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				Re: Touch of Nurgle
				Posted: Sat 06 Jun, 2015 2:46 pm
				by Caeltos
				Touch of Nurgle is currently undergoing some "investigation"
			 
			
					
				Re: Touch of Nurgle
				Posted: Sat 06 Jun, 2015 5:26 pm
				by Toilailee
				Caeltos wrote:Touch of Nurgle is currently undergoing some "investigation"
I love you. <3
 
			
					
				Re: Touch of Nurgle
				Posted: Sat 06 Jun, 2015 9:01 pm
				by Atlas
				Caeltos wrote:Touch of Nurgle is currently undergoing some "investigation"
This statement shouldn't be half as imposing as it is 

 
			
					
				Re: Touch of Nurgle
				Posted: Sun 07 Jun, 2015 7:57 am
				by Cheekie Monkie
				Nobody expects the Caeltos Inquisition!
			 
			
					
				Re: Touch of Nurgle
				Posted: Sun 07 Jun, 2015 10:24 am
				by Lost Son of Nikhel
				ytimk wrote:Not taking sides but
Cheekie Monkie wrote:Like a virgin, Touched for the very first time.
Hehehehe
"Like nur-ur-ur-ur-gling....."
 
More than a Nurglelette. 

Caeltos wrote:Touch of Nurgle is currently undergoing some "investigation"
So is gonna be buffed in next patch?  
 
 Any clue? Maybe a rework?
 
			
					
				Re: Touch of Nurgle
				Posted: Sun 07 Jun, 2015 2:02 pm
				by Adeptus Noobus
				Torpid wrote:More Bullshit ToN use: 
http://www.gamereplays.org/dawnofwar2/r ... &id=304137Granted it wouldn't have been GG if I hadn't already lost a slugga squad to 'fair play' earlier in T1 like a scrub. But nevertheless it's way too good for 150red. Hellfury is T2 and that thing has nowhere near the wipe potential of ToN - it's only used to snatch up retreating units much like dark flames, or for anti-garrison on demand but it costs 150. Why is ToN so good for 150 and T1? Change the global or move it to T2.
 
 I watched the replay and I am not convinced that this one is the best to show ToN is OP. 

 You ran half-dead Sluggas into Heretics and double CSM. They would have died without ToN too imo.
The issue that is being raised here is not the ability and its perks but the lack of indication, i.e. nurgly death incoming. Wouldn't it suffice to give it a wind-up time? Something in the intervall 1-2 seconds. You could still retreat out of it but have to be wise to it. Wise Windu could maybe bless us with more visible indicators too? I am suggesting 1-2 seconds because Heretics need a chance to make ToN stick too. If it would be any more, it would become a purely defensive global as anything would simply walk away from it easily.
Am I making any sense here?
 
			
					
				Re: Touch of Nurgle
				Posted: Sun 07 Jun, 2015 2:04 pm
				by Torpid
				Adeptus Noobus wrote: I watched the replay and I am not convinced that this one is the best to show ToN is OP. 

 You ran half-dead Sluggas into Heretics and double CSM. They would have died without ToN too imo.
The issue that is being raised here is not the ability and its perks but the lack of indication, i.e. nurgly death incoming. Wouldn't it suffice to give it a wind-up time? Something in the intervall 1-2 seconds. You could still retreat out of it but have to be wise to it. Wise Windu could maybe bless us with more visible indicators too? I am suggesting 1-2 seconds because Heretics need a chance to make ToN stick too. If it would be any more, it would become a purely defensive global as anything would simply walk away from it easily.
Am I making any sense here?
 
Someone else thought that too but you're missing one key point - he used ToN just as my painboy got 50 energy to use the heal. That would have saved the sluggas entirely but the random ToN knocked back the PB and secured the kill. It's not realistic to think "What if he uses ToN" in every engagement. I need to commit hard as orks to play optimally and that includes in melee, I mean especially in melee, shootas can't beat havocs/csm at range.
 
			
					
				Re: Touch of Nurgle
				Posted: Sun 07 Jun, 2015 2:19 pm
				by Adeptus Noobus
				I see what you are getting at. I was wondering why you kept them in play, that however clears that up.
So would my suggestion make any sense? It would have given you the possibility to retreat out or at least the choice to do so.
P.S: Havocs having melee resistance really comes into play when being commanded by the PC as he has ToN-Tics at his disposal. I see why it should be removed from Havocs.
			 
			
					
				Re: Touch of Nurgle
				Posted: Sun 07 Jun, 2015 2:32 pm
				by Torpid
				Adeptus Noobus wrote:I see what you are getting at. I was wondering why you kept them in play, that however clears that up.
So would my suggestion make any sense? It would have given you the possibility to retreat out or at least the choice to do so.
P.S: Havocs having melee resistance really comes into play when being commanded by the PC as he has ToN-Tics at his disposal. I see why it should be removed from Havocs.
Not really, they'll chase you down with melee charge and doomblast anyway 2seconds later and that assumes you retreat instantly. A good player isn't going to use it when your squads have full hp, they'll let you drop down to ~60% so the first TON DB kills you pretty much instantly and atm they often can get in another one anyway since there's no warning so it is guaranteed to do KB and then units re-gather in retreat and boom. Double doomblast = double 62.5aoe damage.
 
			
					
				Re: Touch of Nurgle
				Posted: Mon 08 Jun, 2015 5:31 am
				by Tex
				ToN has been around forever and IIRC used to be twice as strong on heretics.
I'm not saying it isn't a strong global, I'm just wondering why the big "to do" now?
I've had to play around the PC as orks for a long ass time... and the WB being pathetic against the PC is really nothing new.
			 
			
					
				Re: Touch of Nurgle
				Posted: Mon 08 Jun, 2015 10:42 am
				by Toilailee
				Tex wrote:ToN has been around forever and IIRC used to be twice as strong on heretics.
I'm not saying it isn't a strong global, I'm just wondering why the big "to do" now?
I've had to play around the PC as orks for a long ass time... and the WB being pathetic against the PC is really nothing new.
It's because I finally, sort of, have the ear of the man in charge...? (altho hes probably going to buff it now). Speaking of which, why didn't you ever make bC do this!?  

Oh, and also because I was playing ig exclusively back then and ToN wasn't a problem for me.
 
			
					
				Re: Touch of Nurgle
				Posted: Mon 08 Jun, 2015 1:50 pm
				by Crewfinity
				Tex wrote:ToN has been around forever and IIRC used to be twice as strong on heretics.
I'm not saying it isn't a strong global, I'm just wondering why the big "to do" now?
I've had to play around the PC as orks for a long ass time... and the WB being pathetic against the PC is really nothing new.
I also made a post a while ago about it 
 viewtopic.php?f=3&t=1078
viewtopic.php?f=3&t=1078 
			
					
				Re: Touch of Nurgle
				Posted: Mon 08 Jun, 2015 1:57 pm
				by Torpid
				Wow. What happens to one's memory of stuff that is DOW when they don't play for just a couple of months...
I'm sure this has lasted so long for the same reason assail lasted as utterly OP for so long in elite Tex. That is, few people playing the heroes an 1v1 and thus nobody to even complain. Besides, orks used to be super duper OP all around before, now in elite they are actually a decent race that lacks blatantly OP units like the trukk, sluggas, webo, stikks and old big shootas. Now we realise... Oh wait, without their OP crap they actually are pretty useless vs PC.