Deffkoptaz: does anyone know how to use them well? I'm not necessarily saying they're bad, I'm just not really sure what they're for. Any advice would be appreciated. If they are just worse than all of the other races' skimmers, then maybe a buff or something to make them stand out would be nice.
I'd quite happily defer to better players if they find a way to make something work or disagree if I enjoy success with a strat.
I have played around a fair bit with pretty much every mechanic Eldar currently have to offer and honestly most of them are substandard.
The DR doctrine I want to love - it sounds great but then you go to use it and it takes ages to set up with the set up and de-set up time of reapers then you find out it lasts for (I
Its more useful against Waah than anything. You see the Wah and you know its coming so you can lay your traps, but this much micro is apparently too much for "Eldar players". This is a doctrine which has a specific function to deal with that, and isn't overly good, though I could see a few more second added to its duration.
Baiting into attacking the low ground and then teleporting onto the high ground will buy vital seconds to outlast an orK waah, and Orks are nothing without it.
I'm sorry, but you are you implying that one race must be playable only by people with far superior micro, while others (SM) are more often than not a matter of A move? If with a faction you need to outperform your opponent by two margins, something is broken. Not saying that there mustn't be differences between races, but an equally skilled player will quite simply have a higher chance of winning with the other two races. Period.
The DR teleport ability can work very situationally, the opponent just needs to be a few seconds late to the engagement and your beacons are gone. Too early and you're caught setting them up. And what makes you think that a good opponent will just run into your DR set for ambush? He can as well go get the rest of the map, while you wait.
To sum up:
- Make tsm grenades 20dmg as like as DA have BY DEFAULT. And make that grenade doctrinejust an additional dmg. Current situation with them is silly.
- Increase that speed to eldar, we can live with that, except DA situation - all eldars used to play just DA, and they WANT that times to get beck. That is why you are so pushed to do that by crying and justifying. Stay frosty, do no listen to them. Thay are heretics and xenos)
Change something one either speed or range. I would instead suggest to increase shields or even hp instead of range - because DA will be the most efficient unit in early game - they will not loose any model during kites, when orks and sm will do. Do not overbuff DA, this will crit the game.
- The cost of webway is okay, community can live with that, this allow more mobilityat early game
- Shadow spectres - I would instead prefer to make them mechanics as like as las devs have, but with less dmg, becuase of maneurability and because they can not be tied, that would be okay for everybody
- Wraithblades good changes
- ASM do not 10 - let them 20. Because they are assault. With your changes they will be as like as boyz. But cost twice higher. They are quite rare in gema now because of last nerf. Passive melee charge speed bonus - they will not be available to charge running eldars, that is broken machanics. Check this carefully please.
- Diomedes - nice change, I felt he doesn't cost 4 points for his abilities.
- Leave annihilator as it is, and nerf destructor aoe, but leave the dmg.
- Increase prism HP
- nobz - ok
- shoota - ok
- gretchins cost 4? oO that is definitely proper change
- stormboyz - actually they were fine, nerf killa kans long range missile better
@jessezen said:
Deffkoptaz: does anyone know how to use them well? I'm not necessarily saying they're bad, I'm just not really sure what they're for. Any advice would be appreciated. If they are just worse than all of the other races' skimmers, then maybe a buff or something to make them stand out would be nice.
There is one player who makes an amazing use of them. Potato memory for names, so I won't tell you who is it, but someone might remember him too.
You basically need the doctrine for buzz saw "stickiness" and they become very good vs listening posts/generators/vehicles.
I'd quite happily defer to better players if they find a way to make something work or disagree if I enjoy success with a strat.
I have played around a fair bit with pretty much every mechanic Eldar currently have to offer and honestly most of them are substandard.
