View Full Version : Hero Rebalance -Share Your Thoughts-
Akaiyou
21st Apr 11, 2:30 PM
The subject of this discussion is for EVERYONE to chime in how they would rebalance the current wargear or how they would fix it.
Please keep the discussion realistic im NOT asking you to start coming up with whole new heroes or to write up a wishlist for Santa.
Instead focus on the following things:
Weapon damage values
Weapon special chance
Weapon special damage
Weapon range
Weapon set up time
Armor defense value
Ability cooldowns
Ability energy cost
Ability range-radius
Ability damage value
Passive Attribute values
ONLY post your thoughts on the things you think should be changed about an item. Avoid completely redesigning wargear.
On a completely unrelated note: I have just started LSRU (Last Stand Retribution Update) and tested it, its working and ready to go, all it needs now is for me to start editing Hint Hint....
To the community: Encourage everyone you know to chime in their suggestions, and to purchase Retribution or Last Stand Alone DLC and chime in their two cents on what changes they would like.
One last thing....would anyone other than me enjoy having the achievement wargear available from the start with no requirement or perhaps as replacements to elite tokens??
Use this website to easily look into wargear stats and values http://dow2.gamereference.org/
Akaiyou
21st Apr 11, 4:30 PM
Changed i'd like to see
General Changes
- All achievement wargear available from the start no strings
attached or as elite tokens.
- More hero options
Hero Specific
SPACE MARINE
Bolter
- Damage 30 or 40
Armor of Resilience
- Armor 200
To Victory
- Either no energy cost
or
- Speed x6
Bolt Pistol
- .3 energy regen
or
- 2.0 health regen
Chainsword
Damage 25 or 30
Oath of Merciless Rage
- 10 energy
Plasma Pistol
- 40% damage boost
Larramans Blessing
- Radius 50
Taunt
- Recharge 5 or 10
Power Axe
- Special Chance 30
Armor of Vengeance
- 30% to 50% probability of Reactive Strike
Rite of Tireless Crusader
- Recharge 10
- Range 25
Artificier Armor
- 75 health
Litanies of Zeal
- heal 10 or 15 hp per strike
Plasma Cannon
- Set up time 1 sec
- Damage Radius 10
Armor of Fortitude
- Armor 200+
or
- 3.0 health regen
Frag Grenade
- Cooldown 1 sec
Purity Seal
- Heal 100
- cooldown 1 sec
Thunderhammer
- No knockback on hit
- Damage increase
- Armor Piercing
Lightning Claw
- DoT damage decrease
- Raw damage increase
ELDAR
Pistol of the Doomseer
- Damage 20
- Range 50
- Energy Cost 20
Armor of Vaul
- Armor 210
Runes of Warding
- Energy Cost 30
- recharge 10
- Duration 10
Fleet of Foot
Duration - 20
Recharge - 10
No Damage decrease
Singing Spear
- Attack speed increase
or
- Special Attack chance increase
Rune Armor
- Armor 120
Witchblade of Isha
- Energy regen 1.0 with no Energy bonus
or
- 50 energy with no regen bonus
Second Strike
- Damage 50
Runes of Warp
- Energy Cost 30
Runes of Vigor
- .5 energy regen
Ghosthelm
- Armor 68
- Energy Regen 2.0
Pistol of Skyseer
- Melee damage 30
- Ability recharge 10
Veil of Tears
- recharge 15
Runes of Evasion
- 40% chance to miss
Entangle
- Radius 10
Armor of Eldnesh
- Energy regen .5
Warp Spear
- Raw damage 35
- Pitiless chance 30% with Pitiless damage 100
Spirit Stone of Vigor
- 1.0 energy regen for farseer and allies
- Radius 50
Laughing Stave
- Energy Cost reduction 25%
- No unshakable trait
- Ranged Damage increase
Mantle of Malan'tai
- Armor 200
- No energy regen
- 1.5 health regen
ORKS
Burna
- Damage 10
Teleporta Pack
- Armor 20
Booby Traps
- recharge 1 sec
