Thread: DoW2 ELITE: Balance Mod
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WNxBizzie
05-13-2011, 01:15 PM
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DoW2 ELITE: Balance Mod
Quote:
Originally Posted by Caeltos
Hello !

I believe introductions are in order, so I present myself; Caeltos. I've been playing DoW2 since the beginning of time (which is since the early beta days) and throughout my journey in DoW2, I've managed to lead/play with the most succesful teams in events/cups/tournaments, most specifically throughout the EMS season alongside with Team Diamond /DA. Apart from that, I've been a co-caster and livecaster and helped alot of people into becoming better gamers.

Throughout the years, there's been balance complaints left and right- altho, some have been uncalled for and sometimes the cries of the bads have had an onfortunate effects on the how the game was played. However, most of these cases it's been rearranged, but it might have been taken abit to long for Relic to readjust these issues. (Partially throughout the GFWL service time period however, whereas Steamworks is still kicking in).

But alas, it's come to my conclusion that if we are to test things and make things viable, there's deemed to be some sort of mod around to test and mess around things. You could call it a Balance Mod, but these things are subjective and somewhat hard to accomplish with the lack of playerbase that's deemed to make a metagame settle in and make logical and reasonable conclusion on short timespans. So for me, this is just a mod that doesns't stray away from the formula, but aims to improve the gameplay generally more smoother and consistant.
Q & A:

Q:Will you add new units?
A: So far, the only new additional "unit" is the Nurgle Predator, which has finally gotten a nice niché and role in the Chaos T3 roster. I'm very pleased with how it ended up, I owe Kolaris lots for that one. Some other units has gotten some tweaks to counter their respective units they're suppose to excel against at more accordingly. I might in the end up adding new units, depending on if I see them fit, and needed.

Q: What about possible "new" races?
No, not for now. Probably never. Complicates things abit to much.

Q: How is the balance in 2v2/3v3?
Since this mod was aimed towards competetive 1v1 play, balance in 2v2 and 3v3 are on second priority. If you notice any glaring differences in balance, feel free to comment in this thread with your feedback, and we'll see what differences we can do to make it enjoyable for every bracket players.

Download Link: http://www.megaupload.com/?d=UD7RYGNM

How to install:
Extract everything into your Retribution folder. Steam shortcut should have the following:

-dev -modname Caeltos_Balance_Mod

If you want to change the name, the folder, names of the .module files, and all instances would need to be replaced in the .module files.

Patch Notes
Space Marine

Global Changes
For The Emperor! now also applies melee damage & works on Terminators.
Blessing of the Omnissiah duration increased from 20s to 30s. Recharge from 150s to 100s.
Larramans Blessing now restores all dead commanders at their HQ. Recharge from 50s to 90s.
Angels of Death duration from 8 seconds to 6 seconds.

Force Commander
Increased range on Stormshield ability from 10 to 25.
Increased damage on Chainsword on FC with Stormshield by a small amount.
Increase range distance capabilties on his Teleporter Pack.

Apothecary
Removed after heal-regeneration effect on his Heal ability.
Increased Base Health from 550 to 625.
Full-Auto Knockback now no longer works on Sentinels.
Full Auto Knockback duration reduced by 1.5s

Techmarine
Reduced the regeneration rate from Artificers armor from 0.5 to 0.3
Bionics now increases health regeneration by an additional 0.1 and enhances his prowess. (+10 weapon skill and an additional 15% melee damage)
Plasma Gun Overcharge now has a new visuals for during effect & after
Plasma Gun Overcharge overheat duration increased by an additional 2s.

Tactical Marine Squad
Reduced upgrade time on Missile Launchers from 40 seconds to 25

Dreadnought
Reduced power cost from 140 to 120.

Predator
Reduced the Twin-Linked Lascannon AoE to make it less effective vs Infantry.
Reduced cost on Twin-Linked Lascannon from 185/35 to 125/35

Terminators
Cyclone Missile Launcher Barrage Ability now uses Vector-Targetting. (3 Targets)


Chaos Space Marine

Global Changes
Malignant Blindness now activates immediately. Cost reduced from 125 to 100.
Bloodlust cost decreased from 275 to 250. Now applies also from ranged damage. But only 1% instead of 2% if melee.
Dark Flames cost increased from from 125 to 175.
Touch of Nurgle now has a cooldown of 3 seconds intervals between each explosion.
Plague of Undeath cost decreased from 250 to 200.
Obnoxious Cloud cost increased from 200 to 225. Duration reduced by a medium amount.

