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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)