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Name

 Warhammer 40,000: Dawn of War III 

 

Developer

 Relic Entertainment 

 

Publisher

 SEGA 

 

Tags

 Action 

 Strategy 

 

Simulation 

 

Singleplayer 

Release

 2017-04-27 

 

Steam

 € £ $ / % 

 

News

 37 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 129 

 

Steam Rating

 Mixed 

Steam store

 https://store.steampowered.com/app/285190 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 500,000 .. 1,000,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 600  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 536 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Linux Binary DoW3 [881.61 M] 


 Linux Data DoW3 [28.19 G] 


 Linux Soundtrack DoW3 [122 M] 


 Linux - Override Depot [27.25 K] 




LINUX STREAMERS (5)
gamingonlinuxferalinteractivegloriouseggrollec0rp
gorillatv




Patch Notes: June 27, 2017



Hey everyone!

We heard you loud and clear. In response to your feedback, we’re releasing a balance patch to address top balance concerns this week.



Gameplay

  • Listening Post cost increased from 200 to 300

    Our increase to the base Requisition rate made early game Listening Posts a no-brainer, which we feel are too effective at holding their ground relative to their cost. As a result, we’d like to increase their cost so that the choice of where to bunker down needs to be a more strategic one.


    Pathing
  • Skimmers will now prefer to do shorter reverse-pivot moves instead of curve turns over short distances (these were particularly noticeable with move commands issued slightly behind and to the side of the skimmer)
  • Increasing vertical traverse speed


    If you’ve ever controlled a group of skimmers, you know that occasionally they will perform fantastical wild turns when the distance doesn’t warrant it. Here at Relic, we’re holding a moment of silence for all the skimmers that were needlessly lost while trying to perform acrobatic feats in the midst of battle. This will be of benefit to all skimmer units, though it will have a greater effect on Eldar players due to the number of skimmer units they have available.




    Overall, the Space Marines versus Ork matchup is very close to dead even, though it varies a bit per skill bracket. Although they’re in a better spot and while we are buffing Eldar, we do still feel there are a few issues that need addressing.

    We’ve already addressed Tireless in last week’s patch, but we felt that we needed to dig a little deeper, as the Space Marine’s effectiveness doesn’t stem from a single doctrine choice.


    Assault Marines

    • Reduced passive melee charge range from 30 to 10
    • Reduced passive melee charge speed bonus from 4 to 3


    Recent changes to Assault Marines put them in a much better place than intended. One thing we did notice was that their passive charge range was extremely long and slightly faster than comparable melee units. This improved their ability to get on top of and stay on top of units even more pronounced than it should have been. Given that Assault Marines already have a tremendous gap-closing advantage thanks to Jump, their passive charge was brought in-line with other units.




    Predator Destructor

    • Damage decreased from 200 to 150
    • Power cost increased from 275 to 300
    • Population cost increased from 17 to 19




    Predator Annihilator

    • Power cost increased from 275 to 300
    • Population cost increased from 17 to 19



    Alright, we admit that our last patch pushed the Predator Destructor too far. Our concern was that the role of this unit was muddy compared to its Annihilator counterpart, but as a result we’ve created a unit that is too effective versus all things, including the units that were meant to counter it. The plan is to bring down its damage, which consequently makes the Destructor versus Annihilator choice much more situational.




    Diomedes

    • Elite Point cost reduced from 4 to 3
    • Health reduced from 3600 to 3100
    • Respawn time reduced from 240 to 200
    • Reduced melee attack true damage bonus vs. objectives from 50 to 15
    • Reduced critical strike true damage bonus vs. objectives from 100 to 30


    Bug Fixes

    • Fixed a bug where his True damage bonus wasn’t working correctly


    Diomedes isn’t being fielded as often as we’d like, and we think that reducing his Elite Point cost should greatly improve his viability. The other benefit is that by introducing another 3 point Elite, Space Marines will have more to choose from at that stage of the game.




    Once win rates settled after launch, it became clear that the Eldar were imbalanced. They had a much higher win rate than both Space Marines and Orks, though they were especially strong versus Space Marines. Dire Avengers were overwhelmingly picked over other early game options and the Wraithlord’s Improved Webways doctrine was nearing a unanimous pick rate in the upper skill brackets.

    However, the combination of our May 31st Eldar changes and the improvements to not only Tactical Marines - but also to resource generation - have exposed the general weakness of the Eldar early game. Since the trading capability of Dire Avengers was weakened, we’ve consequently seen that win rate flip the other direction.