Chaos Lord
Combi-Flamer damage done reduced slightly.
Blood Maul knockback now also leaves an after-effect of being stunned for a short period of time.
Blood Maul damage increased from 150 to 175.
Reduced cost on Blood Maul from 150/50 to 150/35.
Harness of Rage grants an additional +50 health
Harness of Rage cost reduction from 125/25 to 120/20
Daemonic Visage now grants a static -15% damage done and -10 melee skill to all nearby enemy units.

Chaos Sorcerer
Warpfire ability damage done reduced from 115 to 100.
Rod of Warpfire ranged dps increased from 17.5 to 30.
Changed tooltip to indicate furthermore enchanced ranged damage instead of melee.
Daemon Armor now grants an additional 0.1 energy regeneration
Daemonic Shield now grants supression immunity

Plague Champion
Base Health increased from 650 to 720
Power Sword cost decreased from 150/30 to 135/30
Reduced the speed penalty from the Armor of Pestilence wargear upgrade.

Heretics
Cost reduced from 260 to 240
Worship Toggle reduced from 3s to 2s.
Aspiring Champion ranged dps decrease from 14.88 dps to 3.65.

Chaos Space Marines
Eternal War cost decreased from 75/20 to 50/15.
Aspiring Champion ranged dps increase from 3.65 dps to 14.88 dps.
Cost decreased on Aspiring Champion from 100/25 to 75/25

Noise Marines
Reduced cost from 400/40 to 350/30

Bloodcrusher
Increased power cost from 45 to 60.

Plague Marines
Cost changed from 500/40 to 440/40
AoE Healing no longer benefits the other Plague Marine members in the squad.

Chaos Dreadnought
Reduced power cost from 140 to 120.
Reduced cost on all Mark upgrades to 100/20

Chaos Predator
Mark of Nurgle now fires explosive corrosive shells that leaves an area of effect on the ground, dealing damage over time and debuffs enemies.
Mark of Khorne increases bolter damages by an additional 50%. (Default damage is 22.67 each)
Mark of Tzeentch AoE decreased to make it less effective vs Infantry.

Great Unclean One
Windup-time on Vomit reduced by 1.5 seconds
Now passively slows/damages all nearby enemy units.



Eldar

Global Changes
Far Sight duration increased by an additional 20 seconds.
Crack Shot duration increased slightly.

Warlock
Shroud of Darkness ability is now duration based instead of energy. Lasts for 15s.
Heart of Darkness no longer requires you to take damage to use.
Merciless Witchspear knockdown effect has now a cooldown of 3 seconds interval.

Warp Spider Exarch
Enhanced Warp Generators now increases energy regeneration of the WSE by 0.1
Heavy Gauge Deathspinner is now duration based instead of energy based ability. Duration 6 seconds. Energy cost is 30. Cooldown 10 seconds.

Farseer
Doombringer damage increased from 75 to 85.
Runes of Reaping reworked. Now reduces the cooldown on all your abilities by 25%. .
Armor of the Asuryan cost decreased from 200/60 to 150/50

Guardians
Starts with Fleet of Foot.
Reduced cost of Guardians from 300 to 270.
Battle Equipment cost increased from 50/15 to 70/20. Now also increases ranged damage output of the squad.
Increased Warlock upkeep from 7.8 to 10.8
Warlock cost increased from 65/15 to 75/25

Banshees
Banshee Exarch cost changed from 85/15 to 100/25

Rangers
Increased build time from 21s to 28s.

Shuriken Cannon Weapon Team
Build Time decreased from 40s to 30s.

Wraithguards
Can now enter Webway Gates.
Now retreats slightly faster with a Warlock.

Wraithlord
Power cost decreased from 120 to 100.
Brightlance Weapon Upgrade can now fire on the move.

