I want to give my feedback and suggest changes. I see that the team has been actively working on the balance and bug fixes and a big thanks to all of you.
Currently only 53 hours on the game at day 678.
UI/UX
I'm personally finding some of the navigation .
Bugs / unfortunate design oops
I have encountered two bonus missions that were not completable within reasonable means.
- Crazed - This status effect only seems to work sometimes on the enemies listed as "effected". The way I think crazed works is the following. I believe it should be attacking the closest friend or foe in range unless a Knight is out of cover or in range and then it will attack a Knight even if it has an ally next to the affected unit.
I have used it for a while now with the Warp charged Provoke. Also recently with the psychotroke and the inquisitor. Sometimes it bugs completely and the enraged enemies ignore all their friends near them and attack a knight like I had not used the ability. I have also hit large units where I get mixed results where some enraged attack correctly and other enraged function normally.
I honestly don't understand what is happening here but I have been told by others it is working just fine. I don't agree and need to voice I have seen Enrage act inconsistently.
Balance and class changes.
Chaplain
Apothecary
Make Bleed and Burning a viable damage path. Right now you are effectively going for a stun execute or a crit build on characters. Please make Bleed and Burning stackable so they become a viable damage type. I'm looking at this from a late game perspective and even with burning having a chance to last forever when you target an enemy it needs to go down in one or two turns. The slow damage over time style of play does not match the game play style you have made and the player needs to be able to stack instances of them.
I'm also not sure if bleed or burning gives EXP and WP to the caster if it kills the target?
Lastly, in the late game I'm finding it really hard to maintain WP. Drain is all over the place, plus the spawn are very small with only a few tough enemies. It would be great to get more enemy diversity making it feel more like 40k as right now I just feel like I reached a difficulty slider threshold. For example Poxwalkers are no longer in the spawn pool it seems and cultists are super rare. Please add some fodder into the mix.
-The easy fix is add a few warp surge spawn reinforcements of cultists or poxwalkers into the late game on top of the challenging spawns.
-The better fix is to have better enemy compositions. Mix things up as it feels really stale late game. Currently I see a lot of Hellbrutes or two termines (sometimes +1) or Herald + two plague bearers or a small group of plague marines or a drone plus 1 or 2 extra enemies.
Coming soon, long term suggestions that will take more time and effect but should make the game better.
Currently only 53 hours on the game at day 678.
UI/UX
I'm personally finding some of the navigation .
- In the mission screen from the teleportarium add a cancel mission button and remove the option to back out via mouse click. I can't be the only that keeps backing out of the mission prep screens by mistake.
- In the barracks on the paper doll sheet let players either fully preview items by clicking on them or navigate right to the armory with the items.
Bugs / unfortunate design oops
I have encountered two bonus missions that were not completable within reasonable means.
- Collect 8 seeds on a map that had a total of 4 seeds, this was a chaos gate mission that has the cliff with the point behind the portal.
- That same chaos gate map with the cliff point behind the portal has that as a reinforcement point that does not spawn correctly. I think it dumps the enemies off the map. Ooops
- Crazed - This status effect only seems to work sometimes on the enemies listed as "effected". The way I think crazed works is the following. I believe it should be attacking the closest friend or foe in range unless a Knight is out of cover or in range and then it will attack a Knight even if it has an ally next to the affected unit.
I have used it for a while now with the Warp charged Provoke. Also recently with the psychotroke and the inquisitor. Sometimes it bugs completely and the enraged enemies ignore all their friends near them and attack a knight like I had not used the ability. I have also hit large units where I get mixed results where some enraged attack correctly and other enraged function normally.
I honestly don't understand what is happening here but I have been told by others it is working just fine. I don't agree and need to voice I have seen Enrage act inconsistently.
Balance and class changes.
Chaplain
- Litanies - They all seem to have a hidden WP upkeep cost. It took me hours of seeing a red -WP pop up to finally work it out. Every turn I have a litany going I lose 1WP. Please remove the upkeep cost or add text to power to explain that it has an upkeep.
- Litany of Faith is easily the least used for as many points as it takes to get to it. Please change this to work like the force stave and let Aegis activate on a set % trigger. Let that be a viable tanking choice for a Chaplain.
- Litany of Hate - This power should be a default class power similar to an Apothecary heal. It fits the lore and you would feel like a Chaplain even at level 1. At that point replace the Litany of Hate skill close with the Willpower slot below it. Add a combat buff power to Chaplain in the center bottom middle slot. This could be anything from +1 armor, crit buff or an auto % for the Chaplain. Also it could even be an anti drain always active buff for your squad called Spiritual leaders adding into their utility.
Apothecary
- All the Boon powers should have a base 3 or 5 range as there is no reason to be a range 1. Currently Apothecaries are really only taken for the healing and the skull usage.
- Apothecarion Skull is very disappointing as that is the only way to increase boon range. But besides that I don't use it, Medical and Extractors are auto includes compared to the Apothecarion Skull. The Apothecarion Skull also needs to help out with healing efficacy. With the healing nerf, WP is getting harder to come by and Apothecary are low damage so you are going to need to go those executes late game to keep the WP up. Like the Librarian's Price of Power let the Apothecarion Skull give you a chance to refund WP on healing.
Make Bleed and Burning a viable damage path. Right now you are effectively going for a stun execute or a crit build on characters. Please make Bleed and Burning stackable so they become a viable damage type. I'm looking at this from a late game perspective and even with burning having a chance to last forever when you target an enemy it needs to go down in one or two turns. The slow damage over time style of play does not match the game play style you have made and the player needs to be able to stack instances of them.
I'm also not sure if bleed or burning gives EXP and WP to the caster if it kills the target?
Lastly, in the late game I'm finding it really hard to maintain WP. Drain is all over the place, plus the spawn are very small with only a few tough enemies. It would be great to get more enemy diversity making it feel more like 40k as right now I just feel like I reached a difficulty slider threshold. For example Poxwalkers are no longer in the spawn pool it seems and cultists are super rare. Please add some fodder into the mix.
-The easy fix is add a few warp surge spawn reinforcements of cultists or poxwalkers into the late game on top of the challenging spawns.
-The better fix is to have better enemy compositions. Mix things up as it feels really stale late game. Currently I see a lot of Hellbrutes or two termines (sometimes +1) or Herald + two plague bearers or a small group of plague marines or a drone plus 1 or 2 extra enemies.
Coming soon, long term suggestions that will take more time and effect but should make the game better.
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