That is because I use the Klaw all the time because of the sick execution and its da orky fing ta do! When you use one weapon 75-80% of your play time you learn to get good with it regardless of how broken it is XD This is entirely true. The "we can't tell what Orks are doing so redo their animations" thing really hurt our melee across the board. Most attacks fire after a little wind up and that often makes the difference between life and death.
Outrageous lies! I do use other weapons of course but I think most of the ork community can vouch for me sticking with the Klaw regardless of how bad it is. Someone from DLB recently started chatting to me in game about it as it happens. The best counter to the Klaw was, and not surprising a flat better version in the Fist. Neither LSM nor CSM players can get away with a clang off or cheeky strong attack now. The clangs are fixed as far as I'm aware for the most part except with swords. Nothing unusual there though. I don't think the Klaw is going to more killy but it will separate the men from the boys in terms of who sticks with the Fiat, which means fair and more interesting fights for me.
Personally, I think the best counter to the Klaw is a gun and situational awareness. Both PF and Klaw are a one-trick pony - you can fast attack and Spoiler I mean, yes, you can sprint attack against a DB, but you need space and time to use it, so it's not reliable. I'm trying really hard to remember any of my alts dying to the Klaw, but I cannot. And I died to SoC once. So, what I'd really love to see is fire modes for Klaw and PF - you press X, bam, you're a vehicle krumper. You press X again, bam, your attacks do less damage, but you can actually use your heavy in a fight without enemy team raising their kids in your comfy shadow. Oh, and also, no PF or Klaw on JPA and their analogues. A man's weapon doesn't belong on a boy's class.
If I could like this post more than once I would. The different firing modes for the PF/Klaw has been suggested before but there was no taken up on it. I completely agree it would be a worthwhile addition. No doubt. Of course bringing a knife, fist or Klaw to a gunfight is rarely a good idea against a skilled ranged user. Just a shame so many Klaw and fist users forget they have a sidearm of their own....
What a savage! You basically said exactly what I was thinking. Still I wanna see how balance is after the changes they are making.
Klaws and power fists should exist outside the rock paper scissors system against non power weapons then. Quick attack should beat every melee weapon except the highest tier non fist melee, while heavy should be unbeatable if you stayed to fight against the guy with the power weapon. I haven't played for a few weeks, but do the horrible invincibility frames exist still in melee? Klaws/fists should go through that too if it's going to be so slow forever.
Most of my fist Kills, as an Assaul traitor, are not from the fist itself... As melee on foot is now, you just don't have enough time in the battle to land 2 fast atacks that easy without beeing shotdown by someone else. When i use my fist build on foot, i usually land one first fast atack, and while the ranged typically rolls back.,.. i pew pew with the plasma pistol... So Yeah Fist OP.....even though most kills are not from fists. Now JPA fist, it's a different story, funny thing is, when i play fist foot or jpa Vs JPA fist...i win 90% of the times... Having a fist dictates a lot of how you NEED to play in order to make it work. It's not as straight forward as it seems, and with grav guns in the mix..there are a lot of times you simply can't reach your target in time. For me the Fist is more of a Heavy Defensive melee weapon that can knock on tanks. Fist/klaws are very easy to deal with, no matter what class you are playing, or what role. It takes a skilled player, even more skill to make fist work on foot, than other regular power weapons tbh. The problem regarding this "OP weapon" is the jpa class itself, although i really don't see much difference from a jpa with axe or mace...if i have to die in melee it's usually 2 hits or a power atack, because tzeentch BS, so be it a fist...or whatever it's the same thing. I never have the feeling of beeing steamrolled by a fist, because if my position is correct, i always have a legitimate chance of killing said fist. Even against JPA fists, if you know your melee, you can kill him or shoot them down. Due to a basic reason ( don't salt please ), because it's so much easier for JPA's, they tend to be less skilled compared to ground melees, resulting in a good chance of outplaying them, BUT, you have to really know your melee.