Patch 1.4.2 Changes, Discuss!
Change list:
Dark Elf:
Wraith Starting HP increased by 150 and soul charges reduced by 50 HP
Dwarves:
Paladin HP decreased to 900
Shaolin:
Monk moment increased to 3
Poisoner debuffed increased to 50%
Team Fortress 2:
Sniper Crouch bonus reduced to 250
Heavy HP Reduced to 1100
Thoughts;
Wraith HP: Most predictable change, Lvl. 1 Wraiths won't be free kills anymore. Good stuff.
Paladin HP: Interesting change, puts a +2 Paladin just 135 HP above three shot range for 450 units. DW will have to be a little more careful to keep topped off. I would have much preferred a nerf to Aura stacking, but anything that makes the team a bit squishier is appreciated.
Monk Movement: Easily the biggest change. Don't think so? Remember what Move 3 did for the Void Monk? Being able to joust at will and place that 25% debuff wherever they want is a huge. I wish this buff had come with the caveat that the 25% faded if the Monk was stomped. I am not looking forward to naked monks blitzing behind my lines to debuff a +3 unit.
Poisoner Debuff: Significant, naked Poisoner + Dragon can spike up to 940 HP on +3 units. Now that's not quite kill range, but it's a massive amount of threat for for a +0. Add a monk to the party and it will be very hard to keep your buffed units safe anywhere on the board.
Sniper Damage: Yay! No more Jaret one shots from nine squares away! I guess this makes the Sniper Kinda meh now, but who the f*ck cares? TF2 has got plenty of other money units to play with.
Heavy HP: I don't think this changes the Heavy's HtK (Hits to Kill) vs anyone. I guess in theory is makes him a little more manageable for 200 Power units if he's taken some AoE. I dunno, this feels like a very mild nerf, but I might be missing something. I don't tend to play the teams that have trouble with the Heavy.
Dark Elf:
Wraith Starting HP increased by 150 and soul charges reduced by 50 HP
Dwarves:
Paladin HP decreased to 900
Shaolin:
Monk moment increased to 3
Poisoner debuffed increased to 50%
Team Fortress 2:
Sniper Crouch bonus reduced to 250
Heavy HP Reduced to 1100
Dark Elf: Well, good, but still difficult.. I feel more its a debuff than a buff.. it will be more difficult to make him stronger.
Dwarves: Well I thought more the stacking will be disabled, but thats okay too.. thats actually nearly like 10% less defensive.
Shaolin: good, finally the monk gets more slight more useable.. poisoner is an self-entertainer okay.
Team Fortress 2: sniper is again .. the perfect canonfood. heavy, well i guess thats good.
The real problem for Shaolin is that they still pretty much stink without poisoners. The monk buff is nice, but monks have no AOE attack and this isnt remotely comparable to Void Monks getting an extra movement. That is why we wanted Windblade buffed.
Council to some degree suffers from the same problem as Shaolin, but Council is a bit more well rounded in my opinion.
Still, in a typical game, Shaolin should be tough now. Just cant lose those poisoners!
The speed boost tile map looks much tamer now (as we requested). Looks good.
I dunno, I think you're under stating it. 25% health from a +3 is the equivalent of stripping a piece of armor off them, so it is at worst a 1 for 1 trade and that's just for the application. If you manage to keep the monk alive or kill the +3 it's pure value.
Heavy is now 3-shottable by buffed Soldiers and Pyros, instead of having 30 hp left. It was interesting, a buffed Medic rezzing and healling a Heavy could get him to 1170 health in 3 heals, which left him open to being 3 shot. Most people didn't bother healing that extra 30 health, but it was occasionally a potential game-changer. But I guess Medics can heal and link to a Heavy more easily now
There's probably other units which can take advantage of the 100 health nerf, but that was just the first that came to mind.
I dunno, I think you're under stating it. 25% health from a +3 is the equivalent of stripping a piece of armor off them, so it is at worst a 1 for 1 trade and that's just for the application. If you manage to keep the monk alive or kill the +3 it's pure value.
