This thread is to list the various balance changes. I dont want this threaed to get into numbers too heavily, but rather focus on qaulitative features of the game that CAN BE SUPPORTED BY EVIDENCE. Please, no flame wars. I understand that alot of what people will post will be interpreted as opinion, so try to keep your civil hats on.
I will start us off, and if you know me at all, you know where I will start.
The arbiter is unfair. Whether he be too strong in teams and too weak otherwise, he is by far the strongest covenant leader (looking at just leaders, not their unique units or other bonuses, jsut the leader). One of the most fundamental reasons he is unfair are the bonuses he recieves through his upgrades.
Lets break it down per covy leader, per upgrade. The asterisks on the right denotes an extra bonus gained.
Prophet:
Chair Upgrade 1: Health/damage
Chair Upgrade 2: Health/damage
Chair Upgrade 3: Health/damage/flying******
Leader Power Upgrade 1: Damage
Leader Power Upgrade 2: Damage
Leader Power Upgrade 3: Damage
There is only 1 upgrade for him that changes more than his raw stats, and that is the last chair upgrade that makes him flying, which isnt always an upgrade. This leader sits still while it uses its leader pwoer too, making it an easier target.
Chieftan:
Hammer Upgrade 1: Health/damage/stun******
Hammer Upgrade 2: Health/damage/pull******
Hammer Upgrade 3: Health/damage/infantry execute******
Leader Power Upgrade 1: damage
Leader Power Upgrade 2: damage
Leader Power Upgrade 3: damage
A little bit better than the prophet, but still not great. The stun and pull work great in unison, tanks and other vehicles have a hard time competing with this. The last upgrade, 1 shotting stunned infantry, is almost worthless except for spartans. First the infantry has to be stunned, then another hit should 1 shot them> Most infantry die in 2-3 shots from a fully upgraded chieftan, especially if he has 1 star or more. Thus this upgrade extra isnt really taht good, also because a ton of infantry would be vortexed off far easier and faster. This leader sits still while it uses its leader pwoer too, making it an easier target.
And now, THE ARBITER
Sword Upgrade 1: Health/damage/reflect******
Sword Upgrade 2: Health/damage
Sword Upgrade 3: Health/damage/reflect/INVIS******
Leader Power Upgrade 1: Damage/restore health******
Leader Power Upgrade 2: Damage/cheaper cost******
Leader Power Upgrade 3: Damage/aura for allies******
As cou can see, the arbiters upgrades make him far superior to the other covy leaders.
The two damage reflects are devastating. Not that warthogs are an option, but if you try to ram him once he is upgraded, your basically throwing away warthogs. This damage reflection is UNIQUE to the arbiter, and it gets way better at tech 3.
And ahh, tech 3 arbiter. As if he needed invisibility. Now, even if you happen to find the arbiter’s swords (invis), you can do anything about it til he starts to attack you, meaning he can completely determine when he want to fight you. And wahts even better, he starts to rage and his invisibility doesnt wear off for A LONG TIME, so he basically has free shots at your army. Ive lost 2 canister shell tanks before I have seen an arby several times. Granted this is more of a glitch, but the glitch is taking advantage of an already huge advantage, which is invisibilty. Not to mention the tactical control you could implement, warping in units wherever you want with no chance of your teleport conduit(leader) going down.
Oh yes, health restore is next. Name any other unit that can heal itself while simultanesouly killing other units? Name any unit like that in ANY RTS EVER? Niether of the other covy leaders has this rediculous ability. This makes countering him very tough too. Where as with other covy leaders, you only need to ask if enough damage will remain in the battle to kill the leader. With the arbiter, you have to judge this damage vs the health he will possibly get back, making it far harder on those trying to fight the arbiter. If you have a d-bomb all of this changes of course, but covy dont have a d-bomb, so they are forced to make extremely hard decisions about engaging the arbiter.
Oh boy, my leader power costs way less. On top of all these other EXTREMELY strong upgrades, the cost to implement them all gets reduced a whole bunch. Now the strongest leader power in the game has also become the CHEAPEST. Cheaper than both prophet and chieftan.
And now, when you finally build units and add a ton of firepower to your already devastating arby, he returns the favor and adds tons of fire pwoer right back. THIS IS THE ONLY POSOTIVE AURA/STATUS EFFECT IN THE GAME. There are no other auras, negative or posotive.
AND LASTLY, HE IS THE ONLY LEADER THAT MOVES WHILE USING LEADER POWER. THIS IS THE WORST PART ABOUT HIM. Nothing hits accurately. Nothing. There is no timing of canister shell, no micro to counter it. The 2 other leaders expose themselves while using their leader power, which makes sense. You substitute security for increased damage. Give and take with a skill factor, a beautiful RTS element. But with the arbiter, there is very little give and all take. He doesnt give up anything by being in rage mode beside invis, he does gain: damage, lifesteal, health(through missed attacks), moespeed, relfective armor, and an aura for allies.
Summary:
Arbiter has SEVERAL UNIQUE features to him. He is the only unit that posses these traits, and he has multiple.
- Reflect Damage
- Restore health while attacking
- Cheaper leader power
- Move while leader powering
- Aura for allies
- Invisibility
I have posted stuff about teh arbiter before, but not as detailed as this. I had my share of criticism then, and I am sure I will now, but I find the above to be proof rather than opinion. I dont want responses like “use tanks right” or “time your canister” or “the arbiter sucks in 1v1”. None of those disprove the fact that he is an imbalanced unit, and far too strong in way too many respects.