Falcon
Cost increase to 400

Fire Prisms
Increased movement speed by 0.3
Reduced recharge timer from swapping beams from 4s to 2s
Prism Cannon Explosive damage increased from 70 to 80
Prism Cannon Focused damage increased from 160 to 175



Imperial Guard

Global Changes
Hellfury Strike now also supresses enemies within the area of effect.
Banewolf Call-in now also have a power cost tag of 40
Basilisk Flare duration increased from 10 to 14s. Recharge duration decreased from 120 to 60.
Basilisk Creeping Barrage cost increase from 175 to 200.
Leman Russ Call-in cost decreased to 500 requisition from 650

Inquisitor
Purgatus cost increase from 200/35 to 200/50
Assail is no longer a channeled ability. Supression removed

Lord General
Reinforcement cost increased from 25 to 30.
Med-Kit Energy cost increased to 60 & Cooldown of 20s
Carapace Armor armor now also grants +20 energy.
Grenade Launcher cost changed from 130/20 to 100/30

Commissar Lord
Powerfist cost decreased from 200/50 to 150/40
Aura of Discipline changed, now heals all units that are near the Commissar passively. Similliar to the Stubborness. Cost increase from 125/35 to 150/30
Carapace Armor now also makes Inspire Courage no longer cost any energy to use.
Bionic Eye no longer grants any additional Energy.

Guardsmen
Sergeant cost increased from 85 to 100

Sentinel
Reduced detection range from 15 to 10.

Heavy Weapons Team
Reduced Pop from 12 to 10.
Sergeant is now 2 pop from 3

Catachan Devils
Reduced reinforce time from 3.4 to 2.4s
Sarge upgrade power cost removed.

Chimera
Cost increase from 300/60 to 350/60

Stormtroopers
Sight range increased from 40 to 50
Assault Kit now grants the Frag Grenade Ability

Baneblade
Fire Demolisher Cannon cooldown reduced from 30 to 20s
Fire Baneblade Cannon cooldown reduced from 30 to 20s
Damage reduced slightly on Demolisher Cannon.
Damage reduced slightly on Baneblade Cannon.



Orks

Global Changes
WAAAGHHH! now regenerates passively slightly faster
Call Da Boyz now only reinforces units once rather then in a continous fashion.
More Dakka now gives you also a chance to cause knockback.

Warboss
Enhanced Kustom Shoota cost increased from 100/20 to 120/35
Enhanced Kustom Shoota dps increased from 26.67 to 28.
Now im Angry build time increased from 10 to 15s
Boss Pole build time increased from 10 to 15s
Trophy Rack build time increased from 10 to 15s

Kommando Nob
Assashun's Knife cost decreased from 120/30 to 100/20
Boom Time now improves Stun Bomb AoE.

Mekboy
Reduced Beamy Loota cost from 150/40 to 125/25
Mega Rumblah cost decreased from 200/60 to 150/50
Proximity Mines recharge from 50 to 30s

Slugga Boyz
Cost decreased from 300 to 270

Shoota Boyz
Shoota Boy Nob cost changed from 75/25 to 85/15

Loota Boyz
Reload Frequency changed from 8-6 to 12-10
Rate of Fire increased from 10 to 13
Damage done to medium range targets from 1 to 1.5
Build Time decreased from 33 to 28s

Stormboyz
Bomma Boy no longer works on retreating units

Stikkbommaz
Increased base health from 600 to 800.

Tankbustas
No longer have a minimum firing range
Projectile from Rokkit Barrage increased

Deff Dread
Reduced the Waagh cost reduced on Deff Dread Rampage from 35 to 25
Cost changed on Burnaz 'n bitz changed from 180/20 to 100/30

Weirdboy
Damage from his ranged reduced from 90 to 75
Warpath Energy cost reduced from 40 to 30
Warp Vomit no longer reduces vision range

Wartrukk
Cost changed from 180/20 to 220/30

Battlewagon
Now only requires 1 squad to be fully operational.
Repair rate on Battlewagon increased.