    General

    • Eldar infantry unit speed increased by 1 across the board
    • Bonesinger increased from 6 to 7
    • Dire Avengers increased from 6 to 7
    • Howling Banshees increased from 6 to 7
    • Shadow Spectres increased from 5.5 to 6.5
    • Rangers increased from 6 to 7


    Webway Gate

    • Requisition cost decreased from 150 to 125
    • Power cost decreased from 30 to 25
    • Speed bonus for non-elite infantry decreased from 3 to 2
    • Speed bonus for Vehicles, Wraith and Elite units remains unaffected


    Webway teleportation changed in a big way. We understand that players liked how it felt to be so mobile all of the time, so we’ll continue to keep an eye on two things: 1) win rates and overall balance concerns, but also 2) does the faction feel appropriately Eldar?

    We want to recapture some more of the hit-and-run flavour but still make Webway Gates feel worth their value.




    Dire Avengers

    • Dire Avengers range increased from 30 to 35



    Previously Dire Avengers were effective enough to deal with most situations such that there wasn’t much need to use other units until Tier 2. After we reduced their range and reduced the shield doctrine, we noticed their usage swung too far in the other direction. Giving back some of their range will allow them to exploit their speed even outside of webway range.




    Wraithblades

    • Increased Shields from 1725 to 1890
    • Increased Health from 1150 to 1260
    • Added passive melee charge on Wraithblades which has 10 range, a 10 second cooldown, lasts 5 seconds and grants 4 movement speed
    • Increased weapon range from 1 to 2



    These units weren't built very often. We did observe that they often have trouble getting into melee in a timely manner, and these changes should address that.




    Shadow Spectres

    • Power cost reduced from 30 to 15
    • Increased formation size



    These units had a very low build rate, which isn’t ideal for a unit that’s supposed to function as anti-vehicle. We think that the combination of the Eldar speed increase, a Power cost reduction and increased formation size should make them less susceptible to area of effect damage. This, in turn, will make them more viable.




    Autarch Kyre

    • Reduced speed of Eldritch Winds projectile from 15 to 12
    • After units are pulled to him, they are now knocked back, scattering them over a 15m area and preventing them from clumping on top of one another when landing



    We’re looking to address the counterplay and the way units are clustering so that his combo is a bit harder to land and not quite as devastating without support.




    Gretchin

    • Gretchin population cost reduced from 4 to 1



    Oops, we neglected to change the Gretchins’ population cost when we looked at all the other units.




    Shoota Boyz

    • Stikkbomb damage decreased from 90 to 60


    Doctrines

    • Tonz ‘o Bombz: Stikkbomb damage decreased from 90 to 60



    Shoota Boyz are a lot more viable now and while Stikkbombs are intended to deal more damage than other grenades, we want to reduce it a bit




    Nobz

    • Taunt radius reduced from 20 to 15



    Nobz are a really useful unit and we don’t want to do anything too drastic, but we do feel that their Taunt range makes it too easy to land on too many units.




    Stormboyz

    • Their upgraded Suicide Bomma from scrap will do less damage versus structures




    Kommando

    • Booby Trap damage type changed from Armour Piercing to True
    • Booby Trap damage is applied to the squad instead of individual entities


    Bug Fixes

    • Booby Trap FX have been adjusted to accurately show the blast radius



    We agreed with concerns that the Kommando's bomb damage was a bit too powerful, so we're changing this ability to be more consistent but less punishing at the same time. Instead of dealing 600 armor piercing damage to all units in a squad, it now deals 600 true damage to a squad.

    This means that it performs the same against vehicle targets, better against Normal armored Elites like Gabriel, Macha, and Gorgutz, and better against lower health squads. On the flip side, it won't wipe out entire healthy squads in one shot. While previously the ability did exactly enough damage to kill a full Nob squad, now it will only kill one member. These changes should help make the ability feel more fair.




    A NOTE ON DOCTRINES
    We’re aware that there are doctrines for each faction that are dominant and others that are not. We’ll be addressing this with slight nerfs, but mostly buffs. This will take longer because we have to consider and test how much these changes can act as a multiplier for overperforming units. This may occur over several patch cycles, but rest assured that we’re keeping a close eye on them!




    General

    • Fixed an exploit where users could change a Quick-Match game into an Annihilation game during the countdown




  • [ 2017-06-27 20:07:43 CET ] [ Original post ]