Tagging and retreating is easier for sure. That will help a lot when poisoners are on the board. But how much will it help if Shaolin doesnt have any poisoners?
Which is scarier, Shaolin without poisoners or Council without archers?
Its a trick question, as generally the answer is going to be neither, but I'd give the edge to Council
Anyway, all I'm saying is that it would have been better to spread the wealth a little more.
Change list:
Dark Elf:
Wraith Starting HP increased by 150 and soul charges reduced by 50 HP
Minor change, honestly, but helpful (primarily against TF2's weird damage numbers).
Dwarves:
Paladin HP decreased to 900
Did anybody want this? I haven't crunched the numbers but I doubt this is going to be a big change against nearly anyone. I guess strictly speaking you can 5-shot a paladin with a base 200 unit, but unless a scroll is used you can't even stomp the paladin, so... exposed healers left in vulnerable positions are vulnerable?
Bigger issue against dwarves is safety of offensive units + equipment + pally aura + shields, none of which got touched, allowing said offensive units to do ridiculous amounts of AOE damage, which most teams have limited or no tools to deal with.
TL,DR: Paladin HP nerf solves no actual problems faced by opponents of dwarves, and no actual fixes were introduced to problems that DO exist. Lolwut?
Shaolin:
Monk moment increased to 3
Poisoner debuffed increased to 50%
Monk movement increase will certainly make them more dangerous offensively. Would like to see the "Monk is stomped so debuff goes away" or some other way to deal with the permanent HP debuff, which is unlike anything else in the game. (Most buffs/debuffs last for 1 application, AND many require either a consumable or a vulnerable unit to be involved, unlike the high HP Monk)
The Poisoner didn't need a buff. The poisoner debuff was (in my opinion) already overpowered, especially combined with the possibility of dragon + bamboo ranged stomp nonsense. Even a small increase in this debuff is a change in the WRONG direction, while windblades and Taoists continue to be mediocre in every way.
Summary: Yay monk buff, WTF poisoner buff? Windblade and Taoist weakness ignored.
Team Fortress 2:
Sniper Crouch bonus reduced to 250
Heavy HP Reduced to 1100
TF2 has so many fundamental issues that it's nearly impossible to actually talk balance. That said, Heavies NEED to be tough, because everything else on the team falls over and dies. TF2 having 4 blockers (counting spies against range, which doesn't apply to tough melee combatants like void monks or ninjas) is not inappropriate.
Snipers need to be fundamentally rebalanced. Full-row range has never been fair, but without that gimmick PLUS significant crouch damage they are terrible units. Snipers need to be useful, but not overpowered, and current design basically precludes that.
I dunno, I think you're under stating it. 25% health from a +3 is the equivalent of stripping a piece of armor off them, so it is at worst a 1 for 1 trade and that's just for the application. If you manage to keep the monk alive or kill the +3 it's pure value.
Tagging and retreating is easier for sure. That will help a lot when poisoners are on the board. But how much will it help if Shaolin doesnt have any poisoners?
Which is scarier, Shaolin without poisoners or Council without archers?
Its a trick question, as generally the answer is going to be neither, but I'd give the edge to Council
Anyway, all I'm saying is that it would have been better to spread the wealth a little more.
Eh different teams are different. Not everyone has to be like Tribe or TF2, with a the balance of power spread fairly evenly between units. It works fine for some teams to favor a handful of units heavily. There's not need to homogenize things.
With these buffs Shaolin should now have better reach than even Council, it makes sense for them to have a comenserate lack elsewhere. They won't be the first highly specialized team! *Cough* Dark Elves *Cough*
Minor change, honestly, but helpful (primarily against TF2's weird damage numbers).
<<everything inbetween>>
Snipers need to be useful, but not overpowered, and current design basically precludes that.
Wow. Stupefide. For the first time I can honestly say I agree 100% with Jwallyr!
Ehm lets see....