Tyranids

Global Changes
Without Number cost decreased from 500 to 450 requistion and 300 red to 250
Brood Nest now also regenerates nearby units and allies health. Pop from 4 to 5

Hive Tyrant
Reduced Health from 1080 to 1000
Bio-Plasma Projectile speed increased
Bonded Exoskeleton cost increased from 150/40 to 185/50
Crushing Claws cost increased from 150/50 to 200/50
Improved Synapse cost decrease from 140/40 to 120/35

Ravener Alpha
Acid Splatter damage increased from 60 to 75
Strengthened Sinew is a passive bonus now. Cost increase from 100/20 to 135/25
Corrosive Devourer cost from 150/50 to 140/40
Improved Synapse (Damage) range increased from 10 to 25

Lictor Alpha
Base Health increased from 630 to 700
Vision range increased from 38 to 45
Scything Talons cost tweak to 120/30
Toxic Cysts grants an additional 25 Health.
Adrenal Glands now enhances health & energy regeneration rate by 0.1

Hormagaunt
Cost decreased from 300 to 260
Adrenal Gland cost changed from 50/15 to 40/20

Warrior Brood
Health decreased from 1080 to 990
Cost tweak from 300/30 to 340/20
Barbed Strangler cost changed to only 60 requisition

Ravener Brood
Reduced power from 45 to 40
Build time increase from 24 to 30s

Genestealer Broods
Cost decreased from 500/45 to 450/30

Venom Brood
Now needs to upgrade for Ranged Synapse
Cost: 100/25

Zoanthrope
Increased maximum speed from 4 to 4.5
Base Health increase from 250 to 333
Rotation Rate increased from 600 to 800

Tyrant Guard
Healing Effect is now burst rather then a continous regeneration. The healing remains unchanged however.
Health increased from 2250 to 2500
Damage done increased from 80 to 95

Carnifex
Cost reduced from 600/160 to 550/150
Build time increased from 30 to 38s
Thornback cost reduced from 200/50 to 150/50
Venom Cannon cost increased from 100/50 to 150/50
Barbed Strangler cost increased from 90/50 to 100/50.
Venom Cannon damage increased from 74 to 95
Barbed Strangler decreased reload duration from 5-5 to 4-4


Future Patches
Space Marines

Force Commander
Stormshield AoE aoe from 25 to 22

Techmarine
Consecrated Bolter dps from 35 to 39. AoE from 10 to 15

Tactical Space Marines
Missile Launcher upgrade from 30 seconds to 15

Dreadnought
Multi-Melta power cost decreased by 10
Assault Cannon power cost decreased by 10

Terminators
No longer levels up

Chaos Space Marines

Chaos Lord
Harness of Rage cost to 125/25 from 120/20
Lightning Claw damage increase from 100 to 105

Chaos Sorcerer
Rod of Warpfire damage reduced from 100 to 90
Chains of Torment increases health regeneration by 0.1

Chaos Space Marines
Reverted capping speed from 1.5 to 1

Noise Marines
Increased power cost by 5
Reduced Base Health from 1050 to 975

Great Unclean One
Stomp is now weapon knockback (no longer works on retreat)

Eldar

Farseer
Guide cooldown reduced to 30 seconds

Warp Spider Exarch
Heavy Death Gauge Spinners dps increase from 28 to 34
Heavy Death Gauge Spinner ability reverted back to normal

Guardians
Battle Equipment cost changed from 70/20 to 70/15

Banshees
Aspect of the Banshee cost from 100/25 to 85/20
Banshee Exarch health increase from 200 to 240

Brightlance
Now has a toggle effect that decreases damage done by the brightlance by 75%, but targets that are shot by the Brightlance now take an additional 25% more damage from all sources. Lasts for 4 seconds. 100% accuracy
Cost increase from 300 to 330

Warp Spiders
Damage done to retreating units reduced

Autarch
Reduced movement speed by 0.5

Falcon
Increased movement speed by 0.3


Orks

Warboss
Spiky Armor cost reduced from 120/30 to 115/25
Kustom Shoota cost changed to 120/20 from 120/35

Kommando Nob
Improved Camoflague improves his energy regeneration by 0.1
Boom Time now also improves Stikkbommaz if purchased.