The DR doctrine I want to love - it sounds great but then you go to use it and it takes ages to set up with the set up and de-set up time of reapers then you find out it lasts for (I
Its more useful against Waah than anything. You see the Wah and you know its coming so you can lay your traps, but this much micro is apparently too much for "Eldar players". This is a doctrine which has a specific function to deal with that, and isn't overly good, though I could see a few more second added to its duration.
Baiting into attacking the low ground and then teleporting onto the high ground will buy vital seconds to outlast an orK waah, and Orks are nothing without it.
I'm sorry, but you are you implying that one race must be playable only by people with far superior micro, while others (SM) are more often than not a matter of A move?
I'd quite happily defer to better players if they find a way to make something work or disagree if I enjoy success with a strat.
I have played around a fair bit with pretty much every mechanic Eldar currently have to offer and honestly most of them are substandard.
The DR doctrine I want to love - it sounds great but then you go to use it and it takes ages to set up with the set up and de-set up time of reapers then you find out it lasts for (I
Its more useful against Waah than anything. You see the Wah and you know its coming so you can lay your traps, but this much micro is apparently too much for "Eldar players". This is a doctrine which has a specific function to deal with that, and isn't overly good, though I could see a few more second added to its duration.
Baiting into attacking the low ground and then teleporting onto the high ground will buy vital seconds to outlast an orK waah, and Orks are nothing without it.
I'm sorry, but you are you implying that one race must be playable only by people with far superior micro, while others (SM) are more often than not a matter of A move? If with a faction you need to outperform your opponent by two margins, something is broken. Not saying that there mustn't be differences between races, but an equally skilled player will quite simply have a higher chance of winning with the other two races. Period.
And what makes you think that a good opponent will just run into your DR set for ambush? He can as well go get the rest of the map, while you wait.
Did you ever consider the possibility that you are playing them wrong?
I don't believe you need far superior micro. Eldar are already really forgiving. You have shields that will buff you from model losses, even when you get hit by nukes from elites. You have more speed and thus can dodge grendes easier. You've got true damage grenades with a 50% larger AOE than stikkbombs, and heavy weapons teams. What more do you want? You want A-move capability, too?
A good player is going to use an early game Waah and then go around capping nodes instead of attacking you? I don't think so.
@jessezen said:
Deffkoptaz: does anyone know how to use them well? I'm not necessarily saying they're bad, I'm just not really sure what they're for. Any advice would be appreciated. If they are just worse than all of the other races' skimmers, then maybe a buff or something to make them stand out would be nice.
yeah deffcopters and vypers could see some love aswell:
So my add to the list would be:
Eldar
ranger buff (If u dont notice I rly would like to see them again in the game)
banshee buff (slight, they dont compare well to ASM)
---->This would make multiple Eldar army compensitions worth using^^
Vyper buff(they just dont seem to be worth their cost at all-compared to landspeeders)
SM
I rly think every unit of the SM arsenal is worth it, if not SM player may correct me, but I dont see any useless units like rangers. And the Op preds get the nerfs they deserve
Orc
deffcopter buff(they just dont seem to be worth their cost at all-compared to landspeeders)
Maybe a killakan change. I dont like to play them as Orc myself and think they are a bit luckluster. But they got the potential to be stupid OP if microd perfectly. So I dont think just a nerf is the right way to adress it- maybe a slight change of fire speed and generaton of rockets speed buff
@Cursed said:
Still think something needs to be done about wraightguard.
It's too hard to make them bleed so it's very easy for an Eldar player to create a blob of them. And they do a ton of damage
As orks: Tankbustas with squigs, killa kans, big trukk in arty mode.
As LSM: Power sword ASM with LC Devs, any variant of predator.
As Eldar: counterspam or banshees+ specters, wraithBLADES or fire prisms.
