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Verdammte Ninjas >_<

Dabei seit: 3. März 2009

Beiträge: 1 422

Geschlecht: Männlich

Wohnort: Berlin

DoW III Lieblingsrasse: Space Marines

2 Auszeichungen


Mittwoch, 31. Mai 2017, 21:08

Erster Balancepatch, 31.5

Heute gab es den ersten Balancepatch für DoW3. Die Patchnotes gibt es hier.

Oder auch hier:


Leaderboards have been added

Opponent AI
The Codex now includes all Elite units
Balance update (multiplayer only, balance changes do not apply to the campaign)


Cooldown of all Super Abilities (Orbital Bombardment, Eldritch Storm, and Rokks) increased from 5 minutes to 7.5 minutes
Base Requisition rate increased from 260 per minute to 340 per minute
Base Turret damage reduced from 50 to 12.5 with each player in the game increasing that damage by 12.5 (i.e. 1v1 = 25 damage; 2v2 = 37.5 damage; 3v3 = 50 damage)
Turret primary weapon damage reduced from 40 to 15 with each player in the game increasing that damage by 6.25 (1v1 = 21.25 damage; 2v2 = 27.5 damage; 3v3 = 33.75 damage)

Escalation Phases
Phase 1: Increased refund on unit loss from 25% to 35%
Phase 2: Increased refund on unit loss from 15% to 25%
Phase 4: Decreased resource rate bonus from 50% to 25%

A 1v1 variant of Mork's Mire has been added into the Custom match and Quick-Match map lists
A 3v3 variant of Crucible of Vaul has been added into the Custom match and Quick-Match map lists
Stratum P2-8: Removed a Power Node from the middle Resource Point at the center of the map
Stratum P2-8: Added a Requisition add-on to the middle Resource Point near each base


Bug Fixes
Fixed an issue where Servitors could see over some sight blockers

Tactical Marine
Reinforcement cost of Tactical Marine upgrades reduced from 75% of upgrade cost to 25%
Ranged damage increased from 2.85 to 4
Melee damage increased from 4.6 to 5.5
Flamer upgrade reinforcement cost decreased from 71 Requisition / 7 Power to 63 Requisition / 2 Power
Plasma Gun upgrade reinforcement cost changed from 75 Requisition / 9 Power to 65 Requisition / 3 Power

Bug Fixes
Fixed a bug that doubled the reinforcement cost of Tactical Marines when they were Overcharged
Fixed a bug that caused Tactical Marines to gain resources when Overcharged
Fixed a bug that prevented Tactical Marines from being able to melee when Overheated
Fixed a bug that caused Tactical Marine squads with Tireless to get spread out after being reinforced, or to not benefit from the doctrine when deployed from a Drop Pod
Fixed an issue where Tactical Marines could get both Plasma and Flamer upgrades if they were triggered simultaneously

Scout Sniper
Scout Snipers no longer need to wait for a short time before being able to move after having fired their weapons

Hidden: Now gains a 10-second speed boost after firing

Assault Marine
Power Sword upgrade is now available at Tier 2
Power Sword upgrade cost changed from 75 Requisition / 75 Power to 125 Requisition / 125 Power
Jump charge generation time increased from 65 seconds to 90 seconds

Assault Leap: Damage reduced from 75 to 20

Lascannon Devastator
Added a resource bar to display three tiers of beam intensity
Beam intensity will no longer decay when switching targets
Beam intensity will decay slowly when out of combat
Beam intensity will reset when stunned, knocked back, or placed into stasis
Beam intensity 1 damage increased from 1.5 to 1.875
Beam intensity 2 damage increased from 3 to 3.75
Beam intensity 3 damage increased from 5.5 to 6.5

Bug Fixes
Fixed an issue where Whirlwinds using the Thunderhawk Redeployment doctrine would move back to their starting points

Predator Destructor
Health increased from 2250 to 2500
Area of effect increased from 3 to 5
Visual effects have been updated to match the new area of effect

Kill Team Ironmaw
Ranged damage increased from 4 to 5
Melee damage increased from 6 to 8

Bug Fixes
Fixed a missing asset spawning when Kill Team Ironmaw was killed during teleport

Jonah Orion
Max number of units hit per squad by Fury of the Ancients decreased from unlimited to 5

Gabriel Angelos
Removed knockback from Critical Strike
Critical Strike (passive) damage increased from 80 to 85

Added knockback on Teleport arrival
Decreased the speed it takes to fire a full volley of Cyclone Missile Barrage from 8 seconds to 4 seconds

Bug Fixes
Fixed an issue where the Terminator's Devastation doctrine was not applied to units deployed via Drop Pod

