So in the patchnotes, relic made a note that they are looking to level the playing field with doctrines, and make them all a viable choice for players. They also said that they would prefer to do this with buffs, rather than nerfs, which seems to imply that they would prefer the current stronger doctrines to be the baseline of doctrine power.
So, this thread is to discuss the changes (buffs) that the weaker eldar doctrines would need to reach the level of the stronger ones. I invite those with more Ork and SM knowledge to create similar threads.
I will preface my changes by saying that I hate flat stat buff doctrines, especially on tier 0 units. I feel they are bland, and also hard to balance (as the DA shield one has shown)
I will post my suggestions below for doctrines that I feel are particularly weak or that may need changes. Feel free to critique me or offer your own suggestions
Teleport beacon: This doctrine is simply bad. It has a fairly long placement time, and a relatively short duration. I suggest either increasing how long the beacon lasts (maybe make it indefinite?) OR removing the cast time
Presentient robes: This thing is ok, but it is pretty boring. Usually you do not want these guys being focused anyway. I think an offensive doctrine in this slot would be more interesting
Banshee rage: I feel that the triggering effect of this doctrine makes it too hard to anticipate / doesnt afford enough player control. An activatable shield, or one that activates with their scream (but weaker perhaps) would make it more useful
Reaper Focus: Man, reapers really got the short stick with doctrines. I feel that this doctrine should give reapers the vision buff at all times, not just in cover / stealth. This would have the added benefit of allowing players to forgo rangers more if they don't fit their playstyle.
Avenger Shield: I don't like this doctrine. I think it should be replaced with an ability that allows DA to construct mini energy shields with low health (1 per squad) with a sizeable cooldown)
Shuriken grav platform: This doctrine has its uses, but it is very power heavy. I would reduce the power cost. Alternatively, I think that each faction turret should have some faction flavour. For example, eldar should be able to relocate theirs, SM should be able to upgrade theirs, etc
Deployable energy shields: This doctrine is cool, but it is WAY too power heavy to use in competitive games. I recommend one of two changes
1) Reduce the shield cost drastically, but put a hard cap on the number allowed to be built
2) Keep the current price, but allow the eldar player to dismantle it over 10 seconds, fully or partially refunding the cost
Spectre holo-field: This doctrine is ok, but I think a player activated stealth ability would be much more flavourful and useful.
Crippling blast: I think this ability should give the fireprism explosion its trademark knockdown effect from previous games. You need to survive a long time to take advantage of this lategame doctrine, it should be suitably powerful
Focused beam: Ditto for this ability, you need to survive a long time against early doctrine foes to use it, it should be strong. I think it should be a single powerful shot, instead of a weak channeled one
Improved webway: Ah yes, the infamous improved webways. Currently it is very weak, and almost never worth taking. I think an interesting change for it would be to allow the connect webway ability requirements to be reduced by one tier. For example, you could connect production structure in tier 1, and webways in tier 2. This would make it worth taking, but not super imba like the previous version
Webway holofield: This one is pretty lacklustre currently. I think it should provide your webway gates with permanent stealth. This would make it worth taking, but would also give it an easy counter (in builders)
Leave your own suggestions below for any weak doctrines I didn't cover!