Our increase to the base Requisition rate made early game Listening Posts a no-brainer, which we feel are too effective at holding their ground relative to their cost. As a result, we’d like to increase their cost so that the choice of where to bunker down needs to be a more strategic one.
If you’ve ever controlled a group of skimmers, you know that occasionally they will perform fantastical wild turns when the distance doesn’t warrant it. Here at Relic, we’re holding a moment of silence for all the skimmers that were needlessly lost while trying to perform acrobatic feats in the midst of battle. This will be of benefit to all skimmer units, though it will have a greater effect on Eldar players due to the number of skimmer units they have available.
Recent changes to Assault Marines put them in a much better place than intended. One thing we did notice was that their passive charge range was extremely long and slightly faster than comparable melee units. This improved their ability to get on top of and stay on top of units even more pronounced than it should have been. Given that Assault Marines already have a tremendous gap-closing advantage thanks to Jump, their passive charge was brought in-line with other units.
Alright, we admit that our last patch pushed the Predator Destructor too far. Our concern was that the role of this unit was muddy compared to its Annihilator counterpart, but as a result we’ve created a unit that is too effective versus all things, including the units that were meant to counter it. The plan is to bring down its damage, which consequently makes the Destructor versus Annihilator choice much more situational.
Diomedes isn’t being fielded as often as we’d like, and we think that reducing his Elite Point cost should greatly improve his viability. The other benefit is that by introducing another 3 point Elite, Space Marines will have more to choose from at that stage of the game.
Webway teleportation changed in a big way. We understand that players liked how it felt to be so mobile all of the time, so we’ll continue to keep an eye on two things: 1) win rates and overall balance concerns, but also 2) does the faction feel appropriately Eldar?
We want to recapture some more of the hit-and-run flavour but still make Webway Gates feel worth their value.
Previously Dire Avengers were effective enough to deal with most situations such that there wasn’t much need to use other units until Tier 2. After we reduced their range and reduced the shield doctrine, we noticed their usage swung too far in the other direction. Giving back some of their range will allow them to exploit their speed even outside of webway range.
These units weren't built very often. We did observe that they often have trouble getting into melee in a timely manner, and these changes should address that.
These units had a very low build rate, which isn’t ideal for a unit that’s supposed to function as anti-vehicle. We think that the combination of the Eldar speed increase, a Power cost reduction and increased formation size should make them less susceptible to area of effect damage. This, in turn, will make them more viable.
We’re looking to address the counterplay and the way units are clustering so that his combo is a bit harder to land and not quite as devastating without support.
Oops, we neglected to change the Gretchins’ population cost when we looked at all the other units.
Shoota Boyz are a lot more viable now and while Stikkbombs are intended to deal more damage than other grenades, we want to reduce it a bit
Nobz are a really useful unit and we don’t want to do anything too drastic, but we do feel that their Taunt range makes it too easy to land on too many units.
We agreed with concerns that the Kommando's bomb damage was a bit too powerful, so we're changing this ability to be more consistent but less punishing at the same time. Instead of dealing 600 Armour Piercing damage to all units in a squad, it now deals 600 True damage to a squad.
This means that it performs the same against vehicle targets, better against Normal armored Elites like Gabriel, Macha, and Gorgutz, and better against lower health squads. On the flip side, it won't wipe out entire healthy squads in one shot. While previously the ability did exactly enough damage to kill a full Nob squad, now it will only kill one member. These changes should help make the ability feel more fair.
We’re aware that there are doctrines for each faction that are dominant and others that are not. We’ll be addressing this with slight nerfs, but mostly buffs. This will take longer because we have to consider and test how much these changes can act as a multiplier for overperforming units. This may occur over several patch cycles, but rest assured that we’re keeping a close eye on them!
Our increase to the base Requisition rate made early game Listening Posts a no-brainer, which we feel are too effective at holding their ground relative to their cost. As a result, we’d like to increase their cost so that the choice of where to bunker down needs to be a more strategic one.
If you’ve ever controlled a group of skimmers, you know that occasionally they will perform fantastical wild turns when the distance doesn’t warrant it. Here at Relic, we’re holding a moment of silence for all the skimmers that were needlessly lost while trying to perform acrobatic feats in the midst of battle. This will be of benefit to all skimmer units, though it will have a greater effect on Eldar players due to the number of skimmer units they have available.
Recent changes to Assault Marines put them in a much better place than intended. One thing we did notice was that their passive charge range was extremely long and slightly faster than comparable melee units. This improved their ability to get on top of and stay on top of units even more pronounced than it should have been. Given that Assault Marines already have a tremendous gap-closing advantage thanks to Jump, their passive charge was brought in-line with other units.
Alright, we admit that our last patch pushed the Predator Destructor too far. Our concern was that the role of this unit was muddy compared to its Annihilator counterpart, but as a result we’ve created a unit that is too effective versus all things, including the units that were meant to counter it. The plan is to bring down its damage, which consequently makes the Destructor versus Annihilator choice much more situational.
Diomedes isn’t being fielded as often as we’d like, and we think that reducing his Elite Point cost should greatly improve his viability. The other benefit is that by introducing another 3 point Elite, Space Marines will have more to choose from at that stage of the game.
Webway teleportation changed in a big way. We understand that players liked how it felt to be so mobile all of the time, so we’ll continue to keep an eye on two things: 1) win rates and overall balance concerns, but also 2) does the faction feel appropriately Eldar?
We want to recapture some more of the hit-and-run flavour but still make Webway Gates feel worth their value.
Previously Dire Avengers were effective enough to deal with most situations such that there wasn’t much need to use other units until Tier 2. After we reduced their range and reduced the shield doctrine, we noticed their usage swung too far in the other direction. Giving back some of their range will allow them to exploit their speed even outside of webway range.
These units weren't built very often. We did observe that they often have trouble getting into melee in a timely manner, and these changes should address that.
These units had a very low build rate, which isn’t ideal for a unit that’s supposed to function as anti-vehicle. We think that the combination of the Eldar speed increase, a Power cost reduction and increased formation size should make them less susceptible to area of effect damage. This, in turn, will make them more viable.
We’re looking to address the counterplay and the way units are clustering so that his combo is a bit harder to land and not quite as devastating without support.
Oops, we neglected to change the Gretchins’ population cost when we looked at all the other units.
Shoota Boyz are a lot more viable now and while Stikkbombs are intended to deal more damage than other grenades, we want to reduce it a bit
Nobz are a really useful unit and we don’t want to do anything too drastic, but we do feel that their Taunt range makes it too easy to land on too many units.
We agreed with concerns that the Kommando's bomb damage was a bit too powerful, so we're changing this ability to be more consistent but less punishing at the same time. Instead of dealing 600 Armour Piercing damage to all units in a squad, it now deals 600 True damage to a squad.
This means that it performs the same against vehicle targets, better against Normal armored Elites like Gabriel, Macha, and Gorgutz, and better against lower health squads. On the flip side, it won't wipe out entire healthy squads in one shot. While previously the ability did exactly enough damage to kill a full Nob squad, now it will only kill one member. These changes should help make the ability feel more fair.
We’re aware that there are doctrines for each faction that are dominant and others that are not. We’ll be addressing this with slight nerfs, but mostly buffs. This will take longer because we have to consider and test how much these changes can act as a multiplier for overperforming units. This may occur over several patch cycles, but rest assured that we’re keeping a close eye on them!