Sometimes you need more then 1 type of unit to counter something.
im very aware of the counters to them, the problem is it takes overwhelming numbers of the offical counters to actually kill them off in a timely fashion.
they tank enough that ASM dont put a dent in them before any supporting eldar units mop up the ASM.
id honestly like to think walkers are a counter to them but they make pretty short work of those too. most of the problem i find wihh thhem is the snowball. you get one, your enemy cant kill it even its its not doing a pile of work for your army. but then you get a second one becuase your not bleeding as much with the first one tanking the enemy. then that leads to a third and so on simply because its so hard to make them bleed.
theyre very much you kill none of them or all of them.
hello. Agree with this patch.. But i think waag tower is too less expensive. And banshees need a buff.What about laser canon squad i think for their cost theyre are too strong like tank busta for orc. all orcs players spam tankbusta. And they make strong dammage against all units...
Ah yeah I had forgotten about the shields. I'll turn them on next time.
Yeah you're right -so what I'll do is fire my shuriken catapults and then head off to let my shields recharge once my guns overheat.....I'm sure the orks won't do anything dastardly while I'm gone like blow up my webway gate or savage my resource generators.
Thank you sensei.....teach me more.
...Ahem, sorry, obviously sarcasm. Have you played as Eldar in the match up Frumpylumps?
Shoota boyz have more health and a higher sustained damage out put- which in the end means they are currently trading better in most cases. Plus with Sluggas already running around as cheap fodder you are forced to run around a fair bit seeing as Orks can overall pump more units out...plus Waagh. Then suddenly this difference is huge.
Which part do you disagree with?
Disagree that higher sustained damage means they are trading better. The shields eldar have actually regenerate while they are firing. The only time DA would ever lose to shootahs is if they couldn't run away to abuse their shield advantage. I'm don't know if it is true that Orks can pump out more units. Ork can't even leave their base without Waaah in the early game, so Eldar can be inflcting damage that entire time. The only argument I can see that I could see have validity is that the harass damage isn't effective enough to deter orKs advancement into nobz but I haven't played a lot of Eldar players who know how to put the pressure on early and keep it on. I can see how if you sat back and did nothing to the ork player, that Waah +shootah would be hard to stop if you were only playing defensively.
I feel Eldar is somewhat like the terrans of Starcraft, you need to harass your opponent and keep the pressure on to keep their numbers down and delay their tech, and so many people don't seem to know how or don't seem to want to do that.
I got to rank 70 something with Ork and played mostly before Eldar nerfs but haven't played much after that since SM was so overbuffed and because of game breaking bugs.
How many eldar players even get shield regeneration upgrade when they go DA? Remember when people were complaining about Trukk spam? Eldar players are complaining without even utilizing the tools available to them. I've yet to see a single Eldar player use the DR teleport doctrine that would most certainly help in surviving a Waaah.
Its just always so much easier to blame the game than blame yourself and look what you can do to improve. This kind of reaction from an more micro intensive faction should be expected, and ignored.
I don't see any players at the top of the Eldar ladder complaining except a couple who got there by abusing OP mechanics.
Like you said you play ork, have you really played eldar since the patch? Eldar players are stuck with not many options place webway and go aspect portal and guess what now they are down a lot of power or place webway & go soul shrine even then that means they need to upgrade health or damage to DAs over shield regeneration because DA have a short range & lower DPS compared to Tacs, Shoota Boyz. Then you forget that or just don't know that the DR teleport doctrine is trash it doesn't work 80 percent of the time, you obviously are oblivious to current circumstances with eldar.
It doesn't work 80% of the time? Why?
I could be mistaken but I thought Shootah boyz have the same range as DA now, both 30.
same range, same dps as tacs and shootas have 10% more. the key is to run away the second the weapons overheat and not stand there taking shots. sadly if theres banshees on the field theyll just shoot the banshees instead.
I'd quite happily defer to better players if they find a way to make something work or disagree if I enjoy success with a strat.
I have played around a fair bit with pretty much every mechanic Eldar currently have to offer and honestly most of them are substandard.
