My Eldar hero dont move anymore.My enemy must kill him.After the to reanimate was all fine.
Bugs & Suggestionlist (1.4 Beta)
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Imbaer -
July 1, 2009 at 3:07 AM -
Closed
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Suggestion:
Global:
Make T2 cheaper - 270:85 and T3 more expensive 300:130
Give Base defence AV!Orks:
Decrease damage of sluggaz
Decrease Heal of WBTyranid:
Increase the firerange of Venom Brood by 50%. (Actually i really like them, the problem is, that they have a small range and against looted tanks they never shoot and die really quick^^)
Slightly increase termagaunt damage
Decrease Melee dmg from Ravener Squad
Change something with T3 Liktors - in T3 where the most tanks are in the game i will never buy a liktor for this price....some people wrote, that the range upgrade from ravener squad should be remove - then say me what´s the big difference from Warriors with AG which make more melee dmg and Raveners?
Raveners works fine and u need them to fight against ork - or do u want to go melee with warrior and ravener? WB will laugh
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Only some balance suggestions (view of an average eldar player):
Eldar:
- Make shurikenplatform cheaper (especially energy) to have a good counter against sluggas, banshees and hormagaunts.
- Abolish the teardown time of Rangers to let them have at least a litte chance to survive, the buildup time is ok.
- Buff Falcon Energy regeneration a litte bit
- Illum Zar perhaps a small health buff
SM
- Decrease damage of Shotgunupgrade a litte bit, or make the Scouts slower with this upgrade. They also kick heros and genfarms in seconds
- To survive in t1, the heavy bolter also needs a cost reduction (just like the Shurikencannon) to encounter mass banshees or sluggas in the early game
- Great idea to give the SM heavy armour, but it should be more like having an advantage till the mid and endgame and only punish an SM player for massing Tacs or ASM, so the damage modificators should be reworked.
Orks:
- Sluggas make incredible high damage! They need a nerf, and according to my other suggestions make their ability, which lets the sluggas break suprresion, to T2 that you can counter them or just reduce the damage.
- Increase cost of Looted tank or make it weaker, this would be more orkstyle, just like the gargbot
Tyras:
- Give the Raveners also the heavy_inf armour class to face the spam of this unit
- The AVbrood could need a slight range buff
- Never seen a Zoantrophe in the beta, needs a buff...
I didnt mention some global stuff or hero balancing, but Tecmarine seems to be very strong now and Lictors Healclaws are just insane!
Perhaps increase the cost of tier 3 tech to make it a tough DECISION - not a matter of course- with pros and cons to tech instantly to tier 3 and even increase the buildtime of this tier.
Edit: Reducing the cost of Supressionplatforms would lead to a domino effect, because more platforms would make it worth building more Raveners, Stormboys, ASMs, Rangers. It would develop the stone, scissor, paper Balance.
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kleine PDF mit ein paar Anmerkungen zum Gameplay & Balance
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respekt das du dir soviel arbeit machst tanner
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habs nur überflogen, aber einige vernünftige und einige in meinen augen weniger vernünftige vorschläge sind dabei

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jo hat er sich aufjedenfall mühe gegeben, hätt nicht gedacht das user so viele änderungen hervor bringen

ich möchte euch trotzdem nur daran erinnern das folgendes gilt:
QuoteBugs & Suggestionlist (1.4 Beta)
Bitte Bugs & Vorschläge alles auf Englisch posten. Keine Diskussionen.soll nur präventiv sein

