Just a quick note here...which may go well beyond the performance of Chaos in general (regarding gameplay):
After having played the Chaos Lord for sometime I have found he is quite boring and largely ineffective overall, compared to other offensive commanders. He is very slow, he can
kinda tank but cannot tele like the GK commander, nor apply as much useful wargear as the Force Commander. Nor do the damage the Warlock or Commissar can upfront. Yet also lacks the option(s) to trick or weaken others as effectively overall. I like the Doom Maul but besides the stun to infantry--if you can ever get a chance to land it--the maul is a let down. I have tried builds outside of the typical 'Dark Halo, Inferno Armor, Lightening Claws' build and they all just cannot keep up.
Offensive commanders need tactical options, and since it comes down to not having "tricks" like support or stealth or defensive heroes have, they need to be really effective at offense and 'tanking'. Other heroes take practice but pay off big from experience and good micro. Offensive commanders are the bread and butter for players and need to be highly effective in their one-dimensional roles...
Granted, Khorne heretic worhship is crucial for CL play. But even still, it is so easy for experienced players to dodge Kill The Weak that he just can't match up with other heroes and other builds overall, even late game; add to any of this the issue of Chaos units being immobilized for key upgrades and front-line marines (CSM) being weak to power weapons and less capable than Tacs in melee, makes for a complicated issue to solve. Even when Kill The Weak succeeds, the CL is still easily fired down on and now takes damage rather easily from many sources. I know he is OP in retail...but there is a reason for that. And in time you can easily dispatch him even in retail if you know what you are doing.
Healing by melee damage taken, instead of given, just doesn't work out IMHO. Too easy for players to peel of melee and just fire him down once they realize he is healing
from melee hits, then come back in for the kill...
I suggest:
-Reducing slightly the regen from melee (with the right wargear), but allowing him to heal on melee hits
upon others only, once again. This way he can heal when engaging ranged squads, reducing kiting problems some.
-add option of gaining energy
frommelee hits for T3 armor? Or some other wargear upgrade option?
-Increase the size, or size of AoE, of the lightening claw special attack (or increase speed by which the attack is commenced); again, easy to dodge.
-Increase DPS or overall damage of maul... perhaps just to vehicles. And/or the range of the stun.
-Allow flamer to be used as a ranged weapon instead of just as a special attack, making CL immobile when doing so, ending Flamer ranged attack until he stops again, unable to use the Flamer on the move (standard default bolter is used when in (melee) pursuit if applicable). Reduce the damage of the flamer if need be for standard ranged attack from the special ability. Allow for damage to gens somewhat less than SM Tactical flamer, though still effective.
This also allows for Khorne Chaos builds to keep pace with SM's where gen bashing is concerned (heretics do ok, but until Noise Marines--if you get NM's--Chaos has little to compete in gen bashing). Flamer as a ranged standard would allow for CL to 'line support' some, since early on he is simply kited when trying to line break... switching stances takes micro work and has complications. Should work out in balance.
*If similar ideas have been posted, sorry to have missed anything...there is a lot to catch up on
Hope this helps!
