Were you design intentions supposed to be a separate post? Or were the descriptions included in the changes what you were referencing when you said design intentions were included with the notes? Was just curious. Thanks again!
@Kat_RE Just finished reading the full patchnotes and i am really glad that you guys put some community feedback into consideration. I like the changes for early game units, especially Tactical Marines. I also think that the changes to ASM will make a huge difference, will have to see how it plays out lategame, but moving the Powersword Upgrade to Tier 2 while having the increased cost was a great move. Keep up the good work, really enjoying the game since the beta!
Wow! These patch notes hit almost every concern I had. Excellent start. Now comes the fun part where we get to test everything out to see the long term effects.
One of the best highlights for me are the reduced burst damage from many elite skills. Instant squad wipes should be more rare now. Also, no more true damage in Tier 1!
Eldar got nerfed slightly, good. Would have seen a increase to Phantomknight cost but may its fine. Most importand was to nerf the highly overpowered scorpions. SM Tac´s buffed, fine. Aussault slighly nerfed, fine. Ironmaw finally now will feel special, good. Cant tell much to the orks but looks pretty good so far. Just the Zapnoggin buff wouldnt have been needed, it was effective enought anyway. The Big Kannon mine artillerie would have needed to get a time nerf also but thats may just it. A reload time increase for the ultimate bombardments was also needed may there should have been some for the core shield to. There is nothing even worse now just because u cant abuse overpowered Eldar so hard anymore in early game, they still will be strong anyway. 1v1 and 2v2 might be playable again on higher skilllevels. Lets see how things work out. Also looking forward for some new maps and announcement for new races, but balancing things out before implement new stuff is much more important. Some lil bugs had been overseen like the heavy bolter devastators didnt worked some times correctly will the weapon pull up when combined with terminators doctrine. But still well done patch guys.
Deathstorm Droppods are still taking 120 secs to readyup instead of 60 secs as it says in tooltip.. the game is applying the 100% que time penalty for orbital drops on deathstorm ....
@Katitof said: @Kat_RE you have typo in the notes, dire avengers got nerfed RANGE not DAMAGE.
Really? If true, I think I like this better than nerfed damage. Currently DA's out-range Listening Posts if positioned carefully. That seems like a design oversight (unless it's a bug with LP targeting). Keeping higher damage would feel better for the hit-and-run style of Eldar.
@CourtJester@Tano4ek Correct, these slipped the patch notes but I'll be adding it in shortly. A 1v1 variant of Mork's Mire and a 3v3 variant of Crucible of Vaul were added into the Custom and Quick-Match map pools.
Almost all changes seem to go in the right direction with the exception of a few buffs for some Ork units (like the deathkopters for example, which are already pretty strong in mass).
I'm just concerned about the Kommando still being able to decimate two units with two shots and the autarch being untouched despite being the most broken elite in the game.
Looks like a good patch! cant wait to try it ingame. Thanks for your hard work!
Some things are contradicting though, imo. Like rangers. If I want to buy a single squad of rangers, then I need to pay 45 power just for one squad. But if I want to spam them, then the power cost of 5 ranger squads is 125 power which is only 25 power for each squad. I would much rather pay no power for unlock, but 25 power for each ranger.
Hello, Nice work on bugs and balance, now we need real ranked games and this F**** option to reconnect to a game after a crash/bug/disconnect or what ever....good luck and thanks to tryin to get this game better than this beta version (no sarcasm) respect for your work.
Most of the bad meta stuff seems to have been addressed. There does seem to be a lot of double or triple hits with the nerf bat: rangers getting two price increases, dire avengers having reduced damage and shield and increased pop, weirdboy having all 3 abilities nerfed.
All in the name of shifting the meta I guess. Looking forward to my two tac and killteam build working now :-)
Edit - wondering if buildings will need a massive price increase now. With more req in phase one they will be almost free. There won't be a choice between units or buildings, it will always be both.
I'm thinking the increase in in Phase 1 requisition will be really helpful to get a listening post up on your natural expansion without having to worry about it harshly affecting your unit count on the map.
