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Post your top wanted balance hotfixes

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

  1. Increased range on the narthecium/painboy needle heal.
  2. benty benty Active Member

    Grenades
    How many times do I have to hit G before I throw one? As it is it seems they never throw when an enemy is near. Tested about a bahillion times now
    cTravisty likes this.
  3. DjemoSRB Djemo-SRB Preacher

    Nurgle heal, Stream of Corruption, (Mandatory) Nurgle Mark and one of those 150LP items for Warp Charge, thats literally all i can equip on my guy and get a 1000LP loadout. Im not mentioning the Force Sword and Bolt pistol because those are mandatory and you cant unequip then, so thats 350LP tied up from the start.
    Stankapotomus likes this.
  4. Aprosule Aprosule Steam Early Access

    I completely agree. You lose out on so much LP just from the Bolt Pistol that is never used. Absolutely needs to be reworked. Just add an UNEQUIP option to the pistol slot. Done. Nothing wrong with that. As for the melee they can eventually give us Sorcerer staves, but that is a pipe dream sadly.
    Stankapotomus likes this.
  5. I personally feel like something i havent seen yet is adding the option for Tactical marines to replace their combat knives with a chainsword. Tacticals are supposed to be much more well rounded, and chainswords are the worst melee weapon that melee classes can have, being completely outclassed by the power sword. Also in order to have it you would have to sacrifice wargear to use it, also keeping it balanced. Apothecaries atm are more like what tacticals should be like, being able to hold their own in melee cause of the narthecium, while holding their own at range with the bolter. They can do decent at range as well as melee, which is how the tactical should be. Ive tried both the tacticals and the apothecaries in melee and i get crushed everytime as a tactical and i actually can win as an apothecary, not using the chainsword.

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