Battery Pack
- Energy Cost
- Ally gain 25 Energy/Health
Heavy Armor
- Armor 150
- Health 100
Speshul Tools
- 50 energy
Cyborg Parts
- Armor 80
Big Choppa
- Damage 48
- Special chance 30
- Regain 2 energy when killing enemy
Mad Teleporta Pack
- Teleport mekboy on hit chance 5%
- Armor 90
Rokkit Launcha
- Damage 20
- Range 40
Doks Tools
- ranged heal 5% chance
- melee heal 10% chance
Eletric Armor
- Armor 30
- Damage Aura damage increase
- Radius increase
Dakka Deffgun
- Damage 40
- Set up 1 sec
Proximity Mines
- recharge 1 sec
Uge Bombz
- recharge 10
- 2 seconds to set
Kustom Force Field
- recharge 10
Leaky Armor
- Armor decrease
- Mine drop chance increase
Zzap Knife
- 50% Enemy Accuracy on teleport mekboy or enemy
- Higher chance of special attack
SORCERER
Bolt Pistol
- Damage 16
- Energy regen .5
Staff of Warp Fire
- Raw damage 40
or
- Warpfire damage increase
Armor of Eternal War
- Armor 130
Mark of Tzeentch
- 50 energy summoner
- 100 energy narcissitic
Sword of Spite
- Damage 25
Orb of Blood
- Follows Sorcerer similar to Lord Generals Retractor Field
Vestment of Power Undivided
- Armor 44
- Energy Regen 2.0
Doombolt
- Damage 20
- Radius 3
- Number of Shots 10
- Range 25
Sword of Fate
- Energy +50
Sigil of Greater Sorcery
- Doomblast more damage
- Curse of Tzeentch regains 2 energy
Robes of Unholy Fortitute
- Armor 200
Icon of Change
- Higher probabilitz
or
- Larger radius and damage
Scroll of Vengeance
- Follows Sorcerer similar to Lord Generals Retractor Field
Staff of Tzeentch
- Energy Cost 15
- Damage 30
Armor of Might Undivided
- Armor 250
Daemonic Gift of Spite
- Radius 15
Staff of Daemonic Flame
- Range 50
Scroll of Unholy Might
- Follows Sorcerer similar to Lord Generals Retractor Field
Sigil of Master Sorcery
- Doomblast increases armor less for longer
Daemonic Gift of Sustenance
- Fix to work with standard ranged attacks as well
or
- All attacks regain hp and energy including spells (50% of damage
as hp and 0.5 energy)
Icon of Pain
- Radius 50
Accursed Idol
- Deals back more damage to attackers
Cataclysmic Hellblade
- No energy cost
- Chance of special
- Armor Penetration
- DoT fire damage like Lightning Claws (lol it would be fun no?)
TYRANIDS
Enlarged Scything Talons
- Damage 30
- Special Chance 50
Extended Carapace
- 250 Armor
- Bio Plasma damage 60
- Bio Plasma radius 10
Poison Cysts
Seismic Roar
- Radius 15
Toxin Sacs
- 5% of max health as damage
- Minion health 25
Venom Cannon
- range 50
Thornback
- Charge no energy cost and speed x6
or
- Deals damage to melee attackers when hit
Bonded Exoskeleton
- Health 125
Warp Field
- No energy bonus
- 1.0 energy regen
Implant Attack
- Minion health 25
- 40% damage boost
Heavy Talons
- Damage 40
- Special Chance 15
- Special Damage 50
Psychic Scream
- damage reduction 50%
- radius 50
Articulated Carapace
- Armor 160
- Speed 50%
The Horror = captain terror of xenos
Crushing Talons
- Minion heal 5 hp per hit
Synapse
- 30% energy cost reduction
- Melee Skill increse all allies within 50 radius
Explosive Decomposition
- Health 100
- Minion health 50
Reinforced Chitin
- Has nothing so give it something cool
High-Toxin Venom Cannon
- Armor Piercing 240
- Range 38
Evolution
- Energy regen 1.0
Behemoth Claw
- No armor buff
- More damage lots more
- Armor Piercing 240
Rending Stranglethorn
- Armor Piercing 100
LORD GENERAL
Deadly Sniper Rifle
- Damage 25
- High Powered Shot Damage 50
- Range 60
- 0.5 Energy Regen
Cadia Pattern Armor
- 1.0 Energy Regen
Bolter
- Damage 20
Inspiring Power Sword
- Damage 30
- On Hit allies gain 10% damage