RELIC! Fantastic patch. I hope there hasnt been too much damage done already with all the negative launch reviews. adding more maps to 1v1 and 3v3 queue was probably MVP. Game feels much better. Will see after a few days when the meta starts to settle. But for now 2 huge thumbs up keep up the good work relic!
Every1 luvs the patch cos all the kiddies play SM (similar to why DC was released cos WA was too difficult for kids to play and win but was perfect). Elder have been crippled. Whirl Wind obliteration wasn't addressed and it can destroy complete t4 armies in one imba bombardment and ruins many small maps with walls as they are just massed with armies to protect, elder have no jump ability and even with a web gate skimmers rarely last to kill the WW. The Orbital strike holds and kills lvl 9 knights and yet the storm in its first stage wont kill a lp and the lightning will kill and individual squad member with each strike... yay. I can see why the advantages of bone singer tele and T1 webgate relocation was taken away but an equally skilled SM player could use asm to quickly negate... their T1 orbital drop still stands that cripples a squad. It has taken away a "Race" advantage that is now just like SM with a stand and fight policy, even in the later stages of the game Elder feel "flat footed".
Comments
Katitof
Pretty interesting changes there, that'll most certainly will slip current meta.
Krantar
Were you design intentions supposed to be a separate post? Or were the descriptions included in the changes what you were referencing when you said design intentions were included with the notes? Was just curious. Thanks again!
Ololo111
Could you look at
https://community.dawnofwar.com/discussion/12521/two-gamebreaking-bugs and
https://community.dawnofwar.com/discussion/45286
??
According to current patch notes, Fire-prism attack-ground is still malfunctioning.
Blacksnow
@Kat_RE Just finished reading the full patchnotes and i am really glad that you guys put some community feedback into consideration. I like the changes for early game units, especially Tactical Marines. I also think that the changes to ASM will make a huge difference, will have to see how it plays out lategame, but moving the Powersword Upgrade to Tier 2 while having the increased cost was a great move. Keep up the good work, really enjoying the game since the beta!
CANNED_F3TUS
Great JOB!
RedDevilCG
Wow! These patch notes hit almost every concern I had. Excellent start. Now comes the fun part where we get to test everything out to see the long term effects.
One of the best highlights for me are the reduced burst damage from many elite skills. Instant squad wipes should be more rare now. Also, no more true damage in Tier 1!


Technique
Planning on making a real ladder in the future?
This is just a placeholder right?
And other basic rts features like customizable hotkeys?
Katitof
@Kat_RE you have typo in the notes, dire avengers got nerfed RANGE not DAMAGE.
PrimarchLemanRu55
Eldar got nerfed slightly, good. Would have seen a increase to Phantomknight cost but may its fine. Most importand was to nerf the highly overpowered scorpions. SM Tac´s buffed, fine. Aussault slighly nerfed, fine. Ironmaw finally now will feel special, good. Cant tell much to the orks but looks pretty good so far. Just the Zapnoggin buff wouldnt have been needed, it was effective enought anyway. The Big Kannon mine artillerie would have needed to get a time nerf also but thats may just it. A reload time increase for the ultimate bombardments was also needed may there should have been some for the core shield to. There is nothing even worse now just because u cant abuse overpowered Eldar so hard anymore in early game, they still will be strong anyway. 1v1 and 2v2 might be playable again on higher skilllevels. Lets see how things work out. Also looking forward for some new maps and announcement for new races, but balancing things out before implement new stuff is much more important. Some lil bugs had been overseen like the heavy bolter devastators didnt worked some times correctly will the weapon pull up when combined with terminators doctrine. But still well done patch guys.
CourtJester
@Kat_RE Any idea when we might start to see new maps?
Skemooo
Deathstorm Droppods are still taking 120 secs to readyup instead of 60 secs as it says in tooltip.. the game is applying the 100% que time penalty for orbital drops on deathstorm ....
RedDevilCG
Really? If true, I think I like this better than nerfed damage. Currently DA's out-range Listening Posts if positioned carefully. That seems like a design oversight (unless it's a bug with LP targeting). Keeping higher damage would feel better for the hit-and-run style of Eldar.
