firstly i want to say im fine with what im listing here not being added to the game till a long while as long as some of these are eventually added i think that would be very cool, i list some game balancing ideas. obvious DLC options, and some future content and modes that im rlly interested and hoping will be added to the game
drop pod should start at 20sec cd (being able to drop a unit onto the first waagh tower being built on ork side of map isnt fair, cause losing the first waagh tower or even having to cancel it and lose energy rlly hurts) also having more units early in the game is rather strong
drop pods being able to drop on set up teams is unfair. make tear down time take less time, so the units can theoretically dodge drop pods (maybe slightly increase drop pod drop time, i think drop pod landing time is fine except against set up teams)
drop pod and banner should cause less knockback the area they effect should be lowered
make death storm drop pods take an extra sec to drop but now the guns take 50% less time to activate (against any amount to wraithguards they become nearly worthless and dont even get a chance to fire and with knockback change and teardown change it is easier to run away from)
distance knocked backed from grenades decreased by 50%
grenades can be thrown into heavy cover. (heavy cover should act as a see through bunker, and maybe when they are destroyed units inside take dmg)
decrease stun duration on grenades to be around .5 sec stun with a slight movement slow effect, if they dont knockback (movement slows dont stack so the highest slow currently on target is what effects them, hopefuly this will stop scout spam)
tactical flamers do way to much dmg decrease duration and dmg dps both by like half
have indicators from where fist of gork and whirlawind are targeting. not sure what other dodgable projectiles lack a visable marker to where they will land but they need to be added
nerf fist of gort by decreasing dmg on infantry and maybe increase travel speed by just a little
have it deal 500 ap dmg to any squad hit (not individual models)
scrap blast should have the ability to deal a lot of dmg when loaded with scrap (cause of huge cone area) but drop it to 80normal dmg (or 60-75 if not model cap) (personally i dont think moves should have a model cap on dmg seems weird, but it works so what ever, i believe it was set to 5), currently if u warp in and immediately try to use scrap blast there is like a 2 sec dlay before it activates, its a wierd bug.
whirlawind does too much damage, knockback, and lasts too long maybe but it may be fine after visual cue. maybe lower duration by a bit.
killacans when at 0 rockets they gain a rocket after one sec (while not at 0 rockets, regen rockets at normal rate). killacans fire a burst of 2 rockets at a time with a .75-1 sec interval before they can fire again (even after grabbing scrap, gaining the max of 6 rockets they can quickly pick up scrap again to regain the 6 rockets max i cant remember if they normal can do this) this should keep them powerful while keeping there ability to take out landspeeders and falcons relatively the same.
bomb squig and burrow squig dmg to 350dmg while alive they count as 1 pop (to prevent burrow spam) and units and buildings auto target them
the power core turret im not a fan of the aoe stun and id rather the hyper beam be its activated ability and not have the stun at all to be honest
Eldar shield upgrades
eldar shield upgrades should increase units health and shield by that value