zonehack
22nd Mar 09, 4:45 PM
OK, so I 've played DoW2 since the beta and I've seen a lot of balance suggestions.
After all the experience I gained from online play, I thought I would make my own suggestions. Here it goes:
Space Marines;
+ The biggest imbalance is the "lolhammer bubble boy" FC. Once this commander gains a few levels, it becomes literally unkillable. With the "lolhammer" it can crush armies on its own and can even scare away vehicles.. With the "bubble" it transforms to a walking tank..
I think the thuinder hammer's damage should definitely be reduced, by about 15-20%. It still has AoE damage remember..
The Iron halo like all energy shields should reduce damage taken by 50%.
+ Tac spam!! I know its annoying, I know its gay, but when the pop cap fix patch 2 comes out it might become balanced again with the upkeep costs and stuff..
+ Techmarine. He should get better mines (bit like Mekboys) and a better Venerable Dreadnaught.
Orks;
The most balanced race in my opinion (and the most underpowered..).
+ Stormboyz... Why do Orks even need them?? They're role is useless not to mention themselves. They're weak and do much damage..
I have a great suggestion! Make the Stormboyz a jumping anti-vehicle unit (no I'm not :screwy: ). I see Orks having some problems with vehicles, especially Razorback and Falcon rush. Orks can do nothing but try to chase them down with Warboss's Power Klaw while getting shredded by the dammed Razors or Falcons, so Stormboyz might be of use!!
+ Nob squad.. These boyz are damn weak for their price (600/100!!!). Either they're cost should be reduced or they're HP significantly increased! They cost more than a Carnifex FFS!!
+ Mekboy.. I know some people say the mines OP but without the mines, who would actually use this commander??
If the mines are nerfed he should definitely get some better battle gear..
Eldar;
+ Falcons shield should get the same treatment as FC's, reduce damage taken by 50%.. and maybe a slight damage nerf?? They can easily take on other tanks currently..
+ Warlock's battle gear should be rethougt so he doesnt get to spam etheral slash and get to lv 10 in 2 seconds..
+ Warp spider exarch.. hmmm.. His teleporting units ability could be a lot quicker (I know it has massive range) so he can actually be a true hit and run commander..
+ Banshees?? People say they're far too fragile, but if they do get a HP buff then they'll be crazily strong with the Farseer..
Nids;
+ Rippers!!! Damage taken by ranged weapons increased by 50-100%. Damage taken by melee increased by 30%. (shotguns and grenades still do same damage)
Now, they'll be alot fragile and there's no need to reduce their capping power (e.g. increased time etc), which is they're only use.
+ Warrior Brood!! damage taken by ranged weapons increased by 15-20%. Any more??
+ Raver Alpha!! oh god .. this is a really tough one. Some people suggest that there should be a timer on the tunnels, to get in and get out..
I dont think so.. That would abolish a lot of Ravener specific strats like ambushing vehicles with warriors etc and spore mines in tunnels..
I think there should be a limit to how many tunnels the RA can build, so the player actually has to think whether he needs another tunnel, whether he should tunnel away to safety or retreat like evryone else..
And only 2 units max in tunnels..
+ Cranifex.. increase cost.
+ Ravener Brood.. reduce cost.
+ zoanthrope.. hmm.. not sure.. increase rate of fire slightly but reduce damage significantly?? only a max of 2 allowed??
what do you guys think?? I'd like to read your suggestions.
After all the experience I gained from online play, I thought I would make my own suggestions. Here it goes:
Space Marines;
+ The biggest imbalance is the "lolhammer bubble boy" FC. Once this commander gains a few levels, it becomes literally unkillable. With the "lolhammer" it can crush armies on its own and can even scare away vehicles.. With the "bubble" it transforms to a walking tank..
I think the thuinder hammer's damage should definitely be reduced, by about 15-20%. It still has AoE damage remember..
The Iron halo like all energy shields should reduce damage taken by 50%.
+ Tac spam!! I know its annoying, I know its gay, but when the pop cap fix patch 2 comes out it might become balanced again with the upkeep costs and stuff..
+ Techmarine. He should get better mines (bit like Mekboys) and a better Venerable Dreadnaught.
Orks;
The most balanced race in my opinion (and the most underpowered..).
+ Stormboyz... Why do Orks even need them?? They're role is useless not to mention themselves. They're weak and do much damage..
I have a great suggestion! Make the Stormboyz a jumping anti-vehicle unit (no I'm not :screwy: ). I see Orks having some problems with vehicles, especially Razorback and Falcon rush. Orks can do nothing but try to chase them down with Warboss's Power Klaw while getting shredded by the dammed Razors or Falcons, so Stormboyz might be of use!!
+ Nob squad.. These boyz are damn weak for their price (600/100!!!). Either they're cost should be reduced or they're HP significantly increased! They cost more than a Carnifex FFS!!
+ Mekboy.. I know some people say the mines OP but without the mines, who would actually use this commander??
If the mines are nerfed he should definitely get some better battle gear..
Eldar;
+ Falcons shield should get the same treatment as FC's, reduce damage taken by 50%.. and maybe a slight damage nerf?? They can easily take on other tanks currently..
+ Warlock's battle gear should be rethougt so he doesnt get to spam etheral slash and get to lv 10 in 2 seconds..
+ Warp spider exarch.. hmmm.. His teleporting units ability could be a lot quicker (I know it has massive range) so he can actually be a true hit and run commander..
+ Banshees?? People say they're far too fragile, but if they do get a HP buff then they'll be crazily strong with the Farseer..
Nids;
+ Rippers!!! Damage taken by ranged weapons increased by 50-100%. Damage taken by melee increased by 30%. (shotguns and grenades still do same damage)
Now, they'll be alot fragile and there's no need to reduce their capping power (e.g. increased time etc), which is they're only use.
+ Warrior Brood!! damage taken by ranged weapons increased by 15-20%. Any more??
+ Raver Alpha!! oh god .. this is a really tough one. Some people suggest that there should be a timer on the tunnels, to get in and get out..
I dont think so.. That would abolish a lot of Ravener specific strats like ambushing vehicles with warriors etc and spore mines in tunnels..
I think there should be a limit to how many tunnels the RA can build, so the player actually has to think whether he needs another tunnel, whether he should tunnel away to safety or retreat like evryone else..
And only 2 units max in tunnels..
+ Cranifex.. increase cost.
+ Ravener Brood.. reduce cost.
+ zoanthrope.. hmm.. not sure.. increase rate of fire slightly but reduce damage significantly?? only a max of 2 allowed??
what do you guys think?? I'd like to read your suggestions.