The first time I played with it, I was genuinely surprised the Poison Grenade hurts you and your teamates. Like, aren't Orks supposed to be inmune to this kind of stuff? Heck, I'm pretty sure the Green beer tar both healed orks and poisoned enemies on the Beta. That seems so much better than what we have now, and helped differentiate the Painboy over the other classes better.
the obvious solution seems to nerf area healing and not throw the grenade where the fight is like zoggin mork wot are ye doin?
Well considering you can only have one keg out per Ork......and they are easily seen(glowing massive hitbox), so people can shoot, stab, or blow them up no problem. Sounds balanced on paper, why not confirm it ingame?
We did that with apothecaries, what happened is that a huge chunk of LSM rolled them to spam overlapping beacon effects. If there was no friendly fire on poison it would just be a matter of having several painboys gas a room, even if they dropped dead the grenade would persist long enough to ensure at least a couple casualties trying to navigate the grenade.
It should be mentioned that sicky grenades cost a TON of LP, 150 for 2, and 300 for 3. Also I'm fairly certain the devs idea was to move the syringe heal to T, not the grenades. I'd have to go back and find the twitch stream but I'm honestly too lazy to go find it. Regardless, I'm all for moving either of them to T to open up more slots to be used for other things so long as they don't put a cooldown on the heal if they go that route. Putting a CD on an already bad class would make them hilariously bad. But I digress I've found the best uses are for area denial like poisoning the catwalks or overhangs, like hitting the overhang going from A->B on Pegasus is a prime sicky bomb target to remove a devastator to cover the approach for others. Other than that, if you can sneak up behind a group already engaged, tossing a sicky bomb there'll make em panic causing them to run into fire or back up into more of the bomb.
Part of the "inherent flaw" the poison 'nade may or may not have is: well, where ISN'T the fight? This is a game that cripples your personal strength to explicitly discourage solo play. To "not throw the sicky grenade where the main battle is" you're not a painboy anymore. You're a kommando
Just want to point out the 150LP is fine since that's the cost of healnades. 150 additional LP for 1 additional grenade is quite dumb though.
Ever noticed how each room has ALWAYS more than one entrance? the basic idea behind area denials is to, and I know this may sound counter-intuitive, deny part of the field the enemy can use to fight you: if you are able to cover 1 of 2 doors the enemy will ideally be funnelled into an ideally defended position, or alternatively you could poison the most defendable entrance to force the enemy to fight with lesser environmental advantages. problem is: the grenade doesn't last enough. speaking of area denials: the daemonbolt was paraded as one and yet doesn't work as one; wouldn't it be nice if it left a warp-fallout effect working as a poison field with the visuals of the warp storm on maggon?