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Why arn't there still any stances, although the biggest part of the community has requested stances? At least tehre should be buttons to set a unit to go without any following commands in closed combat, or the otherway round - to stay and fight at range, even it is originally a closed combat foghter. So, it is quit anoying, that f.e. the Wraithlord doesn't moves into closed combat, after he is equipped with the brightlance. So the player has to give each tiem a new "attack in melee"-order.
Please give us back stances, or at least only CC/RC-Buttons!
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Suggestions!!
->First one :
It's really nerving when you're going to paint your hero in the armypainter and he's twitching around like as he would have an epileptic fit.
Espacaly Commando from the Ork-Army is so much in move that you have to wait up to 3-5 seconds until you can see his face for 1 or 2 seconds. It's nice to see the heros movement like looking around in the herochoose but not in the armypainter! Please give the option that the heros doesnt move for a while.Second : I think that the Eldar av is too weak. For example.. Tyranids have long range AV warrior, SM have got their rockets with a really huge range and orks have got mass rockets. Eldar just have got the av cannon which needs setup time and the warpspider's av grenade.
The probleme here is that they just work together.
When you only play with the DCannon the problem is that the enemys vehicle is too fast as that you really would have a chance to catch it. The setup time makes it nearly impossible to hunt the vehicle or just get in range in case that it drove away. When you only use your warpspiders, you can stun the vehicle. Wow, wonderful - but - the vehicle doesn't care. Its going to flee as soon as possible because it has just got half of its health points left.
And it even can still fire. So the predator for example is going to kick the avcannon's ass.
So you must teleport and stun the vehicle with the warp spiders AND get your avcannon in range then.
And thats still no warranty that you can destroy it because the enemy just need to bind the cannon in a melee fight or jump in, throw a nade or something like this.
Well, SM would just fire out their rockets which deal huge damage to vehicle.
If they would get bound in a melee fight they still have the chance to run away and fire out another rocket, and if it just is one metre far away from the melee units.
While the Eldars Dcannon have to setup itself again..
And if you imaginize that you need a WS squad + a Dcannon .. 740/40 ressources, for a 50:50 chance to counter the enemys vehicle.. It would be great if you would think about it and maybe give Eldar a new, better working av unit... As surrogate for the Dcannon.
And I think that gens get kicked too fast. It's right that not only orks with their grenades can kick the gens in a few seconds now, but that ALL can do it now is much worser. They cost a lot of ressources and should not get destroyed so quickly that you sometimes not even have the time to defend.
Suggestion 3 :
The Warpspider Exarch's abillity is HELL.
"Changes the normal attack into something that knockback the enemy"
I dont know the real english title for it, but it cost energy while active and do what I described.My hero not even had a chance to retreat because he doesnt react anymore.
I dont know if this is what you wanted or a bug but one thing it is for sure : Unfair.
If retreat breaks all kinds of statechanges like stun and so, there should not be any possibility to knockback someone so hard and often until he dies without that he can retreat. -
Suggestions :
It would be great if we would be able to watch replays which have not the actually patch version. There are alot of good replays by experts at the moment which I cannot watch because it was played before the balanceupdate..

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In my opinion the looted tank and predator are too strong. It would be great if you could take some dmg and costs off them, so that people can get it maybe faster, but so that it's possible to counter.Atm it is nothing more than just the one will win who get his tank at first.
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Oh my god, relic..!!
I find no words for this..I dont want to describe it because its too difficult, please just watch this replay.
The ork player is able to get behin the cannons and effect a earthquake which is going to destroy the base and kick the defending cannons out..
Something like this should not be allowed.. He destroyed my whole base while his points was going to count down from 6 to 0 and won.I suggest you should either take away that this ability does damage against buildings or do the cannons like that noone can get behind them.
Please check out the game replay.. -
t2 Carnifexes (don't know the correct latin plural^^) are still too strong, especially in view to theire healt and health regeneration (by Zoantrophes), comapred to WL, Deff Dread and Dreadnought. The Carnifexes cost are insigificant higher, than the other walkers, factoring it's power into the matter.
F.E.:
A Fex costs about 600/125, a dread 500/90. The dread can be countered by two ASMs using Melta Bombs. The Fex can't be countered this way, because the melta bombs affect him much too less. The ASM get overwhelmed by the Fex, without any toil!
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found a map bug on Ruins of Argus
2 auf my hormagaunt squads get stuck on different locations because they were jumping while retreating
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So - Quak0r hat den Thread an Relic weitergleitet :).
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