The DR doctrine I want to love - it sounds great but then you go to use it and it takes ages to set up with the set up and de-set up time of reapers then you find out it lasts for (I
Its more useful against Waah than anything. You see the Wah and you know its coming so you can lay your traps, but this much micro is apparently too much for "Eldar players". This is a doctrine which has a specific function to deal with that, and isn't overly good, though I could see a few more second added to its duration.
Baiting into attacking the low ground and then teleporting onto the high ground will buy vital seconds to outlast an orK waah, and Orks are nothing without it.
I'm sorry, but you are you implying that one race must be playable only by people with far superior micro, while others (SM) are more often than not a matter of A move?
I'd quite happily defer to better players if they find a way to make something work or disagree if I enjoy success with a strat.
I have played around a fair bit with pretty much every mechanic Eldar currently have to offer and honestly most of them are substandard.
The DR doctrine I want to love - it sounds great but then you go to use it and it takes ages to set up with the set up and de-set up time of reapers then you find out it lasts for (I
Its more useful against Waah than anything. You see the Wah and you know its coming so you can lay your traps, but this much micro is apparently too much for "Eldar players". This is a doctrine which has a specific function to deal with that, and isn't overly good, though I could see a few more second added to its duration.
Baiting into attacking the low ground and then teleporting onto the high ground will buy vital seconds to outlast an orK waah, and Orks are nothing without it.
I'm sorry, but you are you implying that one race must be playable only by people with far superior micro, while others (SM) are more often than not a matter of A move? If with a faction you need to outperform your opponent by two margins, something is broken. Not saying that there mustn't be differences between races, but an equally skilled player will quite simply have a higher chance of winning with the other two races. Period.
And what makes you think that a good opponent will just run into your DR set for ambush? He can as well go get the rest of the map, while you wait.
Did you ever consider the possibility that you are playing them wrong?
I don't believe you need far superior micro. Eldar are already really forgiving. You have shields that will buff you from model losses, even when you get hit by nukes from elites. You have more speed and thus can dodge grendes easier. You've got true damage grenades with a 50% larger AOE than stikkbombs, and heavy weapons teams. What more do you want? You want A-move capability, too?
A good player is going to use an early game Waah and then go around capping nodes instead of attacking you? I don't think so.
Nope, the problem is not the player, when the same player has much better results with other races. Shield can protect you from losing models only in early engagements, then when elites are engaged and there's enough units to focus fire they no longer do. Grenades can be avoided very easily, drop pods much less so (and even if they're avoided, they got a squad inside, by chance).
But I just let facts speak for me: nobody at high level plays eldar. Nobody. According to your theory, then, there are no good players in the community.
Tank busta and laser canon squad (SM) are too strong the put damage very nice against all units but normaly they are just available for anti vehicles that ...thei damage too strong are a non sense
Las devs are t2 they are fine.
Sm can say falcon is too strong in that case)
Relics, add observer mode and increase dmg of turrets to 300% because for their cost they deal no dmg.
@Diogen84 said:
Las devs are t2 they are fine.
Sm can say falcon is too strong in that case)
Relics, add observer mode and increase dmg of turrets to 300% because for their cost they deal no dmg.
300% is too much - more like 125%-150%
Falcon isnt too strong at all- i think we discussed that and literally nobody agreed to u .
But I just let facts speak for me: nobody at high level plays eldar. Nobody. According to your theory, then, there are no good players in the community.
This just makes what you are saying sound delusional to me because this is completely untrue. Check out Babyubyu and learn to play. He is a current eldar player #2 with a 92% win rate, higher than any other faction. .
Some Eldar players who got to the top of the ladder by abusing an overpowered strategy haven't been playing as much.
Players like Bikerush who were playing Eldar for the very reason that they were overpowered have switched to the more overpowered faction. The fact those they aren't playing Eldar just means that Eldar aren't the OP faction anymore that people are crutching for wins, not that they are necessarily UP now relative to Orks and therefore deserving of these drastic buffs.
