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So. Painboyz.

Discussion in 'Orks' started by Onomatopoetic, Oct 27, 2014.

  1. The 11th livestream is upon us, and it has shown and confirmed the Apothecary as the main "Support" class for the Marines, alongside the other three Supports: the Sorcerer (Chaos Marine, longer ranged and more buff-oriented), the Warlock (Again more buffy and less combat, but with some stuff to aid Wraithguards, and most important for us Orks: The Painboy!

    Now, the Apothecary will be able to get downed players up when downed without penalty, where other players can do the same, but if a player resurrected by a normal player is killed again, he goes down instantly, no ressing, unless that player had returned to full health at some point in between. He can also give out a healing dose to other players that heal over a pretty long time, and deal out poison at melee, that will decrease health until the player poisoned grab some health.

    How do you feel the Painboy should diverge from this? Personally, something akin to the Apothecary's "Heal over Time" that instead boost health, damage and speed - Painboyz don't heal too much. Of course, they should be able to resurrect another player like the Apothecary does, but maybe be more killy in close combat, as he usually has all kinds of weird syringes and gear - I'm specifically looking at the new plastic Doc right now, that metal hand!

    What do you think? Can we make them more unique than that, or is it better to keep them simple?
    Lord_Kheroth and Lord_Morammin like this.
  2. if anything they should be better at healing--they stitch new heads on orks mid-battle all the time
    Ogie, Raz-Luk and HG_FTW like this.
  3. Krooza Nob Bozz KroozaNob Well-Known Member

    Their support role should promote an aggressive playstyle, in proppa orky ztyle!

    This should work by several points. First thing first, ork reviving should work in the same way as for the aphotecary, which means he can allow an ork player to be downed again. Unlike the space marine support, though, the pain boy would require half the time to revive a downed player, but this one would recover only half of his health. This would be also lore-friendly, since orks don't like wasting time on sophisticated operations, but prefer their job to get done fastly, not necessarly good.

    However, an interesting further ability for the pain boy would be to take back from the death one boy who has passed the downed state. Not only the ork would be fully revived, he would be upgraded with ciborks which will buff some of his stats. (That may depend by the painboy's loadout) in this state, though, because of this "improvised"operation, the buffed player won't be downed once he reaches zero health, but will explode causing some damage around his last location both to foes and friendlies. Painboys may have only some kits to use this ability, then they will have to go back to base for resupplying. Also this would be lore-friendly, as pain boys tend to make experiments on uncounscious subjects, who are unable to object about the "modifications" to their bodies.

    In addition to that, their surgical instruments may work also as a melee weapon with 2 purposes: the former would be to heal allies by hitting them like they were enemies. "Nuffing'z betta dan a zting fer gettin bak ta fight!" There could be also some abilities on cooldown that gives temporary buffs to hitten allies. They could be "speshul koktailz" that provides different bonuses always based on the painboy's loadout choices.
    The latter ability would be an offensive one, which affects enemies. A sort of "bleeding effect" which doesnt't cause DoT like the subtle aphotecary "dey fight un-orky!!!" Hitten enemies which are bleeding would receive extra damage until they are healed or, well, dead for sure.....

    These abilities would best represents imo the disrupted mind of a crazy doctor who doesn't dislike being on the front line, taking with him all his "customised" surgical toys.....
  4. da 'urty syringe kills dem pansy non-orks is because it is for coagulating good ol' green ork blood and not the weak red stuff da uver races 'ave. So I'd definitely wanna keep the poison but ya iz healin' would be de'd cleva if it 'ad a buff ta make da boyz even more killy even if it didn't heal dem as much
    Lord_Kheroth likes this.
  5. Green Mace GreenMace Subordinate

    Waaaay to complicated, and strange :p The cyborg stuff: Yeah, sounds cool, but there are a number of problems with it :/
  6. Krooza Nob Bozz KroozaNob Well-Known Member

    Wut'z diffikult to 'ztand?
    Ere'z ma dezkripshun'o a proppa Painboy.

    -he hitz a boy, readdy aggain to fight pluz moar killy

    -he hitz an uvva git, he'z zuppa eazzy to krump

    -ya ulmozt dead, he fix ya very fazt (not zo gud, but ya ain't a grot!)

    -ya dead fer zure, e makez ya zuppa killy wiff a zpeshul "final zupprize", EH EH AH!
  7. On da cybork bitz, da problum wiff takin' a git datz alredy ded iz dat 'e'd 'ave alredy spawned agen az a new git. If dey wuz ter go wiff dat idea, it wud 'ave to be like a standard revive/rescue, ecksept dat it'z only gud fer one go an' den 'e 'splodez if ya wanna have 'em do da 'splody fing when dey get krumped.

    An' anywho, ain't cybork gunna be a leet or 'ero or summet? I know dey ain't a basic klass, but I wuz pertty shoor dey were alredy planned as summet else.
  8. Krooza Nob Bozz KroozaNob Well-Known Member

    well, i've seen in the streams so far that, once you died, there's a countdown before you can spawn again. in that period of time your body could still remain on the field for the pain boy to find and "upgrade".

    as for the class, i know that as well. this ciborks, though, wouldn't count as they would just have some increased stats, nothing else.

    otherwise, if that's not an option, the painboy may have the option to choose between an almost instant revive or a longer surgery operation.
    obviously this cibork upgrade would be a kit that needs to be refilled at the base before being used again.
    Brilig and Ramgut-Bloodscreama like this.
  9. Sumfin' I's finkin' we need ta 'member when talkin' 'bout On-da-line Multi-shootas is da gut ol' Mob Fortress WAAAGH (Or "Team Fortress 2", fer da few Orks 'round 'ere 'o 'nows Goffik!). Da choppas an' shoota's ya get when startin' up da game is roight proppa, wiff no real downside (Altough many o' 'em is kinda shortranged, but dat's just ded Orky, dat is!), an' dat's wat we should 'ave in dis 'ere game as well - 'Cause, makin' Boys 'splody an' killy wiff ya syringes is all great, but da Yoofs need sumfin' ta train wiff, ya know? A Yoof Shoota Boy don't go tossin' a Deffgun about just as 'e starts up, do 'e now? It's da same fing, really!

    So, wat do ya mangy grots fink da Painboys will 'ave as standard? Wat defining abilites will sort dem out from dose stinkin' 'umies an' frail-ish Eldar pansies?
  10. I had actually been hoping that Mek would be our base support class, but due to the change to reviving I guess that having a medic is kind of mandatory. But the cynical part of me expects that the painboy will just be a worse version of the apothecary, especially since that as a basic class they'll likely have the same survivability as the other boyz and drop dead at the first bolt shell.

    As for how the painboy will differ from the other support classes, I can see them being more about buffing fellow orks that healing (although healing SHOULD be part of what they do) . Using some of that "fighting juice" to keep the boyz stomping with a little bit of an extra kick.

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