I think the power cost increase is fine, because as you know, when accidentally pushed from by enemy a very slight first engagement.
then enemy makes power whole map, there is no revarsal for it. but I'm not to have a complaining about power cost.
eldar needs webway gates in early. other races not use power in faction mechanism. they can't shield regen with out webway.
the power problem is super effective for eldar. they needs keep use power for webway.
and there is more tier 1 fight is feeling boring a little bit. so, power income back in battle phase 1.
**## Solution - Power cost stay. Power income increase 5 in battle phase 1.
# Space Marine
**## Tactical Marine
Tacs all fine in game. but problem is all doctrined - Tacs (Moving shot, Faster , Grenades).
with doc Tacs can easy to push early game and can counter all of enemy.
the Faster doc and Grenades is fine I think. Problem is Moving shot doctrine.
it makes they can easy to chase dying enemy infantry and got them so easy.
in super early game is make huge problem of that.
but moving shot not works in late game. a lot of fire power engage don't needs moving shot anymore
my thinks can soultion for both problem.
**## Solution - fire in move have more faster fire 10%, but fire in move dosen't work to under 25% hp enemy units.
I have play 1vs1, and team games as well.
I can't say Asm is not good. it looks fine but have a little problems.
they have 75/2 for reinforce. it is so huge. just dying 2 mans needs 150/4 for reinforce.
Asm Cost is so expensive. I know buff for Asm is ruined the game.
so we needs more focus on the Asm reinforce cost. and change a little bit.
## Solution - Asm reinforce cost reduce 75/2 to 70/2
I can't say Scouts all fine after patch. they needs buff a little
they have nerf blinds grenades already.
and the Scout mines is no more work in game.
as you know, in early tournament looks mines work. but in super early game everyone is not fully undesrtand the game.
mines can counter easy by worker detection.
orks worker have sneeky skill too. there is no point why can't counter the mines.
when engage, fight with 2~3 workers makes mines do not work anymore.
in after patch scout mine can't see anymore. and mines can counter easy. so my opinion can soultion for it.
## Solution - Scout cost reduce 250 to 225 , Scout mines charge time reduce 10 sec.
## librarian Jonah Orion
Jonah looks fine in game works. but I think Jonah needs buff a little.
Jonahs Fury of Ancients damage is 100. but orks Weird boy scrap blast have 120 damge. farseer blast have more damage.
but increase direct skill damage can be a problem. so I think it needs change a little bit.
and the Emperors light. it have a buff damage for alied units. but no one use it for buff. just use it for blind.
because the damage buff time is end so quickly.
farseer fortune have damage buff and reduce take damage. and it have log time.
Emperors light blind is good. but not good for buff.
and Jonah Mechanism is skill linkage. I will more focus this the soultion.
## Solution - Emperor's light blind time stay, but increase the damage buff time 10 sec more. Emperor's light can be effective himself.
(when you use it emperor's light before the Fury of Ancients, Fury of Ancinets can be increase damage 15%. Eventually Fury of Ancinets damage is 115 when he got buff himself.)
## Chapter Master Gabriel Angelos
him looks fine in the game. he is good for CC.
problem is he have no more knock back in his critical strike.
Angelos normal attacks have 90 true damage. but critical attack have 80 true damage.
but critical attacks have deal the squad size. so no matter for low damage than normal attacks.
problem is one man elite fight.
he can't fight with a enemy Warboss or chaplin. beacuse critical attack have lower damage than normal attacks, and his crtical move is slow then normal attack.
so I thinks gabriel needs more effetive for one man eilte fights.
and the Gabriel presence - Drop pod heal.
the heal it works when drop pod have not attacked. when use in battle field, healing units a super little. like 25 health each.
anyone who use the drop pod to not attack? drop pod purpose is CC for enemy line. this presence is not effective as well.
## Solution - Angels Critical strike now can knockback one man squad size enemy. Gabriel presence - drop pod an now heal 125 at any time.
## Death Storm drop pod
Death Storm is cannot move. so when it drop just out of there and Death Storms doing nothing
but problem is "Death Storm Still there" so you can't out there and just watching it or must have to go elsewhere.
"Still there Death Storm" is enemy or you choose battle field player wants, when fast death storms, no AP damage.
but have problem too. when late game have A lot of AP damge kill Storms so easy.
so my opinion can solution of both.
## Solution - when death storm not in enagage, destruction is self after 5sec. and destorms now effective by vehicle damage upgrades.