I can tell that whoever is doing the balance in this game letting their decisions be influenced too much by popular casters.
There is no mention of the flamer problem where suddenly one of your opponents tactical has a flamer and torches your squads giving you no time to react. Why? Because vindicare and cataclaw didn't complain about it. Instead we have a nerf to stikkbombs, which have a 50% smaller AoE than DA and tactical grenades, and also require scrap upgrades to use, and so in the early game this should not even be problematic, it is is something that you can actually react to with counterplay (by dodging it).
I really wish these guys would have played Orks before suggesting their balances changes.
Las devs with nerf will be even worse than spectres without ability to fly with necessity to settle weapons. And they are the slowest infantry. So I think they are fine. Mobile turrets.
New turrets cost 60 energy, that is too much. So the dmg must be much higher. They must have less hp than LP but higher dmg. And what about phases? Perhaps they should interact somehow, because in mid and late game they will be useless.
As for falcon discus sure you do not want to refuse of fast falcon strategy.
Wraith guard have a tonne of counters. They are threatening if you allow the opponent to get maybe 2 or 3 but by themselves they need the support of a decent army....tbh as 2 or 3 they need the support of a decent army.
As SM simply get a good number of Lad cannons if you are behind in power or(this patch) get a predator destructor and micro it if you are ahead.
They are quite easy to bleed with anti armour unless they are paired up with the Wraithknight and they can soul recall for free.
@MaxwellsDaemon said:
Wraith guard have a tonne of counters. They are threatening if you allow the opponent to get maybe 2 or 3 but by themselves they need the support of a decent army....tbh as 2 or 3 they need the support of a decent army.
As SM simply get a good number of Lad cannons if you are behind in power or(this patch) get a predator destructor and micro it if you are ahead.
They are quite easy to bleed with anti armour unless they are paired up with the Wraithknight and they can soul recall for free.
Interesting post. But it isn't Wraithlord who has that said doctrine?
Nah Wraith lord has a similarly named ability called 'wraith recall' which teleports wraith units too him. The wraithknight on the other hand improves the innate 'recall' ability of wraith units to basically teleport to a soul shrine. Ordinarily this is kept in check from being a complete get out of jail free card by the number of soul charges you have accumulated which is the same as the number of infinity portals you have x1 (or2 with research).
The wraith knight allows you to do this for free so you can let yourself gert ludicrously out positioned and just poof home.
The wraith lords ability I think is fairly rubbish after the nerfs and the wraith lord is equally bad so not a worth while pick imo.
Nah Wraith lord has a similarly named ability called 'wraith recall' which teleports wraith units too him. The wraithknight on the other hand improves the innate 'recall' ability of wraith units to basically teleport to a soul shrine. Ordinarily this is kept in check from being a complete get out of jail free card by the number of soul charges you have accumulated which is the same as the number of infinity portals you have x1 (or2 with research).
The wraith knight allows you to do this for free so you can let yourself gert ludicrously out positioned and just poof home.
The wraith lords ability I think is fairly rubbish after the nerfs and the wraith lord is equally bad so not a worth while pick imo.
Ahh, okay.
Still I will occassionaly use Wraithlord in skirmishes though.
In addition Wraithguard are one of my, hands down, favorite Eldar units alongside Fire Prisms. In Dow 3 they are more interesting thanks to Soul Recall. I used that ability mostly to escape unfavorable situations like super abilities casted on them. Also I remember in one of my Open Beta matches my army of Wraithguards had eliminated Taldeer in a single salvo.
Nah Wraith lord has a similarly named ability called 'wraith recall' which teleports wraith units too him. The wraithknight on the other hand improves the innate 'recall' ability of wraith units to basically teleport to a soul shrine. Ordinarily this is kept in check from being a complete get out of jail free card by the number of soul charges you have accumulated which is the same as the number of infinity portals you have x1 (or2 with research).
The wraith knight allows you to do this for free so you can let yourself gert ludicrously out positioned and just poof home.
