion Sleepylion Well-Known Member

    @BrentEllison
    1. Do you have plan to tune the screenshake from explosion down a bit? As of this patch, my screen shakes from every explosion no matter where they are. It's really getting into the way of gameplay.

    2. The Stormboy Rokkit Pack's visual effect definitely needs taking a look at. The flare from the exhaust is irritating at times.
  3. Lerdoc Katitof Well-Known Member

    It probably was said before, but ork chain choppa does not have mastery.
    Not like it matters much at the moment though as it does not have a purpose in game either, being just copy of normal choppa in stats.
  4. @BrentEllison I FORGOT TO ASK SOMETHING! Do you know if the ¨perils of the warp¨ mechanic will come in launch or after launch?
    Also, the orks under WAAAAGH will have some kind of special ability besides the ones that are in? Like for example, shooting and not wasting the bullet, or some kind of forget the pain and eat some bullets for 0 damage?
  5. Urzash Urzash Arkhona Vanguard

    I concur, they are not really needed there.
  6. For the love of god can we please remove Quadguns from Pegasus and the 4 tanks defenders start with at the beginning of every single match? An organized group of defenders can have 2 quad cannons and 4 predators camping attackers in their spawn the opening minute of the match.

    Am I taking crazy pills or does such a "spawn camp waiting for a place to happen" make for shit game play? Pugs dont stand a chance.
    Iyan likes this.
  7. Still OP and destroying the Meta for Orks and Astartes. Keeping a mobile spawn alive for Orks Astartes is nigh impossible with Baneblades running wild every single match.



    View: https://youtu.be/gCxvNZHEp5g
  8. IoWhite IoWhite Well-Known Member

    Okay after another buff for apothecary I can no longer keep silent so I just write my opinion and point of view for psychic powers.

    1) Warp instability - almost useless because live under fire is short, TTK is low and it simply eat your precious time in fight and warp dust. Give it stackable suppression(or any other type of debuff) and it will be more viable.

    2) Nurgle heal - well the problem is that is AoE heal but AoE radius very small and rarely people sticking together for make it effective plus it's action game so most people tend to rush forward and ignore your offering to help. And yes in most cases you are working as moving healing station.
    a) Give it simply more AoE and lesser healing power.
    b) Give it even larger AoE but with gradual reduction starting from the caster.
    c) Give it AoE which is expanding with every pulse but with lesser healing power, more dust consuming or make expanding happens when caster stay still and wear off when move.

    3) Stream of corruption - good and simple spell but it will be good if it gets some upgrade - like leeching stamina\fuel, reduce the regeration stamina fuel, corrupting enemy ammunition\grenades, lower durability shields\weapons, slower enemy movement speed.

    4) Lash of Slaanesh - now very rarely used spell because it effective range=melee range and easy to run away from caster.
    a) Give it aim-lock function.
    b) Heavily reduce it damage but increase it range to 20/25/30 M - so you can easily prevent enemy from firing and mark them.

    5) Slaanesh heal - I saw on twitch and it was suck. It's hard to keep beam to your rushing melee comrade and don't catch all bullets.
    Make it like buffing stream - for each seconds spent for casting the target will get buff for speed/reduction/damage up to X sec, of course it will consume warp dust even if not heal and consume more than foul regeneration.

    6) Flickering fire - actually good one. It will be good if it will suppress the target but even without it will be fine.

    7) Tzeentch heal - tricky one and not so popular again because of little AoE if it will leave for x seconds pool which buffs each passing it would be nice.

    8) Jinx - same as (1)

    9) Destructor - too weak. Cut it range and give it MORE damage, more dust consuming.

    10) Protect - even with buffed AoE still hard to use it so maybe try to change it to beam like you choose a target and shield appears around it instead of caster.

    @BrentEllison
  9. Primarch.Magnus palin2004 Arkhona Vanguard

    @BrentEllison Bear with me, could you post a list of items/spells that are currently not in game? I'm trying to equip Slaanesh heal or demonbolt and neither can be found. The same goes for Tzeentch/Slaanesh icons. 2ndly Is the Tzeentch heal supposed to be AOE on caster or ranged? Bc it's just popping on me.
    3rd, Equipping Sigil of Tzeentch is absolutely not possible with Aspiring Sorcerer, at all. If it's supposed to be for casters as the tooltip suggests, make it so that equipping it makes the Tzeentch specific spells 0 LP?
  10. Valentine Iyan Firebrand

    Apothecaries are oppressively strong now, the poison applies to fast and the healing grenades heal way to quickly for high heal/toughness apothecaries to be killed.

    Since everyone uses supports to defend it can make attacking space marines impossible.

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