Unstable Fuel Injection

Issues dealing with gameplay balance.
User avatar
Sub_Zero
Suspended
Posts: 915
Joined: Wed 16 Oct, 2013 4:12 pm

Unstable Fuel Injection

Postby Sub_Zero » Fri 08 Aug, 2014 1:21 pm

The ability is unbalanced and needs to be removed completely or reworked somehow.

The first thing that comes to mind is its availability. And exactly you pay nothing and get it automatically in T2. There is no other example of such a thing (I am omitting the shoota boyz' nob presence in T2 granting some firepower). If no change comes towards the ability's performance then the cost should be definitely added.

And now let's study closely what the ability does. And it does some terrible and unforgivable things. It explodes a model of an allied squad. But in return it tears apart everything that was happy to stand nearby. 50 explosive damage (!!!) and weapon knockback. It happens so fast, you can't retreat in time, there is no possible counter-play. But the worst thing is that orks have some incredibly powerful melee units in their roster. Slugga boyz and storm boyz with their stupidly powerful nob leaders (I believe they are both overpowered) are certainly the best melee combatants (amongst the T1 melee combatants). Fast as lightning knockback on demand? You've got to be kidding me... Even assault marines (a squad with low damage potential and poor chasing capabilities) do shine if you back them up with your Apo who uses the purification rites. Even assault marines can wipe stuff with the help of this ability. And now a more powerful ability on WAY more powerful melee combatants. Something is terribly wrong here.

I don't really like removing something. But here is the case when you have to do it. But if the ability is to remain my solution will be to substitute the effect with suppression and lower the damage significantly (20 instead of 50).
User avatar
Torpid
Moderator
Posts: 3538
Joined: Sat 01 Jun, 2013 12:09 pm
Location: England, Leeds

Re: Unstable Fuel Injection

Postby Torpid » Fri 08 Aug, 2014 2:14 pm

Yeah. It's extremely OP. It's just HILARIOUS what happens to squads like hormagaunts/banshees/heretics. Makes them completely useless. And even vs ASM/raptors and stuff it makes sluggas way too strong, especially when combined with warpath, but at least that doesn't buff melee damage anymore, the whole thing was just pure stupid... You'de then get devs to counter it all and you have the shielded mek-boy teleporting in, practically invulnerable knocking all your set-up teams about the place only to have the sluggas charge forward with the painboy under the heal over time. The warpath and HoT nerfs will help for sure, but this ability really really doesn't need to do knockback.
Lets make Ordo Malleus great again!
User avatar
Raffa
Level 4
Posts: 580
Joined: Tue 30 Jul, 2013 1:41 pm
Location: England

Re: Unstable Fuel Injection

Postby Raffa » Fri 08 Aug, 2014 2:27 pm

The problem with changing it to suppression is it basically becomes a powered-up Doomblast. OK in theory but copycat abilities are usually avoided.

Damage alone would be sufficient, and even that could be toned down a bit. It is fairly nuts vs. light infantry atm.

The thing is that Mek and Knob both have suppression counters and lots of aoe disruption, so the main weaknesses of the Painboy are naturally mitigated. Which makes this ability all the more powerful.
Vapor
Level 3
Posts: 427
Joined: Wed 27 Mar, 2013 9:03 am

Re: Unstable Fuel Injection

Postby Vapor » Sat 09 Aug, 2014 1:36 am

The ability should def be tied to the upgrade, tier advancement shouldn't grant free abilities or buffs as a matter of principle (with a few exceptions like shoota nobs).

The orkiest solution to balancing the ability is to make it do friendly knockback as well. :D
Follow my stream! twitch.tv/frozenvapor100
User avatar
HandSome SoddiNg
Level 3
Posts: 324
Joined: Wed 16 Oct, 2013 5:57 am

Re: Unstable Fuel Injection

Postby HandSome SoddiNg » Sat 09 Aug, 2014 5:01 am

That Torpid Gamer wrote:Yeah. It's extremely OP. It's just HILARIOUS what happens to squads like hormagaunts/banshees/heretics. Makes them completely useless. And even vs ASM/raptors and stuff it makes sluggas way too strong, especially when combined with warpath, but at least that doesn't buff melee damage anymore, the whole thing was just pure stupid... You'de then get devs to counter it all and you have the shielded mek-boy teleporting in, practically invulnerable knocking all your set-up teams about the place only to have the sluggas charge forward with the painboy under the heal over time. The warpath and HoT nerfs will help for sure, but this ability really really doesn't need to do knockback.


You said Reworking Unstable field injection ability to suppress instead of AOE KB,Yes?? PB alry makes Sluggaz more beefer with HOT paired with AB/UYC,PB + Sluggaz alry marauded through HI . One single Explosion can take down 3/4 of fully upgraded AC tic squad and wiped em upon retreat.
Batman V Superman : Dawn of Justice 2016
Wonder Woman/Justice League 2017 Movies, WB/DC bring it ON !!
User avatar
Sub_Zero
Suspended
Posts: 915
Joined: Wed 16 Oct, 2013 4:12 pm

Re: Unstable Fuel Injection

Postby Sub_Zero » Sun 10 Aug, 2014 2:47 pm

You quote one guy and refer to my words. As I said I am completely fine with it removed. The ability is so broken, I am even surprised how nobody complained about that. And it will be bizarre if no change comes towards the ability in the upcoming update.

I would say more that the existence of the Painboy is arguably questionable. But seeing the nerfs listed in the thread I think the unit is getting more balanced. Gotta pay attention on this ability and yet another step to balance him will be done.

Return to “Balance Discussion”



Who is online

Users browsing this forum: No registered users and 0 guests