## Venerable Dreadnought
it seems look fine.
but some issue for his skill.
the Toss it not work for the elite units like a warboss. when he get to close there is no way let out him.
and the toss are no nearby enemy units to throw, the stun does not happen.
so needs change a little.
## Soultion - Toss skill can work elite units. Toss skill throw the just rock itself now enemy units get stuned.
## Imperial Knight Paladin
him looks be fine in game too. but problem is he can't be nuker.
shooting skill have just 500 ap damage. 500 more damage in tale.
Ripper Chain Sword Sweep have 300 damage.
other races super units can deal with massive.
Morkanaut rokkit fist damage 2100. and the shield blast is 150 damage every sec. it hit 15 times.
wraith knight - blast shot have 2200 damage.
but I know Paladin buff it ruined the game, but compared to other super elites, the dealings are weak.
so lets thins about paladins Ripper Chain Sword Sweep. paladin is so slow so he can't melee enemy units
Chain Sword Sweep can use Ripper Chain Sword Sweep just meleed enemy units.
even the wrathlords charge skill have 500 damage. and have dashed it.
so lets just buff for Chain Sword Sweep.
## Soultion - Chain Sword Sweep now 500 true damage. reduce time 10 sec.
## Imperial Knight Solaria
Solaria is good. but she is not good vs infantry.
guess, other super elites dealing the enemy squrd size. but solaria is not.
fully upgrade boy have like 2300 health. solaria have like 180 AP damage. the AP damage have reduce the normal armour can deal 40% of dps.
so, solaria have like 75dps for boys. take them so long time.
but solaria is good for heavy armour. so don't buff the damage but lets change the damage type.
## Soultion - now Solaria have true damage, in late game, now fully 180 dps for 2300 health boys and Asms.
## Waaagh! Tower
we have waaagh tower cost increase now, it is so huge for orks user.
they can't build waaagh tower with start anymore. take more 20sec to build waaagh tower.
problem is in building waaagh tower can easy countered by super early rush dire avengers or mass tacs.
boy's can stop them, so lets can be finished build waagh tower successfull.
## Solution - Waaagh tower cost reduce 125/85 to 100/80
boys have a problem. they can't win tacs or avengers.
they keep bleeding out with avengers or mass tacs in super early game with grenades boy's can stop them.
but you know, spec buff is now good solution.
but boys still needs little change for stop them.
## Solution - give them 100 shield when they shouting for take the grenades damage. mega nobz shout doc have + 400 shields more.
Stormboys all fine, but problem is Presence - kamikaze.
it is not work with damage as you know, so low damage.
but I know the buff kamikaze damage is ruined the game.
so lets change a little.
## Solution - when vehicle got explose, knockback enemy units in circle. will be good CC for orks.
Deffdreads is fine his spec. but problem is when Deffdread lost his shields, he move so slow.
when attack with deffdreads, just focus fire for dreads and take the shield, dread can't even close enemy. and easy to destroy.
so lets change a little bit.
## Solution - when Deffdread lost his shield, slow time effect just 2 sec.
Meganobz are good with eletricwall, he can change and choose the battle field you want,
good melee, good health, problem is purpose of combi rockets.
they have a lot of fire in rate each shot, rockets are not effective, damage looks low but It's not low.
I don't thinks rocket needs damage buff, but still needs change.
## Soultion - combi rocket is fire in all of the rocket is one barrage like the killa kan works.
Eldar seems balacned now, but still got little some problems.
## Webway gates
eldar can't fight with out webway, they have so low hp, even the add the shield.
no shield regen and quick move is dead for eldar
and wrath units can't use without webway, as you know.
but cost reduce is needs more think about it, but when late game fire power easy to take webway out. just sec.
but health buff is more dreak harder in battle phase 1. is not good for enemy.
so no directly health buff. let change little.
## Soultion - Webway have health increase 50% every battle phase escalation.
## Wraith Guards
Wraith Guards are good for anti - heavy armour
problem is they can easy to counter by melee workers, or Asm.
but yes, Wraith needs Counters but not by counter like cheep units like workers.
so lets increse melee damage to kill worker.
## Soultion - Wraith Guards now have normal 32 dps melee.
## Wraith knight Tardir
Tardir damage dealing looks fine
problem is Tardir is melee - Assault unis, but have a so low health, when foucs on Tardir she gotta break down faster.
but I know when buf Tardir HP is ruined game. so lets get some change little.
## Solution - Tardir Jump skill time reduce 10 sec. (when enemy got CC, can still got it and easy to to kill tardir when she is stuned with CC.)
Thanks for read. feedback welcome.