Kat_RE
@Krantar The design intentions are the descriptions in the patch notes, not a separate post. Sorry for the confusion!
Psycannon
Really happy with this recent patch. Well done and thank you.
RedDevilCG
This is probably a silly question, but what is the functional difference between a leader board and a ladder?
s0n1cm4yh3m
loving it so far!
now we need a free weekend/sale to bring new players!
Tano4ek
This patch? I see one new map for 1 vs 1 and one new map for 3 vs 3.
Perfect patch! I hope it will be good and constant tradition to fix balance issues in patchs like this
Kat_RE
@CourtJester @Tano4ek Correct, these slipped the patch notes but I'll be adding it in shortly. A 1v1 variant of Mork's Mire and a 3v3 variant of Crucible of Vaul were added into the Custom and Quick-Match map pools.
ApNw
Almost all changes seem to go in the right direction with the exception of a few buffs for some Ork units (like the deathkopters for example, which are already pretty strong in mass).
I'm just concerned about the Kommando still being able to decimate two units with two shots and the autarch being untouched despite being the most broken elite in the game.
fankater
No fixes to replays ? No observer mode ? Only 100 players leaderbords ? Relic come on.....
Molek123
Really good patch.
But i feel Eldar will be now a bit weak.
And not nerfed trukk CD on pulling units back is a bit joke. But still overall 4+/5 patch.
PaperBaG
No fix to balence Krye?
Deflaktor
Looks like a good patch! cant wait to try it ingame. Thanks for your hard work!
Some things are contradicting though, imo. Like rangers. If I want to buy a single squad of rangers, then I need to pay 45 power just for one squad. But if I want to spam them, then the power cost of 5 ranger squads is 125 power which is only 25 power for each squad. I would much rather pay no power for unlock, but 25 power for each ranger.
Mirambel
What are the changes to the AI?
Arakiji
Hello, Nice work on bugs and balance, now we need real ranked games and this F**** option to reconnect to a game after a crash/bug/disconnect or what ever....good luck and thanks to tryin to get this game better than this beta version (no sarcasm) respect for your work.
KanKrusha
Most of the bad meta stuff seems to have been addressed. There does seem to be a lot of double or triple hits with the nerf bat: rangers getting two price increases, dire avengers having reduced damage and shield and increased pop, weirdboy having all 3 abilities nerfed.
All in the name of shifting the meta I guess. Looking forward to my two tac and killteam build working now :-)
Edit - wondering if buildings will need a massive price increase now. With more req in phase one they will be almost free. There won't be a choice between units or buildings, it will always be both.
RedDevilCG
I'm thinking the increase in in Phase 1 requisition will be really helpful to get a listening post up on your natural expansion without having to worry about it harshly affecting your unit count on the map.
kodarus
RELIC! Fantastic patch. I hope there hasnt been too much damage done already with all the negative launch reviews. adding more maps to 1v1 and 3v3 queue was probably MVP. Game feels much better. Will see after a few days when the meta starts to settle. But for now 2 huge thumbs up keep up the good work relic!
Exdio
OMG. Where is Key Bindings option? 2k17 Relics can't make "buttons configuration". Guys, it's RTS. The game "must have" this option.
houndtide
Every1 luvs the patch cos all the kiddies play SM (similar to why DC was released cos WA was too difficult for kids to play and win but was perfect). Elder have been crippled. Whirl Wind obliteration wasn't addressed and it can destroy complete t4 armies in one imba bombardment and ruins many small maps with walls as they are just massed with armies to protect, elder have no jump ability and even with a web gate skimmers rarely last to kill the WW. The Orbital strike holds and kills lvl 9 knights and yet the storm in its first stage wont kill a lp and the lightning will kill and individual squad member with each strike... yay. I can see why the advantages of bone singer tele and T1 webgate relocation was taken away but an equally skilled SM player could use asm to quickly negate... their T1 orbital drop still stands that cripples a squad. It has taken away a "Race" advantage that is now just like SM with a stand and fight policy, even in the later stages of the game Elder feel "flat footed".