Nob Frenzy feels excessive
Posted: Sun 05 Jul, 2015 11:33 pm
I want to preface this by saying that I agree that certain dedicated melee units should have ways of making it to close combat without simply being suppressed or gunned down. I think an ability that briefly prevents suppression is a good idea. I also think an ability that prevents knockback for a short period would be good as well. Abilities like these that cost global resource present the player with cost-benefit decisions and can be designed to fit relatively well with the fluff.
Nob Frenzy not only makes the unit immune to suppression, it also makes them invincible and adds to their already insane damage. I personally hate invincibility, I think it is stupid, but I do accept arguments that it can be balanced reasonably well if ones opponents have sufficient ways to respond to it. For example - in other games, such as MOBAs, if an enemy is temporarily invincible, your team uses well-timed crowd controls to minimize the damage they do. Conversely, if an enemy is immune to crowd control, then your pure damage units try to selectively target them to bring them quickly or drive them off. If someone is both invincible and immune to crowd control, their is no adequate response other than to run away or suffer monstrous losses (nobs tear most units apart easily).
Its not like nobs are very soft either, they have an obscene amount of health and even have heavy infantry armour (even though they are no better armoured than Boyz on the tabletop). If you gave them an ability that just reduced incoming ranged damage briefly, or gave them a 10 second window in which they could not be knocked back or suppressed, would that somehow be inadequate? Are these guys so inherently weak that invincibility and crowd control immunity are needed to make them usable in this game?
Nob Frenzy not only makes the unit immune to suppression, it also makes them invincible and adds to their already insane damage. I personally hate invincibility, I think it is stupid, but I do accept arguments that it can be balanced reasonably well if ones opponents have sufficient ways to respond to it. For example - in other games, such as MOBAs, if an enemy is temporarily invincible, your team uses well-timed crowd controls to minimize the damage they do. Conversely, if an enemy is immune to crowd control, then your pure damage units try to selectively target them to bring them quickly or drive them off. If someone is both invincible and immune to crowd control, their is no adequate response other than to run away or suffer monstrous losses (nobs tear most units apart easily).
Its not like nobs are very soft either, they have an obscene amount of health and even have heavy infantry armour (even though they are no better armoured than Boyz on the tabletop). If you gave them an ability that just reduced incoming ranged damage briefly, or gave them a 10 second window in which they could not be knocked back or suppressed, would that somehow be inadequate? Are these guys so inherently weak that invincibility and crowd control immunity are needed to make them usable in this game?

