Youre perspective is a vacume where there is no enemy's who fight against you while you stumbled across the grenade or a malee ambush which i already talked about. Usualy they are hidden under devastotor/Loota's feet behinde cover which is impossible to hit with a gunshot. Point is not to remove them but only reduce the effectivness of said grenades by removeing the revive options from them only keeping the healing effect while you are not in a downed state. Otherwise they give insane tactical advantage in any deffense. Because right now Ork Support's act not only as a healer but as a good Malee deffender for Lootas takeing no time off to heal/revive downed Orks. And SM support even has he's own boltgun to join the fire fight while he's team mates are constantly healed/revived which is even more of a boon for deffensive battles
Put it this way, the servo skull is tankier than the Ork healing grenade. And they are totes the same size.
Thats kinda the point of the heal nades though. Its a ranged pick up option. Eldar and locks can easily hide behind a wall and pocket heal a single dev a revive them multiple times as well. These two factions also have the benefit of power swords for melee and buffs for allies making them all a lot stronger. Orks and lsm get ranged revive pick ups, eldar get embolden, and chaos has offensive spells and high durability on their supports. Its called asymetric balance. Also ...you seriously can't take 1.5 seconds to destroy the giant green beer stein? I mean if its a 2v1 you vs a guy with a support...you probably shouldn't win that anyways if you rely on regular weapons. Try tossing a nade at them and airbursting it. You'll probably insta rag doll them anyway.
I gotta chime in on this one.... The Painboy is very shit in melee due to having a combat knife durability on their melee while only doing old combat knife level damage. They have meh range due to being limited to pistol and as I stated a bit earlier the healing grenade is huge very easy to hit and doesn't apply a hot as soon as it's dead the healing is done. The LSM healing grenade on the other hand as I said has a hot so even if you manage to destroy it the fucking thing keeps healing/reviving for upwards of 8 seconds. And the apothicary has superior weapon selection vs the painboy... Honestly they just need to nerf the apoths healing grenade down to the level of the ork version and it would balance it out a good bit.
I cant talk about eldar since i never explored them in this fassion, but Chaos has to be focused on reviveing without takeing any other action while Orks and SM's dont, they can litteraly fight someone while theyre team mate will be revived and starts kicking again effectivly doing 2 actions while beeing focused on only 1 of them.
Thought they have 30 poison which is alot i cant really argue that Pain boyz arsenal is bad and might need a buff, but he still able to revive downed players or heal team mates while fighting someone off in malee or just runing off to heal a team mate across the room.
And the pay off for that focus is 1) outright preventing a down and 2) a much faster pickup compaired to the zombie revive nades. Now if you really wanna heal AND affect enemies you go slanesh healer. Then you heal AND debuff enemies all at the same time. It is pretty nasty when paired with a good GA who gets in close to enemies and dsrupts all their shooting. Every support has pros and cons. Atm some have more pro than con but I think other classes power tends to make up for that to balance the faction. Example painboys are the worst support atm based on options and actual supporting BUT lootas and shoota boyz are really powerful atm creating a balanced faction that relies less on supports. Now take a Havoc with an auto cannon with a basic heal sorc keeping him alive. It is very possible for that lone havoc to clear an entire room now just by himself.
Yes yes the teamwork is op in any mmo please enlighten us more with it. You provided zero arguments against Ork and Sm supports beeing able to perform support and offensive/deffensive roles AT THE SAME TIME while other 2 race supports have to be tottaly focused on only 1 of them.
Just have to correct you here since a lot of people still believe the same. Eldar and Chaos haven't had power sword stat weapons on their supports since the penetration and toughness rework, they have regular chainsword stats now. Yes, they have Force to increase the damage and penetration of their weapons, but that takes away their ability to be supportive via Enhance, Protect or Jinx/Warp Instability, a trade-off that isn't really worth it in comparison.
??? How do you come to this conclusion when the Painboy is the best melee fighter of all the support classes with a 33 DoT poison (can be more with poison buff) and a poisonous gun (7 by shot) when you can quite directly get 100% poison DoT with a few shots and 2 melee attack? without the fact that you can be immune to poison and have poison grenade in witch you can stay to melee the pooor bastards trying to pass true, then they gain more and more poison DoT and die in shame. Git Gud mate. Apothecary have access to bolt gun where Pain boy get pistol only, so maybe at medium/long range apo is better but as soon as you are under 12m Pain boy is far more Deadly. You got poison grenade, poison pistol, poison basix weapon with poison buff possible, pistols doing 70 or 140 (or close to that for the one shot pistol) or lower damage but with fierce and savage RoF... Once more Git Gud mate. Apothecary has he edge on range where Painboy have the edge on close quarter combat, asymetrical balance...