The painboys been the worst support since it's inception. Most of the time as an Ork I only actually see 1 or 2 painboys in the game. I can't blame them ether. I don't find them fun to play. In all situations you just feel totally gimped. Look at literally all other factions. They have at least 5+ (sometimes more if space marines or chaos) healers on their team. This will take an already poor class and make it laughably ineffective.
That's not confirmed, they said they were working on those. I think they want to get them in next week but I highly doubt they will. They went over the few things they were going to get in for next weeks patch.
Actually, i went back and checked, and the +poison mods were in the first segment on confirmed/committed for the next update. Starting around 06:30 on the youtube of the stream: Painboyz/Apothecary HoT effects getting a debuff to their clearance of poison. The HoT effects are supposed to work against the posion, not obliterate it completely. Poison damage nerf for apothecary/painboy weapons by default down to 25 & 33. But also fixed the +poison mod for syringe and added one for narthecium. 100 LP to increase poison damage if you want to invest in it.
1) Brent said on the last Twitch stream that the Sicky Slugga's poison debuff will be buffed. 2) Painklaw is not an actual thing in tabletop, although Brent mentioned this one time on a stream as being something they hoped to add. This was back before the sicky grenade patch and he hasn't mentioned it since, or mentioned what type of thing it would possibly be (cosmetic, etc). In the game model, this appears to just be a cosmetic representation of Dok's Tools, which give feel no pain USR to the painboy's unit. 3) Painboys do not have sluggas in the tabletop. 4) Painboy syringe poison will be 33 and apothecary's will be 25. 5) For 100 LP the poison upgrade mod will now increase the poison back up to where it is now. IMO this is not enough to distinguish the Painboy which needs an actual melee weapon similar to the chainsword. Painklaw should be reviewed as an alternative melee weapon to fulfill the class description that this is a primarily melee focused healing class, or durability and impact should be reviewed for the syringe. Sicky grenades are not currently a good take for teamplay over the Dok Bombs and this needs to be addressed. Also, Apothecary grenades are superior to Dok Bombs both in versatility and in the fact that their targetable portion is much, much smaller and cannot be affected by melee attacks.. this needs to be addressed and normalized. As it stands an apothecary with a boltgun is still superior to a Painboy, and the Chainsword makes him more versatile.
The no.1 thing you said really isn't going to be as much as it sounds 40% of 5 poison is roughly 2 poison so the standard dakka slugga is still going to be more valuble than the sicky slugga since 5 to 7 poison doesn't warrent the 100 lp cost difference. The painboys in lore have access to a choppa which doubles as a cleaver that they use for surgery which I still don't understand why they don't have access to here. It's basically a choppa axe that looks like a big meat cleaver. They also have all kinds of fighting juices in lore which improve defense and attack of boys it's used on that's how they somewhat "control" cybork madboys and works just as well on the rest of the boys. I would like to see a choppa cleaver for the orks *slightly less damage than the choppa axe but inflicts bleed and is slower than a chain sword but faster than a choppa axe* make bleed just a flat damage tick that scales duration every hit like starts at 5 seconds and gains 5 seconds per hit landed while only doing 3-4 damage per second the whole time. Pain klaw faster than the power klaw with lower penetration and lower damage and faster attack and inflicts 20 poison and 7 seconds of bleed per hit. Fightin juice removes the heal over time from the needle but gives -30% damage taken and +30% melee damage for the duration. A juice that removes ailments while keeping the damage/hot the same as is would be nice to have and giving extra xp for ailments removed like +40 xp for removing a poison/bleed/heat As far as the bleed mechanic I mentioned I don't mean for that to be limited to orks and also it gets removed completely by being healed from any source *except life steal*. This would be a nice ailment to have in game since it's more of a attrition ailment then a "stack it and watch them melt fast". I brought some of this up in another thread under the general tab I think I was tired last night so I may have left stuff out. TL;DR Doks need Buff juices We need a new attrition type ailment like a bleed that is low damage but ramps up in duration not damage easily treated Supports in general should have access to abilities to "treat" ailments and get bonus xp for treating them. Doks should have more melee options such as a special cleaver and pain glove The poison boost to the sicky slugga doesn't make it worth using over standard dakka slugga