Venerable Dreadnought
Maximal Charge can no longer be intercepted by enemy units in-between the Venerable Dreadnought and its target
Ranged damage increased from 240 to 350

Imperial Knight Solaria
Removed the slow from Gets Hot!
Attack range increased from 40 to 45
Gatling Barrage knockback increased from 8 to 12
Gatling Barrage range increased from 45 to 55

Additional Changes
Increased shields granted by Plant The Standard from 350 to 450
Drop pod damage versus buildings currently under construction from 1750 to 350
Tip of the Spear: Units must be out of combat for 20 seconds before being able to reinforce from a Listening Post

Servitor: Decreased from 2 to 1
Assault Marines: Increased from 10 to 13
Scout Snipers: Decreased from 10 to 9
Heavy Bolter Devastators: Increased from 9 to 11
Lascannon Devastators: Increased from 9 to 10
Landspeeders: Increased from 10 to 13
Dreadnought: Decreased from 18 to 17
Predator Annihilator: Decreased from 18 to 17
Predator Destructor: Decreased from 18 to 17
Whirlwind: Increased from 10 to 12


Warp now starts on cooldown when the unit is first spawned in
Warp range decreased from 100 to 70

Dire Avenger
Range reduced from 40 to 30
Shields reduced from 20% to 10%

Howling Banshee
Quick Strike cost changed from 100 Requisition / 60 Power to 75 Requisition / 50 Power
Quick Strike damage reduced from 65 to 30

Hunt: When in stealth, Quick Strike will reveal you in the casting phase
Hunt: Speed bonus no longer stacks with Fleet of Foot
Hunt: Damage bonus reduced from 100% to 25%
Reflective Strike: Instead of being invulnerable, Howling Banshees take half damage

Cost changed from 330 Requisition / 15 Power to 330 Requisition / 20 Power
Cost to unlock changed from 100 Requisition to 125 Requisition / 25 Power

Bug Fixes
Fixed a bug where additional firing would not reset their stealth revert timer

Fire Prism
Cost changed from 100 Requisition / 375 Power to 100 Requisition / 325 Power
Ranged damage increased from 275 to 320
Superheated damage type changed from Normal to True
Superheated damage increased from 100 to 150
Superheated activation time reduced from 3 seconds to 2 seconds
Removed knockback from Superheated

Bug Fixes
Fixed an issue where units could not teleport out of a Fire Prism attack

Striking Scorpions
Hunt damage bonus reduced from 100% to 25%
Speed bonus from Hunt only stacks with Fleet of Foot up to 33%, down from 100%
Hunt tooltip now displays speed and damage bonuses
Critical Strike (passive) damage type changed from True to Normal

Farseer Macha
Psyker Blast damage decreased from 150 to 125
Psyker Blast damage mitigation increased from 50% to 75%

Bug Fixes
Fixed an issue where Macha's Last Chance doctrine would not affect Elite squad members who spawn through healing

Jain Zar
Silent Death initial damage reduced from 100 to 75
Silent Death return damage increased from 250 to 275
Changed the visual effects when Silent Death is on its return path
Silent Death tooltip now displays the difference in damage when Jain Zar's triskele is returning

Warp Spiders
Slow mines activation time decreased from 7 seconds to 3 seconds

Wraith Recall tooltip now displays the number of squads that will be teleported during its casting phase

Wraith Recall: Range reduced from global to 100
Wraith Recall: Can now only teleport up to 10 units, instead of an unlimited amount

Bug Fixes
Fixed a bug where the Wraithlord's Ethereal Wall would not always block projectiles

Additional Changes
Edlritch Storm: True damage per tick reduced from 5 to 2.5
Eldritch Storm: Lightning bolt delay decreased from 0.75 to 0.25 in Conduit form
Webway Gates health decreased from 700 to 600
Fixed an issue where destroying a connected Webway while it relocates could prevent any further Webways from being connected
Improved Webways: No longer allows Webway Gates to relocate in Tier 1
Improved Webways: Health regeneration can now only occur after 10 seconds of being out of combat
Improved Webways: Relocation cast time increased from 4 seconds to 10 seconds

Dire Avengers: Increased from 6 to 8
Howling Banshees: Increased from 10 to 11
Dark Reapers: Increased from 8 to 11
Rangers: Increased from 8 to 9
Shadow Spectres: Increased from 9 to 12
Wraithblades: Increased from 12 to 16
Vyper: Increased from 5 to 9
Falcon: Increased from 12 to 17
Fire Prism: Increased from 15 to 19


