@OP SM drop pods I think the drop pods are a good idea, but I'd like to expand on them a bit. The drop pod would spawn like a vehicle. The first marine in the pod would pick an objective point to land at. It would have a 5 min. cooldown. It would carry 4 marines into battle. It would be single use (marines can't respawn on it). The pod would launch once full. This way the drop pod could be used as a tactical strike option in domination maps. Pre mades would benefit from this the most when attacking because they could send a pod to an objective point across the map with 4 elites and quickly take an objective. Chaos heals I don't get why chaos would get instant heals from executing an enemy. Is that a lore thing? Maybe they should get a slight melee buff or armour regen buff as a blood lust sort of thing. Orks No armour, more health!? Since I main painboy I would love that. Although it would be great if orks stood still for a second for me to heal them but whatever. I'm iffy about the clang thing. It seems like it would break melee balance a lot. Although I know a lot of boyz that would greatly appreciate no clang on friendlies. WAAGH health regen is a great idea. I don't think cohesion should play a role in it though. Although if cohesion were to be implemented I think the health regen should take effect when near the squad leader, the issue with that is the current squad leader bonus aoe is rather small. Eldar I like the increased armour and reduced health idea. Someone stated that it would make their healer less effective but the devs could make it so their healer gives an armour regen buff when doing whatever their healer does. Disagree with the fleet on foot thing. Other ideas Deff Cannon mod that makes the cannon shoot a squig that will chase down an enemy and latch onto them, causing DOT damage for a time. A Loota weapon that works kind of like an aircraft carrier sling shot. The loota boy would brace the gun on the ground, and then a stormboy (jpa) would have its rokkit attached to the gun and the loota would sling shot the rocket boy high into the air. This would be great for fortress attacks. (not sure what else it would be good for though.) Maybe it could fire big explosives like a mortar type of thing. Custom vehicle loadouts (all races) Space marines need those paper sygil things with the red wax seal on their shoulder armour. Chaos need more demonic infected armour and weapons. Eldar need more particle effects. (jk) That's all I got for now, this post is way too long.
First, you Reply'd to the wrong guy xD Second, lemme crunch some stuff on penetration... Spoiler Ork Damage numbers 97 Default Choppa damage against Toughness (113 against armor) 84 Default Knuckles damage against Toughness (94 against armor) 24 Default Shoota when training target gets Toughness bonus. (28 against armor) 400 health 100 toughness under your current proposal Marine Damage numbers 97 Default Chainsword against Toughness (113 otherwise, such as when using Power Sword) 81 Default Knife against Toughness (94 otherwise) 32 Default Boltgun against Toughness (38 otherwise, such as when using Vengeance Stormbolter) 120 armor 200 health 100 toughness under current system Under your proposed system: Ork killed by 13 bolter rounds, 11 Vengeance rounds, 5 knife swings, 5 chainsword swings, 4 modded chainsword/power sword swings Marine killed by 13 or 14 shoota rounds, 4 knuckles swings, 3 choppa swings So you've made the Orks far stronger. Let's say I agree with the devil's advocate and agree that the Orks need to be the most overall durable. What's their asymmetric downside? And if you say "they have no regenerating armor", ask yourself: how often does that ACTUALLY save you as an Ork? Because I play every faction, and the answer is, not very. Not literally never, but not very often With painboys, their lack of armor could arguably be an asymmetric upside. A marine who stands back up when a Medic comes to him has 200 health 0 armor. About 2/3rds of his normal durability. Under your system, an Ork who stands up when a Painboy comes to him has 400 health, ALL of his normal durability ... Thirdly, however, the whole suggestion reminds me of another situation: Old Mark of Nurgle From what I can remember, old MoN had no armor and a bunch of Toughness and extra health. And obviously it was unpopular enough to get patched out to the current system. I don't see bE going back to that model
