Ork changes

Issues dealing with gameplay balance.
Vindicarex
Head of Balance
Posts: 80
Joined: Sun 06 Mar, 2016 2:46 am

Re: Ork changes

Postby Vindicarex » Wed 14 Sep, 2016 5:06 am

I would agree Orks could use buffs elsewhere with a nerf on big shootas (say, cheaper slugga boyz).

I disagree about the WB - angry bitz + spiky armor is an insane amount of regen. I've seen him tank a devastator for quite some time with this combo. Spiky armor makes him immune to melee while he has anti vech Heavy_ melee and with that regen, also a counter to weapons teams.

He's far from dead weight. There are a lot of commanders almost solely taken for their globals (Plague Champion), but WB is real good because he has both sick, spammable globals and has great wargear to completely counter specific units. This is why he is way more meta than other orks commanders.
Last edited by Vindicarex on Wed 14 Sep, 2016 10:59 pm, edited 1 time in total.
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PhatE
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Re: Ork changes

Postby PhatE » Wed 14 Sep, 2016 2:02 pm

I implore all Ork players to make use of Lootas. They're, I would say, the best unit for T1 Orks. It starts removing a reliance on storm boyz and a shift towards stuff that's less standard such as Slugga Shoota Slugga Loota Loota actually makes it into the game and doesn't make you regret your decision. Invis allows for a better dynamic and more interesting playstyles that aren't generic in the slightest.

Having said that, what makes this a really annoying part of fighting orks is that you can't really see the beam all that well and they do it from being invisible. The sheer damage is pretty insane with two shotting most transports. The reaction time must be impeccable in order to make sure that your vehicle stays alive.

I would prefer that they did less damage so that you can at the very least react to the HP bar. Two shots (or 2 shots and down to less than 50HP or so) is really unforgiving given the rate of fire.

There is a visual big where you can see where they are invisible which would need to be looked at, at the same time.

When played right, the warboss can be really useless, hence why he was largely a capping hero back in the day. However to be fair, angry bits + spiky armour right now is really hard to fight against, especially as Eldar. Having said that he's probably the worst of the 3 given invis and teleports are that much stronger than just beef. I really liked the idea of giving cybork an HP regen aspect with a reduction to the HP regen of spikey armour as mentioned in a post aeons ago. Perhaps that can be put in place instead.

Slugga Nob can definitely use a cost increase...he's essentially a 1 time purchase. Burnas as well do a really decent amount to generators so this would need to be reviewed. Perhaps flame damage it too much against gens anyway...If you're not mobile enough, then say goodbye to your tech advantage or meeting them halfway to T2

The K Nob shotgun is just the worst. Please make the damage less so that he doesn't wipe the majority of models on LI squads for 40 energy. Energy management is still a largely unvisited area of the game and this doesn't improve it in the slightest.

I'll have more later on but for now these stand out the most to me.

Shootas are shootas. It's a range based game, essentially. I wouldn't mind seeing the DPS decreased a bit but don't make sluggaz cheaper. Come T2 Orks eco will just explode with 2 of those running around in a trukk.
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Vindicarex
Head of Balance
Posts: 80
Joined: Sun 06 Mar, 2016 2:46 am

Re: Ork changes

Postby Vindicarex » Wed 14 Sep, 2016 10:58 pm

Why build Lootas when you get big shootas that are more useful for a discount price?

Especially in ELITE, Orks have even more options for long range combat - they don't need to be tied down to shootas.

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