Was it a good change to reduce the DPS but increase the damage per attack? I don't think so. I can see the aim here - to allow the unit to deliver more damage to vehicles after landing. But after one good swing your stormboyz aren't likely to successfully chase after any fast vehicle. And they should never engage a melee walker now (splash damage ruins them). So I don't see them as a good unit for dealing with vehicles. And here is the thing I am concerned about. Ordinary stormboyz have very high dps (30 per model), they soften up targets really fast. But their nob attacks slowly now. It is good when he hits a model that hasn't been touched by anything. But what if this model already received some attacks and is already weakened? That huge damage isn't needed for that. And that mighty attack of a nob is wasted. Stormboyz' nobz don't act like slugga boyz' nobz anymore - you hear the chainsaw sound, you see a good chunk of health dissappear.
It is like giving tzeentch marines one model with a plasmagun. They already have high dps, they are likely to wound models really well, there is no need for a model with such high burst damage.
Maybe it is just my unlucky experience with them after the patch but I think that my points are valid - (1) not that great for dealing with vehicles, (2) model with high burst damage is mixed with models that have high DPS.
Now the leader does 110 per hit and has 55 DPS. Previously it was 85 per hit and 65.38 DPS.
What do I propose? For now I propose nothing, just want to discuss this matter in balance field.
Stormboyz' nob, new weapon and new pattern
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saltychipmunk

- Posts: 787
- Joined: Thu 01 Aug, 2013 3:22 pm
Re: Stormboyz' nob, new weapon and new pattern
the odd thing is that this kind of damage change is fantastic for ranged weapons.
a trade off of some dps for a large spike is extremely potent for picking models at range. That works largely because individual ranged squads have low dps but can be brought together in focus fire to melt things.
melee is not like that, melee can't really focus as there is a finite limit too how many models you can get on someone and there is the whole melee range issue.
on storms it is interesting. because storms have almost zero chase potential. They are so terrible that it is often impossible to get more than 1 or 2 hits on something before that something is well out of range. So the question is.. did the number of hits you can get on something between the choppa and the axe change? if the number of hits are the same .. well then you can see it as a buff vs retreating units. if it has changed and has gotten worse .. then the model got nerfed ..
Storm boys arent that rediculously popular these days anyway. you see them on warbosses and they are common enough in a 1v1 setting but in 2s and 3s where it is easier to get focused there is a definite drop in stormboy uses. So i too am curious .. why the change?
a trade off of some dps for a large spike is extremely potent for picking models at range. That works largely because individual ranged squads have low dps but can be brought together in focus fire to melt things.
melee is not like that, melee can't really focus as there is a finite limit too how many models you can get on someone and there is the whole melee range issue.
on storms it is interesting. because storms have almost zero chase potential. They are so terrible that it is often impossible to get more than 1 or 2 hits on something before that something is well out of range. So the question is.. did the number of hits you can get on something between the choppa and the axe change? if the number of hits are the same .. well then you can see it as a buff vs retreating units. if it has changed and has gotten worse .. then the model got nerfed ..
Storm boys arent that rediculously popular these days anyway. you see them on warbosses and they are common enough in a 1v1 setting but in 2s and 3s where it is easier to get focused there is a definite drop in stormboy uses. So i too am curious .. why the change?
Re: Stormboyz' nob, new weapon and new pattern
I am always open for new Ork ideas since they will be always crazy. Removing a choppa and a piston and putting a giant axe insted was sounding odd for me which was okay eather. These are Orks remember? 
I had no problem with the new axe. But the hitting cooldown makes it impractical it seems. I suggest bringing back the old choppa with much higher damage and possibly a much bigger model at this point. However, comparing to other jump troops,
Raptor AC has 45 dps heavy melee + comes with a very big single target punch
ASM Sergant has 30 dps power melee + comes with a brutal anti-melee ability
Stormboyz Nob comes with 55 dps heavy melee + stun on landing
So, he does the highest dps of them all and gives more abilitys with his existance so no draw back here. This part stays here to make a possible comparing much easyer. In that case, my other suggestion is; decrease the damage of axe but make him hit faster so the dps can stay same.
I know my lines are not following each other, but they all make sence with them selfs.

I had no problem with the new axe. But the hitting cooldown makes it impractical it seems. I suggest bringing back the old choppa with much higher damage and possibly a much bigger model at this point. However, comparing to other jump troops,
Raptor AC has 45 dps heavy melee + comes with a very big single target punch
ASM Sergant has 30 dps power melee + comes with a brutal anti-melee ability
Stormboyz Nob comes with 55 dps heavy melee + stun on landing
So, he does the highest dps of them all and gives more abilitys with his existance so no draw back here. This part stays here to make a possible comparing much easyer. In that case, my other suggestion is; decrease the damage of axe but make him hit faster so the dps can stay same.
I know my lines are not following each other, but they all make sence with them selfs.
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