EDIT 11th FEBUARY:Look, the edit list is gone! Fixed it further, changed many sections.
Well i dont need to give much background. I'm a good chaos player. nothing more, nothing less. I posted this on game replays, but I though I'd get the flak it needs here.
Only the units with issues will be posted here. everything else i eitheir balanced out by other races units, proper counters.
Cultists:
Reason: Because of DC these guys have lost all scalability. whats more, the current subject of their reinforce/HW buildtime IN COMBAT are too high. Currently out of combat their HW buildtime is fine, and their reinforce is possibly a bit fast. Their the only unit in the game with an incombat reinforce modifier from what i can see.
Solution: GL can't fire on the move, combat build time modifier removed, reinforce time standardised to same as other tier 1 units. FIX PTW GFX BUG. Scaling of AC returned. Cultists do not detect, instead the cultist AC does.
Evidence: The cultist reinforcement slow down mechanic isnt used for any other unit, so why are they suffering to the point where their reinforce is longer than TERMINATORS?(see slow_runners WA oddities thread). Their useless outside tier 1.
CSM:
Reason: People aren't happy with the 'backbone' of the chaos army. their heavy weapons deal far more damage than others, they have infiltration.
Solution: Plasma and Heavy bolter damage reduced to all units by 25%. Infiltration is maintained.
Evidence: Almost everything about CSM is hated. right to the core. infiltration, heavy weapons, everything.
Additional:HW research moved to tier 2, as well as HB, flamers are restored so that Armoury in tier 1 gives heavy weapons.
Alternative:CSM infiltration is removed entirely.
Bezerkers:
Reason: This change slows their fast tech, but also means chaos doesnt have to build a pit for bezerkers.
Solution: Now require a sacrificial pit OR a machine pit, increase in HP by 20 each.
Evidence: Currently bezerkers are out too fast for most races(mainly necrons) to handle.
Horrors:
Reason: A big DC concern, while they fill the roll, they do such a poor job...they cant reinforce, dont scale AT ALL, and can't even decap points.
Solution: Give them the ability to reinforce. Start squad size 3/5. Current survivability is TERRIBLE. squad investment is worth almost nothing.
Additional: Allow daemonic fire in tier 3 to improve their HP and/or damge.
Evidence: almost every other tank killing unit is lasting far far longer and doing a better job. Tank's themselves beat horrors, since they cant reinforce. The main advantage of AV troops over vehicles(ie the ability to reinforce) isnt there for horrors. Tank bustas have equal cost and better combat skills AS WELL as reinforce.
Chaos Sorcerer:
Reason: Chains is too powerful.
Solution: Increase cooldown on chains, so it can't be used as often. Duration increased by 2-3 seconds. All spells on global cooldown.
Chaos Vehicles:
Reason: Basically, this is here because without any doubt - chaos vehicles are still the worst in the game. until a rhino gets a heavy bolter on top, that is.
-*_*-*_*-*_*-Predators:-*_*-*_*-*_*-
BIGGEST ISSUE - MUST BE FIXED NEXT PATCH IN SOME WAY. Reason: They cost too much cap and power. They also scale extremely poorly after daemonic projectiles. their tier 2 tanks balanced to tier 4, which doesnt work AT ALL. Chaos have two vehicle options other than this unit, the only other combat unit being the defiler - which needs other vehicular support(ie the predator).
Solution: Reduce support cap to 4. Tier 2 damage recieves further buffs.
Evidence: Overpriced. currently it needs support cap research for each(expensive!). Only alternative is defilier. Predators are EXTREMELY important for chaos. they are currently not performing at subpar levels at tier 2 for price and tier 4 for durability.
Defiler:
Reason: Well....he needs no introduction. possibly the most evil looking machine of death ever. and to be honest, he isnt all hes cracked up to be. His ranged damage is pathetic and he loses out to other walkers in melee.
Solution: Improve Autocannon range and damage. Increase Battlecannons disruption. Increase HP by 300, cost to 150/280
Evidence: Do people attually use these after the expensive machine pit?
Tier 3:
Possessed Space Marines:
Reason: Currently their research takes a long time, at the same building, and delays PSM a lot.
Solution:Reduce Daemonic mutation research time.
Evidence: Not effective when first built.
Daemon Prince:
Reason: Currently a downgrade. needs a big review. He doesnt have enough HP, daemonic roar isnt effective when units have so much morale and regroup so soon.
Solution: He should be given an additional 3000 HP. He should detect or keep the auspex skill and also have the symbol of chaos(even though he is unaffected by it). Cost now 250/250.
Evidence: As a unit he sucks. players build him when their losing of have a huge winning advantage, or nothing else to spend income on.
Bloodthirster:
Reason: This guy is the worst uber unit. No ranged attack, high cost(higher than that of the avatar), no bonuses provided by him.
Solution: Remove Degeneration. Wow, really hard!
Additional: Possible damage boost of around 10/15%.
Evidence: The only unit to die on his own when your not doing anything. This will mean he has doesn't have to be used immediately, or can defend your base while your army attacks etc, especially in the case against a necron lord with res orb.
Chaos Buildings:
EDIT 14th November: This section has been revamped YET AGAIN. This is to prevent changes to chaos tier 1, which are not required.
Chaos Armoury:
Evidence: The chaos armoury is now a 'minor' structure. its cost serves no purpose besides to delay teching(which is highly important in DC). The costs outweight the benefits currently.
Solution: Chaos armoury cost is changed. eitheir both SM and chaos armoury become the same price, or chaos one is reduced to 175/50.
The Sacrificial circle, in its more important role of production of AV and bezerkers, should cost more. I think increasing its cost to 150/50 would be reasonable.
Conclusion
This thread is for opinions on the changes i've suggested. I've already asked some of my friends for opinions, and their generally supportive of these. I've been told that the pred changes be paid particularly large attention. anything I particularly like I'll edit in, and if you argue anything else I'll be sure to add that into the list too.
NEW! The 10 second quick fix list:
1. Nerf plasma and heavy bolters damage OR remove infiltration.
2. Improve DP with above downgrade removal suggestions and cost change.
3. Perform the above vehicle changes.
4. Horrors reinforce.
5. bezerkers are pushed back to an 'or' requirement on sac circle/machine pit.
6. Fix Cultist Scaling and buildtime penlty.
Why is this here? because not everything in the thread can be done. if it is, it will take a LONG time for the patch to come out. as such, this is a quick way to fix many of the issues haunting chaos and other players.