The wraith lords ability I think is fairly rubbish after the nerfs and the wraith lord is equally bad so not a worth while pick imo.
Wraithknight isnt perfect, you cant use recall while ccd, and cc can interrupt it. both seem to set it on cooldown, the first seems like a bug.. should just stop you from using it rather than wasting the cd. Being infantry they are easy to throw around which makes it super akward to use mid combat. but its good for recalling everything when you know somethings coming but not quite there yet, like super abilities.
I think Relic should look at overheating mechanic on Dire Avengers.
It would make sense for them to have it if they had superior damage but Orks and Space Marines have the same dps and don't have to deal with overheating.
I also think that assault workers are a problem, how about instead reducing pop cost of gretchin you raise it on the rest of workers?
If you think that using workers as assault unit is fine you might as well replace banshees with a squad of bonesingers because they sure would do a better job.
@Fww said:
I think Relic should look at overheating mechanic on Dire Avengers.
It would make sense for them to have it if they had superior damage but Orks and Space Marines have the same dps and don't have to deal with overheating.
I also think that assault workers are a problem, how about instead reducing pop cost of gretchin you raise it on the rest of workers?
If you think that using workers as assault unit is fine you might as well replace banshees with a squad of bonesingers because they sure would do a better job.
With extra range and speed, overheating feels justifiable.
Comments
MaxwellsDaemon
@frumpylumps
Sigh.....go use it - win a game or at least an engagement with it then share the replay with us.
Otherwise you're just talking out your insert heresy here.
jessezen
Deffkoptaz: does anyone know how to use them well? I'm not necessarily saying they're bad, I'm just not really sure what they're for. Any advice would be appreciated. If they are just worse than all of the other races' skimmers, then maybe a buff or something to make them stand out would be nice.
frumpylumps
I didn't say it was easy. Why don't we play and ill show it to you? add me on steam same name.
MaxwellsDaemon
@frumpylumps
Sure thing
Go ahead and add me also (same name). May not be until the weekend or next week thay I'm free though.
What's your time zone?
frumpylumps
Pacific. Hit me up whenever. That offer goes for anyone else wanting to prove me wrong.
Daunt
I'm sorry, but you are you implying that one race must be playable only by people with far superior micro, while others (SM) are more often than not a matter of A move? If with a faction you need to outperform your opponent by two margins, something is broken. Not saying that there mustn't be differences between races, but an equally skilled player will quite simply have a higher chance of winning with the other two races. Period.
The DR teleport ability can work very situationally, the opponent just needs to be a few seconds late to the engagement and your beacons are gone. Too early and you're caught setting them up. And what makes you think that a good opponent will just run into your DR set for ambush? He can as well go get the rest of the map, while you wait.
Diogen84
To sum up:
- Make tsm grenades 20dmg as like as DA have BY DEFAULT. And make that grenade doctrinejust an additional dmg. Current situation with them is silly.
- Increase that speed to eldar, we can live with that, except DA situation - all eldars used to play just DA, and they WANT that times to get beck. That is why you are so pushed to do that by crying and justifying. Stay frosty, do no listen to them. Thay are heretics and xenos)
Change something one either speed or range. I would instead suggest to increase shields or even hp instead of range - because DA will be the most efficient unit in early game - they will not loose any model during kites, when orks and sm will do. Do not overbuff DA, this will crit the game.
- The cost of webway is okay, community can live with that, this allow more mobilityat early game
- Shadow spectres - I would instead prefer to make them mechanics as like as las devs have, but with less dmg, becuase of maneurability and because they can not be tied, that would be okay for everybody
- Wraithblades good changes
- ASM do not 10 - let them 20. Because they are assault. With your changes they will be as like as boyz. But cost twice higher. They are quite rare in gema now because of last nerf. Passive melee charge speed bonus - they will not be available to charge running eldars, that is broken machanics. Check this carefully please.
