I find it strange this thread hasnt been created yet by eldar players 0r may be I've been searching a necessary thread with false tags, but nevertheless, the point is clear from my topic and I placed it in this branch of forum to highlight its importance for our beloved paper eldar: Undoobtedly, this Apothecary's ability (dont know how it's named exactly) when applied to the weakest faction of this game is extremely OP, something like a powerfist. The same for Orks (again, when fighting eldar), btw, but for now it's about Apothecaries. Just 2 unclenched light attacks from these bastards are, in most cases, if not always at all, surely enough to put you down, no matter whether you eventually prevail in a fight or not - by the time you kill him, more than half of your health is over (at best, usually you're dead even before that) Given the SM's equal speed in attacks with that of eldar, just one Apothecary can easily put down 2 or 3 eldar in melee just by hitting them in a turmoil of combat and retreating fast. So I think this ability's strength should be lowered to more tolerable levels. OR eldar could get something lore wise and with the same efficiency, having the same literally devastating effect on primitives. I thought about giving this ability to a Warlock because he is the most appropriate for that role: since space marines's armour is enhanced with machine spirits blessed by Cult Mechanicus members, a Warlock, being a living warp-conduit, could have an innate ability to inflict temporary harm to these machine spirits since his blade is already bewitched and contains warp powers intolerable by machines. This ability doesnt contradict lore and is quite logical to me. Anyway, each faction apart eldar has this "poisoning" effect and we definitely need to get something equal in power and which fits eldar lore at the same time. Any thoughts?
I think the warlock "counterpart" should be in spells. A spell that inflict a DoT at short/medium range, why not. The problem is that it may seem too close to sorcerer's SoC. The choice of spells will grow, someday. Moreover, warlock will have access to higher tiers melee weapons. This could finally give an edge to the warlock in melee.
While I do agree Warlocks ( and Eldar in general) need some expansion, I think just copying the other powers isn't really the way to go. Just throwing a DOT on them might work in terms of giving them some parity with the other factions but it would be more interesting if they gave us some really Eldar-y abilities. I like the way Jynx( new Eldar name please) isn't a direct action spell but sereiosuly affects the way a fight can go. Its relatively unique and promotes the Eldar way of synergistic combat. I think the more they differentiate the factions the better. There's plenty of Warp Powers in the Eldar Codex that aren't direct damage and so should avoid the OP whiners. A Cleanse style effect would be a direct counter to both poisons, or a miscast debuff as a part of protection( Again Eldar name please) or as another field type spell that would make it more difficult for them to apply it and/or the Csorc to cast, reflecting the Eldar mastery of the Warp and their predilection for messing with their enemies minds. Allot of the unique faction specific Eldar deficiencies currently in game, lack of defining speed, lack defining agility, lack of accuracy/or damage ( despite the Eldar supposed having Hyper advanced tech and crazy lethal weapons etc.) could be addressed through Warlock abilities as a "hidden math" buff ( like the rogue's dodge stat in WoW, again decreasing their ability to apply the poison etc) or as a flat stat increase ( timed or channeled to avoid "OP") like a "Fleet of Foot", or some sort of squad invisibility/hide.. There's also concepts like a "guide" which would increase accuracy, or something that would increase our attack speed ( which we should have as a faction characteristic anyway). All these would increase Warlock utility and Eldar "fantasy" fulfillment without really touching the balance issues as they would be a tactical and/or loadout choice dependent on player skill/decision making, as well as be contingent on the other team not being able to kill or disrupt the lock and the rest of the Eldar to protect him/her. Eldar should play like Eldar not stat shifted reskins.
Well mainly I just thought about decreasing damage of this poison effect since it would be much simplier than to invent a new ability for a Warlock. But really, you see no problem about it? If we were significantly faster in melee against other factions, perhaps it would indeed be nothing more than a nuisance, but space marines are as fast as us and, as far as I know, Apothecaries dont need to use active "spells" to apply this poison effect, they simply spam fast attacks and, given that they are often accompanied by at least one comrade, they often attack sneaky from behind while his more tough comrade takes heavy toll of our assail, thus even if we ambush him in a group he just needs to stab us 2 times and retreat, trying to remain alive for just several seconds - and all of us lay downed, ready to be executed.
So something to point out. The poison attack style abilities/weapons/spells don't affect the Eldar any worse than any other faction unit. The reasons are... 1.) Poison stacks aren't affected by toughness or the 10% redux piece 2.) Poison stacks pass right through armor, so the armor amount doesn't really matter. 3.) Eldar, LSM, CSM and I think even orks have the same starting health value. And with wargear they still have the same health value if they take the health addition wargear. The only exception is...of course...the fucking apothecary himself who gets a +30 HP piece of wargear (and possibly the ork dok, I haven't checked him in awhile). The poison attacks affect everyone pretty equally, Eldar don't have it worse. That being said, I still agree that the poison damage from those attacks is fucking ridiculous. This imbalance has passed under my radar because I absolutely hate the Apothecary for invalidating my preferred class, the Bolter Tac. (He can do everything a Bolter Tac can do in combat, but better, and that +30 HP piece makes him tankier than anything the Bolter Tac has which is complete bullshit...but I digress.) So, because I hate him, I never use him, and obviously as an LSM I haven't had to fight against him too often, even when playing my alts I never got into a melee fight with an Apo (at least not with him being able to hit me). It wasn't until I was playing my LSM and got into a fight with an ork dok that I actually got to melee with a unit who had the ability (the doks have the same poison stacks on hit ability). When I dueled this guy with my Tac, I hit him like 4-5 times with my knife, I had the upper hand, then he hit me fucking once and I lost 3/4 of my health and died just from being so weakened. In another battle I got hit with just 2 fucking fast attacks and it instantly killed me after he backed off because each strike actually adds poison stacks just like a melta adds searing stacks the longer it is on you. It's just too much and it absolutely needs to be toned down. And, just as another side note. This also points out what I was saying about melta and poison weapons killing a unit "after the fact". You get hit once by an Apo/Dok, you kill him, you're still going to die to the insane poison. You fight a melta user, you kill him, and you'll still fucking die to the searing stacks. It's fucking annoying. Luckily the searing stacks build up slow enough that 3/4 of the time you can pop a medkit before the damage kills you long after you killed the melta user, so there's that I guess. TLDR: The poison attacks aren't worse/better for Eldar/Marines, it kills the same speed for every faction/unit. Still, its completely too strong and absolutely needs to be toned down, and not just a little, but alot.
One of the known issues is Apoth poison still applies when you clang. Once this issue is fixed we will see a lot fewer kills. I do think its a bit insane that it only takes 2 hits to stack and yet a full fusion burst cant hurt common marines but hey balance issues will hopefully be addressed soon.
I hope so, since this particular ability has been constantly preserved at a currently bit insane level, even back there when that Chaos Mark of Nurgle's insanity stopped, Apothecaries had already been OP in this poisoning ability. That's why I wanted to point it out in a separate thread for I had suspicions that devs dont consider its current level as OP. Btw, do I need to tag some devs to make them see this particular thread for sure?
It stacks waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay to fast, literally one hit to full it seems. It should be based on heavy or fast attack and should not be happening with bash or clangs! It's already way to strong as is! Even a full stack shouldn't kill it's a medic person not a replacement for all other classes while defending!