Mekboy
Charge time on Mek Mines from 20 seconds to 3.

Tankbustas
Tankbusta damage increased from 14 to 16

Stikkbommaz
Melee damage increased from 17 to 21

Kommandos
Movement speed increased from 5 to 5.5
Health reduced from 1125 to 1000
Kommando Shoota damage increased from 29 to 30
Kommando Fist damage increase from 8 to 16
Luv Da Dakka duration reduced from 7.5 seconds to 3.5
Burna Bomb damage reduced from 20 to 15

Tyranids

Hive Tyrant
Improved Synapse from 120/35 to 120/25

Ravener Alpha
Health reduced from 720 to 650
Burrow Trap Charge time increased by 3 seconds.

Lictor Alpha
Health reduced from 700 to 670

Hormagaunts
Cost increase from 260 to 270
Adrenal Glands cost to 50/15

Warrior Broods
Cost reverted back to 300/30
Adrenal Glands purchase now makes Warrior Broods more expensive to reinforce
Adrenal Glands cost increase from 100/20 to 100/25

Venom Broods
Cost reverted back to 350/15
No longer by default grants Ranged Synapse
Ranged Synapse upgrade cost 50/40

Genestealer
Cost changed from 450/40 to 400/50
Build time decreased from 38 seconds to 29

Carnifex
Build time increased from 38 seconds to 50


Imperial Guard

All Extra Plate Armor cost reduced to 50/15 and 15s build time

Sentinel
Health reduced from 750 to 700

Guardsmen
Scrapping Turret now grants you 75% refund (from 50%)

Catachan Devils
Smoke Bomb now grants supression immunity

Ogryns
Use yer 'ead! duration reduced from 10 to 8 seconds

Stormtrooper
Stormtrooper Sergeant Hellgun damage increased from 30 to 40.


Main Thread:
http://forums.relicnews.com/showthre...post1045250391



 
 
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Warrior Nation
 
WNxcursed
05-13-2011, 01:44 PM
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that guy is such a troll with those balance changes...
seriously, youd swear he hadnt played the game.



 
 
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Warrior Nation
 
WNxBizzie
05-13-2011, 04:07 PM
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He does it to test them out, not as definitive things.



 
 
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WNxSidewinder
05-13-2011, 05:02 PM
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Quote:
Originally Posted by WNxBizzie View Post
Baneblade
Fire Demolisher Cannon cooldown reduced from 30 to 20s
Fire Baneblade Cannon cooldown reduced from 30 to 20s
Damage reduced slightly on Demolisher Cannon.
Damage reduced slightly on Baneblade Cannon.
Absolutely batshit retarded.

The BB cannon can wipe a predator with extra plating in 1 shot, if he's going to lower that CD down 10 seconds, it better be a good damage decrease...

I agree with quite a few other changes in here, but some of them are like "wtf?".



 
 
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WNxrogueborg
05-14-2011, 02:09 AM
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You can see he is a Chaos player



 
 
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WNxBizzie
05-14-2011, 02:27 AM
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Quote:
Originally Posted by WNxrogueborg View Post
You can see he is a Chaos player
Indeed lol



 
 
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Wnx Arachne
05-14-2011, 10:08 AM
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A balance for the game or just for the player who plays Chaos?



 
 
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WNxSmoke
05-14-2011, 03:27 PM
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whats the point in this mod anyway? can you even play it in ranked?



 
 
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WNxSidewinder
05-14-2011, 04:01 PM
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Quote:
Originally Posted by WNxSmoke View Post
whats the point in this mod anyway? can you even play it in ranked?
I doubt it, otherwise I'd make a mod making it so Scouts have 3 HP but have a range of 4.5 million and do 5000 damage a shot and take up no population.



 
 
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WNxcursed
05-14-2011, 04:03 PM
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#10 
termies are like the only unit i could think of that could survive that!



 
 
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WNxSidewinder
05-14-2011, 04:10 PM
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#11 
Quote:
Originally Posted by WNxcursed View Post
termies are like the only unit i could think of that could survive that!
Hahaha, agreed. Bringing a whole new perspective to Req. Bleeding...



 
 
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