Greetings, Fellow DOW3 players. We come in Peace
We are from one of the largest Korean WH Community: 'Warhammer Town'
We've been playing since DOW1. Not only dawn of war franchise, we talk about most of the PC and Console based WH games.
We wanted to share our opinions about DOW3 balances and user convenience with rest of users AND RELIC
Please be aware that these feedback is from more than 50 players in our community, they have different spectrum as different players.
We went through a intensive feedback process focused on sharing as much opinions as we can.
These are pure impressions that we Korean players took during first few week of DOW3 release.
Not everyone thinks the same we just brought as much opinions we could
Please share us your thoughts.
I decided to put this first for our topic since most of problem are quite complex and interconnected.
Skill shots do too much damage
While skills shots do not have that much penalty or risk, they do so much damage. The early game is easily broken by powerful skill shots which are even hard to dodge (mage elite, assault leap, banshee charge). Tier 1 units die fast while it takes some time and resource to build or reinforce them.
if you were able to hit enemy squad hard with your skills in the early stage of battle, you can take control of resource points or even damage the opponent's object (might even destroy it if you have scorpions as Eldar) Which gives critical damage to opponent, and roll greater snowball. This happens around 4~5 minutes of the game.
Yes, you can comeback when you stick to the rear resource points and win other fights, but it is hard to win over and opponent who already has better map control after first few fights.
We think this might be helped by...
- decreasing overall skill shot damage of the elites and doctrines, let them increase over tier or escalation phase.
- increasing the health of lower tier units
- keep the current status but let units recover faster (increased resource gain, or price deduction)
Easy kill and strong reward for Objects
For some units (such as ASM with PS or Scorpions with Hunt activated) it takes less than 30 seconds to deal critical damage or even smack the shield generator, granting easy reward of requisition, power, and elite points.
For ASM are very mobile with its jump pack, can easily run away after doing enough damage to the generator.
For Scorpions, They have crazy DPS with the Hunt active, and their crit damage. They can work alone, kill small defenders while other Eldar units defend their posts.
And... Orcs don't have hard hitter like above which makes them sad
We had a conclusion that the Objects should be much tougher during early stage of the game, if they are to maintain current rewards.
Low Risk High Return is not favorable.
- Add Building Armor type or, Object armor type so those crit based backdoor is less lethal and decisive.
Tier 1 Infantry looks powerless and useless on late game
on DOW1 or DOW2 even on late games Tier 1 infantry had its place to stand through additional upgrades on Tier3, or squad leaders.
I know this game is not DOW1 or DOW2 but considering Tier 2 units and 3 units does not really costs that much than Tier 1 units, they are way powerful and player has not much reason to use Tier 1 units on late game. (unless you plan to spam them unitl the end of the game) Would be nice if we could improve this?
Weird mine mechanism
There are some mines and objects in this game (cluster mine, commando mine, Squigs), It works weird.
Even if your units detect them, they don't shoot insight and they just walk over it and get killed if don't actually order them to shoot it.
When you cast spell or skills on them, they just dies away (ASM jumps destroy mines, but ASMs don't get damage from it)
Don't we have to fix this? or is this intended to be so?
- make mines and objects auto attacked by units when detected
- don't let mines and squigs die by randon skill shots (skill shot immune I say?)