Find the Goods: Places a single mine on top of the Scrap pile that you teleport to
Find the Goods: Now stealths for 15 seconds, or until detected

Get 'Em Boyz: Decreased Shout speed bonus stacking with WAAAGH! from 100% to 50%

Shoota Boy
Health increased from 840 to 1000

Squig Bomb Mine: Now functions like a squig bomb and only becomes a mine if it can't find a target

Suicide Bomma: Damage reduced from 350 to 200
Suicide Bomma: Damage versus objectives reduced from 350 to 100
Suicide Bomma: Max number of units hit per squad decreased from unlimited to 5

Increased health from 450 to 550

Killa Kan
Long Range Rokkit: The number of rokkits remains visible on the health bar under more cases
Long Range Rokkits: Rokkits should only travel a certain distance and expire after a duration

Deff Dread
Bigga Scrap Shield: Shields increased from 300 to 500
Bigga Scrap Shield: Duration increased from 5 to 10 seconds

Big Trakk
Cost changed from 100 Requisition / 350 Power to 100 Requisition / 325 Power
Salvage cost changed from 50 Requisition / 175 Power to 50 Requisition / 165 Power
Kill 'Em Far now applies a slow to vehicles, instead of a stun

Suicide Bomma's damage versus objectives reduced from 350 to 175
Max number of units hit per squad decreased from unlimited to 5
When upgraded with scrap, Suicide Bomma's damage versus objectives reduced by 50%
When upgraded with scrap, Suicide Bomma won't explode unexpectedly over certain types of terrain

Kamakazee: Changed hotkey from Q to X

Weirdboy Zappnoggin
Damage type changed from Normal to True
Area of effect damage removed from ranged attack
Scrap Blast shields increased from 200 to 225
Max number of units hit per squad by Scrap Blast decreased from unlimited to 5
Ere We Go no longer does damage
Fist of Gork travel time used to be varied, is now a flat rate of 3.5 seconds

Mad Dread
Health increased from 4250 to 4750
Tunnel cooldown decreased from 45 seconds to 30 seconds

Ranged damage increased from 15 to 20
All Da Dakka damage increased from 80 to 100

Bug Fixes
Fixed an issue where All Da Dakka did no damage to Shield Generators
Fixed an issue with cancelling the Gorkanaut's Rokkit Fist ability
Fixed a bug where the Gorkanaut's Loot would not always work

Additional Changes
Fixed an issue where Roks could become unresponsive if picked up and dropped

Boyz: Decreased from 8 to 7
Shoota Boyz: Increased from 8 to 9
Nobz: Decreased from 25 to 16
Deffgun Lootas: Increased from 8 to 9
Tankbustas: Increased from 6 to 10
Trukks: Increased from 8 to 9
Deffkoptas: Increased from 5 to 7
Killa Kans: Increased from 10 to 11
Deff Dreads: Increased from 12 to 15
Big Trakks: Increased from 18 to 19


Fixed assorted issues with achievements not being awarded when completing the campaign

Fixed several issues with odd audio bursts when restarting missions or progressing to certain post-mission screens
Fixed incorrect sound effects on Sky Portal death
Fixed missing sound effects on Ork Shoota Boyz
Fixed an issue with the level up sound effects playing on repeat
Fixed an issue where setting Voice volume to zero was not silencing unit barks

Fixed an issue where mission progress wasn't properly carried over between PCs
Fixed an issue where Assault Marines could bypass a gate in Mission 1
Fixed an issue when respawning Gorgutz in an unplayable space in Mission 2
Fixed an issue with Eldar attackers not assaulting the player's base in Mission 4
Fixed missing animation on a bridge in Mission 4
Fixed missing dialogue at the end of Mission 4
Fixed a rare bug that would block progression when defending your base in Mission 5
Fixed issues with deck gun effects and sound effects when loading a save in Mission 7
Tuned Diomedes' health in Mission 8
Fixed an issue where units joining the player could become hostile in Mission 11
Fixed an issue with Wazmakka's behaviour when attacked from range in Mission 12
Fixed an issue with debrief imagery in Mission 12
Fixed an issue with stacking Webway Gates in Mission 13
Fixed a rare crash when destroying the first Webway Gate in Mission 14
Fixed an issue with missing health bars on some units in Mission 16
Fixed an issue with missing objective indicators in Mission 16
Fixed an issue where Elites would not gain experience at the end of Mission 16
Fixed issues with damage from Mission 17's boss's swipe attacks
Fixed issues with boss behaviour in Mission 17

Save & Load
Fixed an issue where incorrect Elites could appear in some save games
Fixed an issue where Jonah Orion's Stonewall ability would become invisible when loading into a game saved while the ability was active