I sense the wraith getting fat less since its not as rewarding anymore (still a buff DE players will be happy about i guess, still sadface on the apporach ^^)
I sense the heavy nerf is influnced by valve (i guess trip will be happy atleast ^^)
I sense more turtleing from the dwarves (ehm, why even encourge dwarves to do that even more ^^)
I sense shaolin doing a marathon (instead of playing the game) applying all debuffs on all wanted targets. And afterwards hoping they can snipe the target with the shadow which will be chilling in the middle while those AWESOME windblades will sleep in your deck. Oh and we cant forget the taoist singing "look at my poisoner, my poisoner is amazing, give it a lick, it tastes like poison!.."
http://www.youtube.com/watch?v=_pLWt7xPCfM
axe-thrower still the same T_T
i'll just stop whining and... hope for a better world (or im just really wrong and this solves everything)
I sense the wraith getting fat less since its not as rewarding anymore (still a buff DE players will be happy about i guess, still sadface on the apporach ^^)
I don't understand the Wraith-griping... Of COURSE it's still worth it to level him up -- he still gains +50 attack and +100 HP (rather than the previous +150 HP) per feeding. All this change does is flatten out his progression slightly so that he isn't quite as fragile early. If you think you're suddenly going to see a lot of vanilla, level-1 Wraiths running around the board, you're crazy.
I sense the heavy nerf is influnced by valve (i guess trip will be happy atleast ^^)
Huh? I never called for a Heavy nerf.
I dont think anyone else has picked up on this, but the wraith buff may be more than meets the eye. Since the extra HP from soulstone and shining helm are a percentage of base HP, the wraith will now get 80 HP instead of 65 when it equips these.
I'm currently up against a shielded, healmed, double bombed, single fed (at least I think) wraith. It's at 1235 HP. A more consequetial buff than meets the eye?
I'm currently up against a shielded, healmed, double bombed, single fed (at least I think) wraith. It's at 1235 HP. A more consequetial buff than meets the eye?
Based on what luigiman pointed out just above yours, was the wraith equipped before or after patch? I think it would have retained values it had at time of patch and not recalculated. Too bad we have no replay to figure out how many feedings (and whether fed pre- or post- patch).
I'm currently up against a shielded, healmed, double bombed, single fed (at least I think) wraith. It's at 1235 HP. A more consequetial buff than meets the eye?
Based on what luigiman pointed out just above yours, was the wraith equipped before or after patch? I think it would have retained values it had at time of patch and not recalculated. Too bad we have no replay to figure out how many feedings (and whether fed pre- or post- patch).
It was equipped before the patch, but I think this is irelevent anyway. Contrary to what I would have assumed, it appears that pre-set values actually are recalculated; a pre-debuffed necro was already at -50% when I played my first post-patch turn.
I don't think it matters when the wraith was equipped relative to the patch. I've got a game going where I had a Paladin shielded & helmed pre-patch, and now has 1080 max HP. The tweaks affect games in progress.
Horay! many months later some progress! I might finally be able to play again...
Predictions:
- Council: Fine, baseline
- Dark Elves: should be good now, if they do poorly or too well it will be against a specific faction and require some very specific attention. But I think overall they should be great now and inline with Council. They needed the Wraith to be just a touch more survieable when spawned, and this will ensure it; now you don't need to worry about AOE KO'ing your wraith if he is next to the main target (good for range-stomp-spawning wraith in deep board situaitons).
- Dwarves: Will still dominate because nothing was done to reduce their overall AOE output, and easy engineering bubble placements. I do think the paladin change is a good one, it may not actually do much to reduce their tankiness, however another further change to their offense would be welcome in a future patch, like making the Grenader do 45% splash instead of 50%. Until then they will still out perform all teams to a degree (minus TF2 with whom they are about equal) and be very dangerous vs. teams with AOE vulnurability: namely Shaolin and to a degree TF2 (if it becomes a teamturtle vs. dwarf fortress battle of attrition).
- TF2: Sniper change is great, 1-shot jarate was just too good, now it at least takes 2 shots with jarate to KO something and thus requires you to move with 2 or 3AP for the stomp instead of having 3 or 4AP left to spare. that will make the game a lot more fair. The heavy change will mainly be of importance with attrition battles (with AOE) and thus not very substantial. I still think the team will be in the top-2 teams, together with Dwarves, but they did get a bigger nerf than Dwarves, but not so much so that they are going to be measurably worse than dwarves.