When Shoota Boyz get sniper rifles, storm bolters, and meltaguns and Tacticals get a suppression weapon, I'll be more inclined to believe that. Traitors can go krump themselves with their poison knives. -No to the first. Orks have armor; it's crappy and only works because the boy thinks it does, but it's there. No armor would make Painboyz super strong, sure (imagine if Apothecaries could restore armor), but it would also gimp boys that aren't near a Painboy, or a trukk, or a crate at a point, since they don't have that fast-regenerating, ablative portion of their effective health anymore. -Second, however, is gold. Tack on no friendly melee stuns while you're at it. DA TIDE'S COMIN'! -Existing WAAAGH! does need to be replaced, but (assuming the first was also in effect) the health regen would have to be a rather dramatic (and probably broken) rate when maxed to make up for the lack of armor (and you'd be screwed if you weren't near too many of your allies, but this is a team game and we'z Orkz, so I'm actually okay with that). I remember back during alpha people were talking about DR or bonus Toughness when in formation, and I was always in favor of that, and also of the idea of some of the other group effects people were advocating (free shots from guns in formation, and so on). Building onto the third point, I actually wouldn't mind seeing the second and third effects tied into boss poles rather than just passive traits, scaling with nearby boys without the boss pole being nearby (as in, da boss and one uvva boy fighting with each other get the bonuses for two Orks, while the other 8 boyz fighting together get the bonuses for 8). Standard gives the DR/Toughness. Choppy gives the "no friendly clangs, no friendly melee stuns" thing. Shooty gives accuracy and/or fire rate, and DR versus friendly fire. New Painboy one gives passive health regen. ------- Now, originally I was just gonna comment on da Orkz, but while I'm here, better take a whack at the others. Umies: No. Just... no. Not sure what I'd give them to keep them up to snuff with everything else here (some sort of stacking bonuses with kill/assist streaks to represent righteous fury?), but not that. Spikies: I'd be okay with getting full health and armor on an execution in exchange for a standard-length execution. Strong, but requires you to think before you use it and fluffy to boot. Or, rather, maybe temporary buffs from executions depending on the Mark you've got on (movement speed for Slaanesh, melee damage for Khorne, instant full heal for Nurgle, and... I dunno, maybe Magnus' nipple-tusks for Tzeentch?). Panzees: Don't have any comments on the armor/health debate, but I would like to see no accuracy loss on the move. Maybe even roll in the accuracy bonus from crouching to base accuracy and have crouching not improve accuracy (though keep increased accuracy while braced).
No guilds for me. I don't go in for that whole guild thing in any game I play. ...made playing WoW pretty challenging I can tell you!
OI DON' NEED ANY O' YER 'WAAAAGH' BULLSHIT! OI CAN BENCH HALFA TONNE AN' ME 'URTY SYRINGE IS FULL UP WIV MOUNTAIN DEW AN' MONSTA ENAJEE DRINK! FIGHT ME, BRO.
My suggestion is now literally a victim of a Catch 22, where if I'd given no numbers, people would whine about that, but since I did give numbers they divert attention from the important aspects. Crunching numbers is useless as it assumes that the exact numbers I list are used and not a balanced version, feedback focused on functional implications is much more valuable here. It's not meant to be strictly downside, it's meant to be a "gimmick" to favor a playstyle more representative of an Ork. Regarding Painboys specifically, healing as one of those is already bothersome as it is, and you're not going to be doing it in the heat of combat anyway, the time it takes to coordinate proper healing with a fellow Ork usually is the same time armor takes to regenerate on other races. Nowhere is it said that the changes are meant to be just what's listed however and others can be made to accommodate the implementation of my suggestions. I could easily see them lose the instant heal in favor of making their heals just about buffs and regeneration effects, that's how all Ork "medicine" works: regenerating what can be regenerated and replacing what cannot, the replacements being usually done out of combat. The idea is for things coming in and out of this thread to be universal, given-by-default things a race does at all times. Tying those effects to items would defeat the point of the exercise.