March 13, 2019

Rivals Balance Changes March 19 2019

An interesting balance patch was just released. Overall, I like it & it will certainly make the coming weeks very interesting. Let's look right into the changes, that I tried to format a bit differently to make it easier to grasp:

GDI

Nerfs
  • MLRS – Reload increased to 6.5 (was 5); Cost increased to 80 (was 70)
  • Predator Tank – Cost increased to 70 (was 60)
  • Rhino – Vision Reduced to 2 (was 3)
  • Kodiak – Health decreased to 3465 (was 4000)
Buffs
  • MG Squad – Speed increased to Average (was Slow)
  • Orca – Health increased to 1210 (was 909) 
  • Sandstorm – Health increased to 4330 (was 3600)
  • Sniper Team – Time between attacks reduced to 0.1 seconds (was 1 second)
  • Liang – Cost decreased to 40 (was 60)
Tiny Nerfs
  • Jump Jet Troopers – Damage to Harvesters decreased to 350 (was 400)
  • Lt. Strongarm – Turret Vision Reduced to 1 (was 2)
  • Mohawk Gunship – Damage decreased to 396 (was 410)
  • Pitbull – Health decreased to 1745 (was 1800)
Tiny Buffs
    • Talon – Damage increased to 57 (was 55); Talon turn rate increased to 450 (was 150)

    Nod

    Nerfs
    • Scorpion Tank – Cost increased to 70 (was 60)
    • Buggy – Vision reduced 2 (was 3)
    • Avatar – Health reduced to 5800 (was 6500)
    • Inferno – Cost increased to 110 (was 100)
    Buffs
    • Stealth Tank – Reload time decreased to 10 (from 12)
    Tiny Nerfs
    • Banshee – Damage to Vehicles decreased to 396 (was 400)
    • Chemical Buggy – HP reduced to 1550 (was 1600)
    • Rockworm – Base damage reduced to 500 (was 2000)
    Tiny Buffs
    • Chemical Warriors – HP increased to 620 (was 600)

    Tanks & Air

    I like the changes to Tank (and with it, MLRS) cost. It's substantial, but it can be very interesting to see what happens with the viability of these units.

    My worry rhough is that this, combined with the buffs for Mohawk and Orca, might lead to even more air decks – which I personally don't like, as I personally like the challenges that come with ground unit micro more. But that's a matter of taste, I guess.

    Base Rush Nerfs

    I love nerfing Avatar and Kodiak to give more counterplay against their base rushes. They just don't feel very interactive, i.e. too many cases where the opponent had little, if any, counterplay.

    Redwood wants more Tech?

    Liang being buffed is interesting. It was seen usually in Tech decks, so should boost them. A question is if it makes Liang viable in other decks somehow.

    The Tank and MLRS nerf also certainly help Tech decks.

    Sandstorm was not strong, but also not horrible – so it might become really interesting. But I do wonder why they did not buff fully underused Tech units like the Disruptor instead.

    Why reduce vision for fringe openers?

    The one change I do not like is the reduction of vision for Rhino & Buggy. These units are already not that strong, and certainly have been very fringe as openers. This now takes their viability as openers away fully, reducing the number of viable openers unnecessarily. Buggy already seem weaker than Cyberwheels as it is, same for Dogs vs Rhino.

    Stealth tank already feels viable, but not strong – so this is also an interesting change. I also like the slight Inferno and Avatar nerfs.

    Special Tactics: MG, Snipers & Stealth

    Left are the buffs for MG, Snipers and Stealth Tanks. All seem reasonable, albeit hard to judge how this change wll feel in practice.

    I'm not a huge fan of the MG zero harv decks, as it seems gambl-y: Some decks and openers counter it strongly, and other times it works very well. I worry that the MG still will not be too viable in other decks, whereas the gambl-y zero harv deck becomes stronger. But maybe I'll be proved wrong!

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