This is a simple quality of life suggestion but can we get a standard slot like the space marines have that gives Orkz the option to not bleed out and to simply just die? I say this because of multiple reason: 1. The ragdoll effects are put to waste and aren't spectacular in any way, which makes one question why we even bothered with ragdoll effects when static death animations would've been much cleaner, more performance friendly, and would enable players to possibly revive dead players if their loadout specialized into it. 2. Orkz don't revive. It's mostly the player's attitude of playing like a wild ork and not playing like a conservative space marine, this is absolutely fine. Those that rarely do mostly get gunned down as a free kill for anyone who so happens to be in viewing distance from it. 3. Body blocking. Orks need to close distance with the enemy because our melee is our bread and butter. Ork bodies that forget to hold spacebar or are too foolish to think that anyone will revive them in the middle of a melee fight are blocking friendly orks from successfully hitting the enemy that just downed him. I'm sure there are many times this has been experienced by the majority of ork players. 4. It would force players who opt out of the bleed out to respawn more and slightly faster (barely 1-2 seconds faster, but every second counts), getting the orks to the fight faster with a fresh new loadout than trying to survive with the previous loadout that got them killed. It would also mimmick the orks being a horde with orks constantly flowing into the fight. I understand that a lot of TT players will pull the Codices up and tell me that it's lore accurate for orks to survive and still be able to fight but this is a match based 3rd person game, it would be nice to cater to a larger audience that simply wants the quickest way to return to the fight/go to a different fight with a new loadout and a better understanding than reviving into the fight that got you killed.
I've always imagined an "it will not die" type build for Ork melee classes. Instead of getting dropped when they reach the "downed" threshold, they get "negative health". An extra 30% total health, +30 toughness, and 30-60 seconds to live(needs testing to find right time frame) unless a medic hits them up with the syringe, or if that last 30% of health gets eaten up, then they die outright with no downed state. They cant use a health kit, they cant use an ammo box or Trukk to heal themselves. They're in a frenzied state and the only thing that can snap them out of it is the Painboy, Warboss, or Weirdboy.
Bleed-Out definitely needs to remain as it can help bring about the Green Tide. Orks do revive. There have been Orks that have been decapitated and some time later had their head stapled, at times to a completely different body, and they live. If anything, their ability to survive damage surpasses that of even a Space Marine. I wonder if bE could reduce the size of the Down Hit-Box but only for allies. A Down Ork would provide minimal obstruction to another Ork but could block a C/SM/Eldar effectively. Forced Bleed-Out should come with a longer respawn timer to encourage players to wait for revival and to encourage lone wolves to stop lone wolfing so much so they'll at least have someone nearby TO revive them. Each forced Bleed-Out could apply a stacking debuff to the player that increases the respawn timer. Being revived by an ally could remove one or more of the debuffs, as could being executed by an enemy player. Additionally, executions could reduce the executed player's timer; however, players that perform an execution should recover a portion of their HP. It's not necessarily the player's load-out that gets them killed in every situation. In more cases it is the player's skill. Match-based until it reaches open world status, which is still the/a goal for bE. As for the Green Tide, Ork Fightin' Juice should be their healing item. It should heal a small amount of HP on application, have a fast application speed and apply a slow-acting but long-lasting heal-over-time, making it an effective combat stimulant. Orks with the Juice! active that go Down would have increased Down HP and Crawl Speed. If the Ork had a majority of their Down HP remaining when the Juice! wore off they could be revived to the Critical State.
Bleed out should be in but players shouldn't be completely forced to endure it if they don't want to. I know that but... You will need to cater to casual gamers eventually because going completely hardcore from tabletop lore is not going to translate as being fun occasionally, especially for the orks. And you know what casual gamers hate the most? Waiting. Waiting to get revived, to respawn, etc. Orks should get the Gorkn'Mork bestowed privlege to get the least waiting time to get back into the fight. That sounds nice, still doesn't do much though for your friends though and i'd imagine that casual players would start to get mighty irritated by blocking in general. "Oh my god! Why can't i walk past these dead dudes! What's wrong with this game's player collisions! Blahblahblah!" How is forcing a longer spawn timer for player who force bleed out a benefit to anyone than the attacking team? You're giving the player the choice of either forcing bleed out then getting a respawn penalty or stay in bleed out (Which will keep you out of the fight longer) and increase the chance of getting executed, giving the executioner an extra 100xp and a health regen. Noone likes waiting to get back in the fight, especially da orks. It's usually the loadout. Are you saying that an ork shoota losing to a heavy bolter in a fire fight is the fault of the shoota's skill? I don't think it is, it's just how the game is built with a rock paper scissors concept of battle. If a shoota gets killed by a heavy bolter in a good high ground position, you quickly respawn as a stormboy before he displaces. No amount of skills is going to overcome certain classes weaknesses like shoota's trying to out gun and be more accurate than a heavybolter. I'm happy for your optimism but that is a lot of years away... BE doesn't even have a team working on that technology. They even said the technology doesn't exist (Not Publicly Accessible) and they most likely can't get their hands on it unless they made a deal with another U4 engine game developement team that already has an open world system that could even support EC. That'd be really nice to have but I don't think it needs to buff anything in the downed state.
Just NO to opt out. How should chaos execute you without bleed ? So NO to stealing xp from enemies and your own healers.
Executions shouldn't be an integral part of the game, it should just be an additional feature and should be treated as such. It's just a feature that ork players should have the option to opt out of in their own custom loadouts so they can get into the fight faster. Orks are not known for caring for each other that much by ignoring a good fight just to revive a player, both in lore and the actual attitudes of players currently. Lest they survive that long. And recently there's this new trend of orks simply shooting downed players to death because apparently a recently revived ork without a painboy is easier to kill and worth less than a fresh ork boy from a spawn.
Maybe orks could get into berserkmode during waaagh is on Instead of getting downed they would still fall over but get up with full health and a speedbuff while continuesly losing HP until they are dead
So... Executions are useless against Orks. Seems... Odd. And no. Executions are indeed an intergral part of the game. In fact most characters get damage resistance while in the downed state - they can absorb a significant a bit of ranged damage before dying - and the body blocking can be useful in it's own ways. The best way to make sure they're dead is by execution or forcing them to bleed out because they don't want to be executed.
That bleed out thing is another stupid thing I think Wh40k is heroic battle until one is dead and not killing yourself faster so no one else can ^^