- Diomedes - nice change, I felt he doesn't cost 4 points for his abilities.
- Leave annihilator as it is, and nerf destructor aoe, but leave the dmg.
- Increase prism HP
- nobz - ok
- shoota - ok
- gretchins cost 4? oO that is definitely proper change
- stormboyz - actually they were fine, nerf killa kans long range missile better
Katitof
There is one player who makes an amazing use of them. Potato memory for names, so I won't tell you who is it, but someone might remember him too.
You basically need the doctrine for buzz saw "stickiness" and they become very good vs listening posts/generators/vehicles.
frumpylumps
Did you ever consider the possibility that you are playing them wrong?
I don't believe you need far superior micro. Eldar are already really forgiving. You have shields that will buff you from model losses, even when you get hit by nukes from elites. You have more speed and thus can dodge grendes easier. You've got true damage grenades with a 50% larger AOE than stikkbombs, and heavy weapons teams. What more do you want? You want A-move capability, too?
A good player is going to use an early game Waah and then go around capping nodes instead of attacking you? I don't think so.
Murador
yeah deffcopters and vypers could see some love aswell:
So my add to the list would be:
Eldar
banshee buff (slight, they dont compare well to ASM)
---->This would make multiple Eldar army compensitions worth using^^
Vyper buff(they just dont seem to be worth their cost at all-compared to landspeeders)
SM
Orc
Cursed
Still think something needs to be done about wraightguard.
It's too hard to make them bleed so it's very easy for an Eldar player to create a blob of them. And they do a ton of damage
Katitof
As orks: Tankbustas with squigs, killa kans, big trukk in arty mode.
As LSM: Power sword ASM with LC Devs, any variant of predator.
As Eldar: counterspam or banshees+ specters, wraithBLADES or fire prisms.
Sometimes you need more then 1 type of unit to counter something.
Cursed
im very aware of the counters to them, the problem is it takes overwhelming numbers of the offical counters to actually kill them off in a timely fashion.
they tank enough that ASM dont put a dent in them before any supporting eldar units mop up the ASM.
id honestly like to think walkers are a counter to them but they make pretty short work of those too. most of the problem i find wihh thhem is the snowball. you get one, your enemy cant kill it even its its not doing a pile of work for your army. but then you get a second one becuase your not bleeding as much with the first one tanking the enemy. then that leads to a third and so on simply because its so hard to make them bleed.
theyre very much you kill none of them or all of them.
FEDEROU
hello. Agree with this patch.. But i think waag tower is too less expensive. And banshees need a buff.What about laser canon squad i think for their cost theyre are too strong like tank busta for orc. all orcs players spam tankbusta. And they make strong dammage against all units...
Scrangos
same range, same dps as tacs and shootas have 10% more. the key is to run away the second the weapons overheat and not stand there taking shots. sadly if theres banshees on the field theyll just shoot the banshees instead.
Daunt
Nope, the problem is not the player, when the same player has much better results with other races. Shield can protect you from losing models only in early engagements, then when elites are engaged and there's enough units to focus fire they no longer do. Grenades can be avoided very easily, drop pods much less so (and even if they're avoided, they got a squad inside, by chance).
But I just let facts speak for me: nobody at high level plays eldar. Nobody. According to your theory, then, there are no good players in the community.
FEDEROU
Tank busta and laser canon squad (SM) are too strong the put damage very nice against all units but normaly they are just available for anti vehicles that ...thei damage too strong are a non sense
Diogen84
Las devs are t2 they are fine.
Sm can say falcon is too strong in that case)
Relics, add observer mode and increase dmg of turrets to 300% because for their cost they deal no dmg.
Murador
frumpylumps
This just makes what you are saying sound delusional to me because this is completely untrue. Check out Babyubyu and learn to play. He is a current eldar player #2 with a 92% win rate, higher than any other faction. .