- Tribe: sadly got zero improvements. At a minimum they needed the witch to do 66% splash, maybe even 75% splash. Or the Cheiftan had to have its splash damage increase a few percent instead. Until they can get some AOE damage increases they will continue to be a tier 3 team.
- Shaolin: Monk change is great, although I would have prefered a mini-charge like the Cheiftan (move 2 AND hit in a straight line in 1 AP). The constant 3-move will make this unit into a hit-and-run piece which is certainly viable, but not necessarily the type of piece I would have wanted it to become, had I been designing it. (A mini-charge would have allowed it to engage much easier and to get combos, but would have made it harder to then retreat far back after hitting). The Poisoner +10% neg is very significant, and now the unit is powerful on its own without any support, which sort of breaks the need for a combo to begin with. You can get a lot of value by doing 1 turn neg with poison, next turn whack with bonus 50% to get quick KO. The team will still suffer vs. AOE attackers greatly, but at least now will put out more damage on the offense. Like everyone else I think that the team should have had the windblade buffed, not the poisoner. It would have been better to have several good players on the roster instead of it all being about the 1-big guy and the 3 ladies (shadow and poisoner). I don't think these changes will make the team move up to the level of Dwarves/TF2, but they will now certainly be at least as good as Tribe, and ~maybe~ as good as Council/DE but that remains to be seen. Instead I predict that at their best they will / could be beter now than Tribe, but probably not as good as Council/DE. Shaolin should be very capable now of winning against DEs and Tribe in particular.
So the tiers are now, IMHO:
TIER 1: Dwarves and TF2
TIER 2: Council and Dark Elves
TIER 3: Tribe and Shaolin
With a bit less distance now between Tier 1 and 3, and Shaolin may be more of a 2.5 than a 3 (TBD). So the only real change here is that Dark Elves are probably now in the same tier as Council instead of being a hair below them, and Shaolin are now not tier 4 but at least tier 3.
Huh? I never called for a Heavy nerf.
i wanted a heavy nerf you wanted a sniper nerf. you got yours but i didnt get mine :(
Huh? I never called for a Heavy nerf.
i wanted a heavy nerf you wanted a sniper nerf. you got yours but i didnt get mine :(
you did get a heavy nerf, it just was to 1100 instead of to 1000 which means that it's change will be minor rather than significant. Still requires 6 hits from a 200 attack unit, still dies to 4 hits from a 300 attack unit and still dies in 3 hits to an attack of 450.
I don't understand the Wraith-griping... Of COURSE it's still worth it to level him up -- he still gains +50 attack and +100 HP (rather than the previous +150 HP) per feeding. All this change does is flatten out his progression slightly so that he isn't quite as fragile early. If you think you're suddenly going to see a lot of vanilla, level-1 Wraiths running around the board, you're crazy.
i dunno. i might need to face the best DE there is (you) to realize how strong it actually is. Since all other strong players i've faced when they played DE i've never been afraid of the wraith even once :) (referring to when i were playing dwarves OR council).
Huh? I never called for a Heavy nerf.
i wanted a heavy nerf you wanted a sniper nerf. you got yours but i didnt get mine :(
you did get a heavy nerf, it just was to 1100 instead of to 1000 which means that it's change will be minor rather than significant. Still requires 6 hits from a 200 attack unit, still dies to 4 hits from a 300 attack unit and still dies in 3 hits to an attack of 450.
So when it's still the same AP required to kill the heavy, where is the nerf?
Horay! many months later some progress! I might finally be able to play again...
Predictions:
- Tribe: sadly got zero improvements. At a minimum they needed the witch to do 66% splash, maybe even 75% splash. Or the Cheiftan had to have its splash damage increase a few percent instead. Until they can get some AOE damage increases they will continue to be a tier 3 team.
Dittoed:
http://www.robotentertainment.com/forum/topic/Update-02-05-2013#comment-148465
i dunno. i might need to face the best DE there is (you) to realize how strong it actually is. Since all other strong players i've faced when they played DE i've never been afraid of the wraith even once :) (referring to when i were playing dwarves OR council).
