Warlocks do not feel like the psychic powerhouses they could be. Compared to the humans (marines), the Eldar should be much more flexible in their psychic abilities. I'm not saying they're weak, I've seen plenty of good warlocks running around. I just feel that having all the powers channeled is odd and boring compared the myriad of mechanics that could be used. Examples could include Protect dropping a pbaoe field that could be used to say, bolster a chokepoint and the warriors in the field (lasting say a minute or two). This would allow the warlock to drop the power down and continue the fight instead of getting a giant "SHOOT ME" sign over his head. Another example would be with jinx, instead of having this power a channel/chain, have it fire off a ball of turbulent energy that explodes and anyone caught in the explosion would be 'jinxed' for X amount of time. Destruction and Rejuv could stay channel they work pretty well as they are. Anyone else have some ideas? Certainly, other powers would be great, like a psychic storm you charge up and fire in a direction and it just whirls and damages everything in its path, or an arc lightning that has a short charge and would bounce X times. Anyway, thanks for reading.
Destructor could actually...you know...Destruct things. I feel like it isn't worth the energy and/or worth not just sprint attacking if I'm chasing someone.
The issue is warlock are not psychic power houses like at all they are more so support for the guardins to get and help in combat. What you want is a farseer now they can cast the Strom you speak of. But warlocks can't do those things. Now as of destructor I would like it changed and shoot a bolt of lighting because a warlock CAN NOT maybe Ulthwe can being they have the strongest psykers channel force lighting like that. I also would like a channel power where the warlock can buff units make their damage stronger.
I'm noticing as well that rejuvenator takes forever to get someone off the floor. I watched a nurgle heal get someone off the ground in like a second. @texcalibur good ideas for certain, i thought a warlock could accomplish the storm since librarians can manage a small scale version of a storm, but i can't imagine they're going to make craftworld specific powers, that'd be so much extra work. Destructor needs a clearer template of damage if nothing else, a few thin tendrils of lightning don't send much feedback. I'd prefer to see it a cone of damage.
To be fair I was disappointed after the live stream today when they showed new toys for other support classes but nothing about the warlocks. They say that we are in a good place but I don't see it that way.. all of the other support classes will have aoe healing spells within the week as well as good damage over time spells/skills. On the other hand we have destructor that seems to suck from my point of view. I can't tell if the enemy is affected by it or if it is effective. Also we have 1 healing spell that is OK but they could improve the aoe healing of it, such as show clearly who else is affected by it, or give us a good aoe one like the rest of the classes. I won't even mention the aim of the spells.. takes a bit of time to even be able to heal the person you want to!!!! As for the protector, I would be happy to see it like the new healing spells the other classes have that are like healing stations. The way it is now pretty much sucks unless you do nothing else but follow the rest and spam it when you have warp. That leaves us in a vulnerable spot with no warp.
DE should work on making each faction more unique instead of worrying that each faction has analogous ( and often time visually similar) powers. There's so much warp related stuff to draw on in the IP, IM kinda sad that warlocks get heal beam and force cone...... (hopefully invisibility, fleet of foot and all the really creative ones that exist in the IP are down the pipeline somewhere) Of course it on the players as well as we say in the Live stream today ( 8/19), apparently instead of the players adjusting tactics/strategy to "fit" the factions everyone needs long range or AOE heals/damage now. Eldar players need to be willing to actually play like Eldar calling for buffs/nerfs/powers, so they can zerg or toe -to-toe ( both of which are against the Eldar way of battle) just homogenizes the factions and leads to boooorrrriing. Faction support should be unique and specific to factions rather than just re-skins of each other.
What I don't understand is how nurgle healing power can be spammed and heals better nothing happens but if you spell protect it drains your energy are healing when it first came out was really good but they nurfed t like everything else
Well of course it should be unique for each faction, as well as the tactics, but if 1-2 people can wipe out a whole squad.. then what is the point?! We adjust our tactics and classes that we use but then you see like a sorc with an assault killing us with no sweat.. where is the fun in this?! The nerf on the eldar dodge just made it harder for warlocks, and every eldar, since we depended on that in order to have a fighting chance.
Agreed, to the point that nerfing the eldar dodge was a perfect example of what I was talking about. They take away a faction defining characteristic becasue other people whined about it being "OP" rather than acknowledging the challenge and adjusting accordingly. The result being my point, by normalizing the factions ( ie. not allowing us to excel over the others in dodging as they excel over us in say toughness) they actually unbalanced the game becasue of other fundamental Eldar characteristics.