Fixed an exploit where follow camera (') could be used to track enemy stealth units and units hidden in the fog of war
Fixed an issue where paused AI games were not actually paused

Units & Abilities
Fixed a broken interaction between Wazmakka's Traktor Beam and Stormboyz' Suicide Bomma
Fixed an animation glitch on the Striking Scorpions
Fixed an issue where players could force units out of a Falcon transport ship over a chasm, instantly killing them
Fixed an issue where Kyre's Eldritch Winds could move Deathstorm Drop Pods
Fixed an overly large hit box on the Doctrine Chapel

User Interface
Fixed stacking debuff icons caused by Gorgutz' melee attacks
Fixed inconsistencies with audio and video options and forced restarts
Adjusted several incorrect ability and upgrade icons
Fixed an issue where some tooltips would be missing text for non-deployed Elites
Fixed incorrect behaviour on several gameplay UI options
Updated the reticule for the Imperial Knight Paladin's Reaper Chainsword Sweep

Fixed additional instances of effects seen through the fog of war
Fixed an issue where Shadow Spectre's beam animation would not pause when the game paused
Fixed missing effects on Kill Team Ironmaw squad member with the missile launcher
Fixed missing effects on the Temporal Mine ability
Fixed missing effects when the Venereable Dreadnought is destroyed
Fixed timing issues on destruction effects for resource add-ons
Fixed an issue where the effects and sound effects for Pin did not end
Fixed an issue with persistent teleport effects when the target building is destroyed

Offline Play
Fixed assorted crashes and soft locks caused by losing internet connection during various screen transitions

Improved performance on 4K monitors in various option and info screens
Improved performance when using the Roks ability

Obacht, es sind wohl noch kleinere Fehler in den Patchnotes. So wurden den Dire Avengers nicht etwa Schaden gestrichen, sondern Reichweite.

Im Großen und Ganzen finde ich den Patch zumindest vom Ansehen her gut, viel Communityfeedback wurde verarbeitet. So wurde True Damage aus dem T1 größtenteils verbannt, Tacs wurden stark gebufft, Eldar haben diverse Nerfs an ihrem T1 Spiel bekommen und Orks wurden auch etwas gebufft.
Wie genau sich die Änderungen an Türmen, Ressourcen und Bevölkerungsverbrauch auswirken kann ich nur ahnen, aber vom schnellen testen her kann ich sagen, dass man viel mehr Req. als vorher hat (mehr Comebackpotential) und dass die Türme im 1v1 erschreckend schwach sind. Für alle Feinde der Türme ist das eine gute Nachricht, da der Turm jetzt noch viel verwundbarer ist.
"The mighty Hammer shall deliver Thunder upon our foes!"
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Dabei seit: 26. September 2004

Beiträge: 1 250

Geschlecht: Männlich

Wohnort: düsseldorf

DoW III Lieblingsrasse: Orks

0 Auszeichungen


Donnerstag, 1. Juni 2017, 23:26

aufjedenfall ein guter patch als sm , man ist auf asm spamm nicht mehr so angewiesen , asm bleibt trotzdem ne gute units auch ohne e-schwerter


"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music...oh wait...."
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Waagh Boss

Dabei seit: 18. September 2004

Beiträge: 6 989

Geschlecht: Männlich

DoW III Lieblingsrasse: keine

3 Auszeichungen


Samstag, 3. Juni 2017, 14:37

das klingt ja mal ganz gut
wichtig finde ich auch das 2 "neue" maps geadded haben
das ist aufjedenfall ein zeichen das es in die richtige richtung geht
"Ich nenne gerne liebevoll den exklusivsten Pornoclub Deutschlands."
"Wer Necrons aus Spass spielt, der schaut sehr wahrscheinlich auch am Nachmittag der Waschmaschine beim Drehen zu."

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Dabei seit: 31. Januar 2006

Beiträge: 6 289

Geschlecht: Männlich

Clan: Team Blitzkrieg

Wohnort: Mendrengard

DoW III Lieblingsrasse: keine

11 Auszeichungen


Samstag, 3. Juni 2017, 18:32

Mir gefällt der Patch nicht. Wieso haben sie den Resourcegain erhöht? Das führt nur sinnlos dazu, dass man auf eska 1 schon sinnlos units massen muss und wenn man die Kritische Masse erreicht hat ist das spiel einseitig für den, der die Masse hat. Die maps sind mir Ehrlich gesagt Hupe. Ich persönlich spiele großteils 2v2 und da gibts immernoch nur die 2 öden maps.

liberate vosmet
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