Honorifica Imperialis
- 50 armor
Refractor Field
- 50% ranged damage reduction
Medallion Crimson
- 40% Damage Increase
Master-Crafted Armor
- Armor 44
- Heavy Bolter Damage 20
Guardsmen
- More damage on bolter
Protective Power Sword
- Armor 100
- Clearout Recharge 1sec
Repair
- Range 50
- Recharge 1 second
Artificier Armor
- 40 Armor
- Missile Damage increase
- Armor Penetration on missile
Catachan
- 30% to 50% chance of knockbck
Reinforce
- Radius 20
Mordian Pattern Armor
- Damage 30
- Radius 10
Commissar
- 50% minion damage boost
Armageddon Pattern Armor
- No radius
- Armor Penetration 240
Take Aim
- Duration 15
- Recharge 10
Plasma Gun
- Damage 20
Rocket Run
- recharge 25
Storm Trooper
- No Energy Cost Reduction
Duelist Honors
- Energy Cost Reduction 25%
esbe
22nd Apr 11, 10:39 AM
Captain:
Bolter - accuracy to 65 or 75%
Lightning claw - lightning damage mitigated better by target's armor rather than direct damage
Mek:
Burna - melee damage up to 20 (makes it better melee than choppa, as I think it should be)
Rokkit - armor piercing up to 240
Farseer:
Pistol of the Skyseer - levitation field wards the farseer and allows energy regen while channeling, like eldritch storm
Tyrant:
Venom cannon - armor piercing down to 160
Toxic miasma - damage falloff away from spell's epicenter
Psychic scream - debuff falloff away from spell's epicenter
Sorcerer:
Daemonic sustenence - normal ranged attacks (not ranged spells) work with it
Hellblade - burns target's energy on hit
General:
Defensive sword - ability cost down to 15
Cadia armor - energy regen up to +0.4
Sniper rifle - engergy regen down to +0.5
Duelist honors - melee bonus up to 50%
That's all I'd change. Other than, say, Icon of Change or the Thunder Hammer that actually need redesign discussions. (I'd just give the hammer the battlecry ability as per multiplayer and call it a day--but as you said, no redesigns).
Akaiyou
22nd Apr 11, 2:47 PM
I cant change bolter accuracy i just learned how to do that recently in LSU but the problem is you cannot change it for just 1 item when dealing with accuracy it changes the value for the whole family of weapons in that category. So big shoota, bolt pistol and every other rapid fire weapon will also get the same accuracy boost. So id rather leave accuracy alone
Lightning claw i cant do and its not among the list of things i listed in possible changes.
Burna i also cant do because it requries the same thing as Bolter accuracy. Ranged weapons have 2 weapons files linked to them. 1 for whatever weapon it is, and the 2nd one is a standard Fist. Changing the fist would apply to every ranged weapon for that hero.
Tyrant miasma and scream are not doable like that.
Sorcerer hellblade cant be done, there is no mana burn items.
Everything else you have suggested will be in LSRU 0.2 ive already made the changes while posting this. So if u want to play test your ideas here is your chance.
KDR_11k
24th Apr 11, 6:05 AM
Replacing elite tokens with the achievement wargear would make it an endless grind to get all the gear.
HT:
VC: Reduce melee damage drastically (the HT seems to use different fists for different weapons so that should be possible?)
HTVC: Increase AOE radius, it doesn't hit multiple targets much.
Stranglethorn: Change the weapon icon to include the AOE circle (like the Mek's burna does) so HTs are easier to tell apart.
Ravener: Decrease ranged damage (possibly by reducing the rate of fire so searing adds less damage)
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