Tex wrote: In regards to the weirdboy, I am willing to make 2 concessions. First, I think his default attack could get a knockback and damage radius reduction. Second, I would be willing to suffer a price increase up to 400-50 if the foot of gork upgrade got a price decrease to to 80-25.
Riku wrote: His default attack isn't the problem imo. Would still make Foot of Gork wipe stuff without problems for the same cost.
I don't think FoG nor his default attack are particularly OP, FoG costs a lot of power to get access to and has such a long cooldown and energy cost... His default attack is meh, it's very slow firing and he has no melee capabilities, it's ok.
Tex wrote:Warp vomit is a pretty integral part of how orks counter T3 compositions with their T2 if forced into this very shitty situation. I'm loathe to let anything happen to this ability other than have it's energy cost raised.
Riku wrote: That would be great and all if warp vomit wasn't used vs T1-2 units. And how is that even fair vs T3 units? It's like the librarian or autarch countering nobs by default ...
No other race gets anything as powerful like this when stuck in T2.
And to add to that Orks have an incredibly strong t1 now with the painboy who counters their main issue in t1 - jump units/nids. Of course they have one of the best t3s too. It's common knowledge that orks should get out of T2 ASAP, the fact that they can counter t3 units using this cheap-ass subcommander is a bit much when it's their fualt for being stuck in t2 for too long. IG are made to combat t3 armies with t2 armies, but erm, I don't see ogryns doing what the weirdboy does to terminators. :L
Tex wrote:As far as I knew, warpath grants 20% resistance to ranged damage, not all damage. Has it been changed or is this a mistake?
Riku wrote:link Hasn't been changed since retail other than added the 15% more melee dmg.
And -10 starting energy cost.
I think 10% for both melee damage and damage resistance would be good.
Kvek wrote:Make vomit affect friendly units, so he can't just vomit his own shootas when asm jump em.
That can't be the solution because the weirdboy is key to ork counter-initiation alongside the painboy. I think it should have a reduced duration to about 6 seconds and the damage resistance debuff should be removed.