Some Eldar players who got to the top of the ladder by abusing an overpowered strategy haven't been playing as much.
Players like Bikerush who were playing Eldar for the very reason that they were overpowered have switched to the more overpowered faction. The fact those they aren't playing Eldar just means that Eldar aren't the OP faction anymore that people are crutching for wins, not that they are necessarily UP now relative to Orks and therefore deserving of these drastic buffs.
I can tell that whoever is doing the balance in this game letting their decisions be influenced too much by popular casters.
There is no mention of the flamer problem where suddenly one of your opponents tactical has a flamer and torches your squads giving you no time to react. Why? Because vindicare and cataclaw didn't complain about it. Instead we have a nerf to stikkbombs, which have a 50% smaller AoE than DA and tactical grenades, and also require scrap upgrades to use, and so in the early game this should not even be problematic, it is is something that you can actually react to with counterplay (by dodging it).
I really wish these guys would have played Orks before suggesting their balances changes.
Diogen84
Las devs with nerf will be even worse than spectres without ability to fly with necessity to settle weapons. And they are the slowest infantry. So I think they are fine. Mobile turrets.
New turrets cost 60 energy, that is too much. So the dmg must be much higher. They must have less hp than LP but higher dmg. And what about phases? Perhaps they should interact somehow, because in mid and late game they will be useless.
As for falcon discus sure you do not want to refuse of fast falcon strategy.
MaxwellsDaemon
Wraith guard have a tonne of counters. They are threatening if you allow the opponent to get maybe 2 or 3 but by themselves they need the support of a decent army....tbh as 2 or 3 they need the support of a decent army.
As SM simply get a good number of Lad cannons if you are behind in power or(this patch) get a predator destructor and micro it if you are ahead.
They are quite easy to bleed with anti armour unless they are paired up with the Wraithknight and they can soul recall for free.
Draconix
Interesting post. But it isn't Wraithlord who has that said doctrine?
MaxwellsDaemon
@Draconix
Nah Wraith lord has a similarly named ability called 'wraith recall' which teleports wraith units too him. The wraithknight on the other hand improves the innate 'recall' ability of wraith units to basically teleport to a soul shrine. Ordinarily this is kept in check from being a complete get out of jail free card by the number of soul charges you have accumulated which is the same as the number of infinity portals you have x1 (or2 with research).
The wraith knight allows you to do this for free so you can let yourself gert ludicrously out positioned and just poof home.
The wraith lords ability I think is fairly rubbish after the nerfs and the wraith lord is equally bad so not a worth while pick imo.
Draconix
Ahh, okay.
Still I will occassionaly use Wraithlord in skirmishes though.
In addition Wraithguard are one of my, hands down, favorite Eldar units alongside Fire Prisms. In Dow 3 they are more interesting thanks to Soul Recall. I used that ability mostly to escape unfavorable situations like super abilities casted on them. Also I remember in one of my Open Beta matches my army of Wraithguards had eliminated Taldeer in a single salvo.
Scrangos
Wraithknight isnt perfect, you cant use recall while ccd, and cc can interrupt it. both seem to set it on cooldown, the first seems like a bug.. should just stop you from using it rather than wasting the cd. Being infantry they are easy to throw around which makes it super akward to use mid combat. but its good for recalling everything when you know somethings coming but not quite there yet, like super abilities.
PaperBaG
jonoliveira12
I would like for Banner to start on a cooldown, to be honest, as it is just an "I win" button on early fights.
Fww
I think Relic should look at overheating mechanic on Dire Avengers.
It would make sense for them to have it if they had superior damage but Orks and Space Marines have the same dps and don't have to deal with overheating.
I also think that assault workers are a problem, how about instead reducing pop cost of gretchin you raise it on the rest of workers?
If you think that using workers as assault unit is fine you might as well replace banshees with a squad of bonesingers because they sure would do a better job.
jonoliveira12
With extra range and speed, overheating feels justifiable.