Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

+DEATHWATCH+ (DISCONTINUED)
iLetUWin  [developer] 12 Aug, 2018 @ 1:35pm
ELDAR - Change Log
Dawn Of War 3 – DEATHWATCH (Patch Notes) Fabricator General
11/12/2018
Prepare yourself for a wall of text… that would make The Emperor feel safe. Note if anything in the log has not been implemented yet, like squad requirements or anything at all, this is the direction it’s heading in.

Patch Note Legend
HP (N = Normal, A = Armoured, x5 = Units in Squad)
DPS (A/I = Anti Infantry, A/A = Anti Armour, TRUE = …True Damage)
DPS 25-35 = (Random equation added to DPS. Note that all DPS values are based on per attack, and in no way represent actual damage per second, due to varying weapon fire rate values, and effect such as splash damage.)
DPS.M = (Melee) DPS.R = (Range)
RANGE = Weapon Range
REQ = Requisition Cost
POW = Power Cost
MOVE = Movement Speed
TIME = Build Time (s = Seconds)
SPAWN = Built From
UPGRADES = Upgrades available to unit
Change. = Change to basic stats of existing unit or feature
MS = Movement Speed
NEW! = New units or feature
(Note) = Developer Thought Process

Eldar
Line Units
Rangers: Change.
DPS.R - 25 > 25-35 A/I
SPAWN – Webway Gate
(Note) The Rangers return to serve the Craft World coming from the Webway. This should make recruiting them a separate decision, and a player choice away from the Warrior Portal. Hopefully less spam… we will see.

Dire Avengers: Change. 330/REQ > 390/REQ
DPS.R – 3.5 > 3.1 A/I (No more shuriken overheat)
(Note) This is designed to reinforce the idea, that Dire Avengers are the frontline of ranged infantry. They should not be retreating due to overheat.

Howling Banshees: Change.
Damage received during the Quick Strike ability, is now decreased from 50% > 25%.
Melee attacks now ignore shields for 50% damage.
(Note) This is designed to illustrate the skill that the Howling Banshee shrine utilizes on the battlefield. There are none as graceful, swift, and acrobatic in the heat of a raging melee. Their skill allows them to dodge more incoming damage during quick strike, and to find weak points in their opponent’s defence. Shielding will have no effect against their blades. This will be annoying for opposing Eldar, and will require further play testing.

Dark Reapers: Change. 440/REQ > 500/REQ 20/POW
Removed weapon setup and teardown time.
HP - 75N > 200N x5
DPS.R - 8 > 8.5 TRUE
Requirement > Tier 2,
(Note) This is designed to make Dark Reapers more effective at taking down, strong low number targets… looking at you Space Marines. The role of enemy wave clearing, has moved to the Shuriken Grav Platform. The reduction in setup time, and the removal of weapon teardown time, means they are much more suited to kiting and even chasing the enemy. Think back to Dawn of War 1 Dark Reapers. However due to their new utility, slight stat buffs, and change in roles, the Dark Reapers have been moved to Tier 2, and have their cost increased. Hopefully less spam… we will see.

Shuriken Grav Platform: Change.

Vyper Jetbikes: Change. 300/REQ 60/POW > 350/REQ 75/POW
HP – 450A x1 > 675A x3
DPS.R - 3 A/I > 9 A/I (twin linked shuriken)
MS - 4.5
(Note) This is designed to make Vyper Jetbikes more effective in combat..

Falcon Transport: Change.
DPS.R - 8 > 10 A/I
(Note) This is designed to make Falcon Transports, less ridiculously powerful versus infantry. The AOE damage on the cannon was too high, for the unit’s intended role. Unfortunately even with the changes, the Falcon Transport still hits hard, but only because of certain low HP but high squad count unit changes… looking at you Orks.

Fire Prism: Change. 100/REQ 325/POW > 200/REQ > 400/POW
HP - 750A > 1800A
DPS.R - 320 A/A > 360 A/A
DPS.R Explosion – 150 TRUE > 400 A/A
(Note) This is designed to make Fire Prisms more durable than the Falcon Transport. It is the armoured weapons platform variant after all… it’s role as an artillery unit, did not justify the difference. The Fire Prism originally had 750A HP, while the Falcon Transport has 1350A HP. The Fire Prism shall now hold up better to abuse, and hopefully won’t be instantly deleted, by a Dreadnaught, drop, punch, slam, combo.

Fire Dragons: NEW! 600/REQ 30/POW
HP – 200A x5
DPS.M - 3 A/I
DPS.R - 9 A/A
RANGE - 30
REQ - 120 x5
POW - 6 x5
TIME – 5.5s x5
MOVE - 5 > 6
SPAWN - Warrior Portal
Requirement > Tier 3
(Note) This is designed to give the Eldar a strong infantry alternative to combat enemy armour. Fire Dragons may be slower, and have less weapon range than the Shadow Spectres, but hey hit harder and can take more punishment.

Seer Council: NEW! 750/REQ 250/POW
HP – 200N x5
DPS.M - 28 TRUE
DPS.R - 14 TRUE
REQ - 150 x5
POW - 50 x5
TIME - 6s x5
ABILITY – Psyker Blast, Eldritch Wind, Temporal Weave, Webway Stealth, Wraith Shield
SPAWN – HQ
Requirement > Tier 3, Soul Shrine
(Note) This is designed to give the Eldar a truly powerful late tier psyker infantry unit. The goal was to create an expensive unit that can turn the tide of battle when used correctly, due to their extensive list of abilities. The Seer Council’s abilities open up massive versatility, and tactical options that would be impossible otherwise. The Seer Council is also effective in combat, however can be defeated by other less costly units.

Immortals: NEW! 1200/REQ 600/POW
HP – 4000N x3
DPS.M - 275 A/A x3
REQ - 400 x3
POW - 200 x3
TIME - 18s x3
ABILITY – Raining fire, Khaine’s Blessing, Wraith Recall, Glaive Charge
SPAWN – Infinity Portal
Requirement > Tier 3, Soul Shrine
(Note) The Immortals are Wraithlords who succumb to the curse of Khaine. The spirits of these once mighty heroes, have been driven mad by endless war, trapped inside of these Wraith constructs. When asleep they dream of war. When awake they march to war. A grim realization dawns over them, that they exist only for war. Life left them long ago, and there is nothing left. “NO THESE UNITS ARE NOT LORE FRIENDLY!” Designed to give the Eldar a truly terrifying unit, on the battlefield.


Elite Units
Farseer Macha: Change.
(Detector) Now Detects Stealth units, as a psyker should.

Jain Zar: Change. 4/EP > 6/EP
HP – 960N > 2000N
DPS.M – 200 A/I > 200 TRUE (250 TRUE vs Elites and melee DPS ignores shields!)
MOVE – 7 > 8
ABILITY – Fleet of Foot Aura, RECALL
(Can now attack on the move and pass through enemy units!)

Buildings
Energy Shield: NEW! 250/REQ
HP - 1000N (Self HP Regeneration +0.5)
(Note) This is designed to give Eldar a structure that can be used as a defensive/area denial emplacement. Giving the Eldar further tools to shape the battlefield, and run the fight like a play in their favour.

Upgrades
N/A

Abilities
N/A

Doctrines
N/A


End of Patch Notes
Last edited by iLetUWin; 12 Aug, 2018 @ 3:30pm