Don't get me wrong, I still anticipate Wraiths being primarily useful as a super-stomp, but this makes him just a little less fragile initially, however he's deployed. And I waited months ands months for your League challenge (which, you announced several times, you were just about to issue) -- now you'll just have to wait a few months more. Maybe by that time we'll have gotten a meaningful Dwarf nerf... ;)
Tribe will be fine. They have ONE clearly unfavorable matchup. I agree that they could have used a shift towards better AOE, but there's no way they are below CL or DE in total strength.
I do agree with Trip that Dwarves didnt get hit very hard, and think there is a good chance that a few months from now, League data will show they are the strongest team. Still, the gap should clearly be diminished somewhat -- the pally nerf is not trivial.
I do agree with Trip that Dwarves didnt get hit very hard, and think there is a good chance that a few months from now, League data will show they are the strongest team. Still, the gap should clearly be diminished somewhat -- the pally nerf is not trivial.
How is the pally nerf not trivial? Still takes 4 hits from an unupgraded 300 (or an upgraded 200), still takes 3 hits from upgraded 300... Paladins aren't likely to get spiked down after AOE chipping, since they will be healing themselves... Maybe with the weird damage numbers of upgraded TF2 units this will make a difference, but I'm not sure it'll be enough to make that a significantly better matchup for TF2. I just don't get what I'm missing to make that particular 100 hp a big deal. The aura still means geared-up gunners or grenadiers will still barely survive against 4 hits of 300 (before resistances)...
I do agree with Trip that Dwarves didnt get hit very hard, and think there is a good chance that a few months from now, League data will show they are the strongest team. Still, the gap should clearly be diminished somewhat -- the pally nerf is not trivial.
How is the pally nerf not trivial? Still takes 4 hits from an unupgraded 300 (or an upgraded 200), still takes 3 hits from upgraded 300... Paladins aren't likely to get spiked down after AOE chipping, since they will be healing themselves... Maybe with the weird damage numbers of upgraded TF2 units this will make a difference, but I'm not sure it'll be enough to make that a significantly better matchup for TF2. I just don't get what I'm missing to make that particular 100 hp a big deal. The aura still means geared-up gunners or grenadiers will still barely survive against 4 hits of 300 (before resistances)...
By "not trivial" I only meant that I think it will come into play more than people think. At least the way I play, Pallies often take damage and dont get fully healed right away, so 100 points less could easily bring them below a threshhold. If nothing else, the axethrower can 3 shot an ungeared pally now. I still classify it as a small nerf, and *much* smaller than TF2 got, but it will help some.
By "not trivial" I only meant that I think it will come into play more than people think. At least the way I play, Pallies often take damage and dont get fully healed right away, so 100 points less could easily bring them below a threshhold. If nothing else, the axethrower can 3 shot an ungeared pally now. I still classify it as a small nerf, and *much* smaller than TF2 got, but it will help some.
Ouch... the Axe Thrower is one case that hadn't occurred to me. Just another reason that he needs a minor nerf (150 bonus damage?). He can basically 3 shot (while unbuffed) nearly any unbuffed unit except knights.
In the meantime, the witch doc can get buffed. 66% AOE? 75%?
Don't get me wrong, I still anticipate Wraiths being primarily useful as a super-stomp, but this makes him just a little less fragile initially, however he's deployed. And I waited months ands months for your League challenge (which, you announced several times, you were just about to issue) -- now you'll just have to wait a few months more. Maybe by that time we'll have gotten a meaningful Dwarf nerf... ;)
.. huh?
i remember it something more like this... : i asked you, but you said you were busy atm and couldnt play for a couple of weeks or something. But ohwell that doesnt matter, the next nerf dwarves get we can try a game. I'll send one to you instantly when that happens. in maybe.. 5months? :)
and agree on the dwarf nerf, i dont really see what it did except cause more turtling and improve TRs axe-throwers vs DW.s..







I think I like it. Poisoner will help windblade now so in away windblade got a buff. :)