Unstable Fuel Injection
Posted: 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).
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).
