There most certainly is a hit and run aspect for poison, fire or any future bleed type weapons for our Jump units. Run in, DOT them up, swoop out, repeat. You're not in the hot zone taking fire, your fuel and/or armor is regenerating and your target is burning, bleeding or losing HP to poison in between your hit and run strikes.
It is over done because all other melee weapons are inferior. CSM do have a powersword option, but to get it to be superior would cost 370lp. Eldar get to choose between a basic chainsword or a poison chainsword.....that is a no brainer. Orks get to choose between a basic knife chopper or a burning knife chopper......that is also a no brainer. The easy fix is to buff animation speeds for all the axes and maces. Then players would have a legitimate option that is cost efficient and better(depending on situation) than the DOT weapons.
Ill be brief. I don't like how poison works in this game. I rather it be a set DoT that prevents healing and regeneration. You cant be healed until the bar goes away. The set damage DoT persist until the bar is removed. This will allow new weapons to be made like poison darts and rounds. Edit: I know they exist in weapons like sicky slugga etc. Im hoping this change these weapons to be more like long term attrition rather than the poison scaling we have now.
Poison is insane thing and forces me to hate it. Actually if you get poisoned an enemy can just strafe around you and just wait you to die. And poison goes through the bash even if the poison wielder does fast attack and got stunned.
Nah, they just take two steps into one of the billionty healing grenade auras lying around and are at full by the time you get back in. Neither of those things are true. You don't know how ailment bars work, and you're reciting old, false, information about clashing bugs that's already been refuted (with a pointer to where to see the test results) in this thread.
By any measure available to me, i am reasonably certain that my ping is 80ms on average. (still way higher than it was pre F2P launch, but no longer the 120ms directly in the week after F2P)... so i am fairly certain its not me.
Which is why poison, bleed(future ability which will surely be implemented), and fire effects should ignore healing stations, deny healing to the afflicted player. Ailments should also ignore standard Narthecium syringes. Heals should heal. If we want to cleanse or remove ailments that should require a specific syringe or spell that has a weak heal and an antidote.
Honestly. I don't really get the issue with ailment weapons. Getting hit with a Heavy to your back and a LA follow up will put you in 1-2 pistol shot range anyway. The ailments are saving you, at most, like .5 seconds of time. In the case of Poison it can actually be detrimental to let the Poison finish them since it's the slowest damaging ailment and requires FULL stack to really notice which takes what, 3-4 hits?(which they'd just die to anyway from Chainsword hits) 1-2 hits worth of Poison stack might leave them alive long enough to put shots in your ass before going down. I dunno...anytime I die to Burny or Necrotic I just think to myself I was already dead anyway from a quick pistol shot to my face, why get hot and bothered over it?
Well, I spent playing melee like 800 hours already and actually I know what I see - when raptor with poison sword coming to me, I start bash and he does 1 fast attack. He got stunned, I do nothing, he flies away. I have lost half of my hp. So I actually do not care is it a bug or just an error in mechanics, but its sucks and should go away.