Design failure of Grey Knights
Posted: Fri 14 Jul, 2017 9:10 am
As someone who studied Basic Design course, I think I have some rights to tell my opinion about this whole GK failure.
To explain te problem much easyer, look carefully at this photo
THIS IS WHAT GK IS
For those who are too dense to understand; GK is made of very different and disconnected units. The whole army doesn't make any sence by it self. There isn't really an acceptible concept. What is the concept of OM even? To make an army that normal human soliders are organised with super elite soliders? Okay not bad at all, but lets se why it failed with looking into IST and Heretics for example.
Herecits are a back bone for Chaos. They are giving great bonuses for my army with their worship support. Worship support also gives insane benefits for deamon units in my army. They are providing anti-melee potential and anti setup team ability. Here comes the breaking point : What will I loose if I loose my Heretics? I am going to loose my worship support which is very important to support my front line marines, my anti-melee or anti-setup team ability, my repair support, my shrines.
Or lets take Scouts. They are good for capping, anti-melee or sniping, infiltration, graneding and repairing. Or Dire Avengers? They are also acting as a backbone for Eldar if used right. Same for GM and Sluggaz.
And what is the benefit of having IST? Or let me ask this; what am I going to loose if I loose them? What do they provide?
- It is not capping. Ony 0.5 faster than marines. And there isn't a practical way to increase their speed for this purpose. Scouts and Hormos for example 6.5 speed insted of 5. This is asking for capping. Or Eldar units have Fleet ability that gives +3 speed, makes any unit to be used for capping if needed and it is a practical ability.
It is only firepower. IST are just a simple shooty squad and nothing else. I can list at least 3 or 4 things that you will loose incase of loosing your starting squad, but not same for IST. And even if you will try to list them, it would be very forced and lame, wouldn't make any difference in the end.
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Or lets take Rhino. What is the purpose of Rhino compared to other transports in the game?
Wartrukk : Provides reinforcement for fragile Ork units and filling their quick losses. Its speed also fits for shock assaults of Orks.
Razorbak : Fast transport to help marines about their mobility problems. Its purpose is to take marines in and out of battle.
Chimera : Provides reinforcement for very fragile IG units. Provides durability on battle field which is what IG really needs.
What does Rhino do? It doesn't really give anything to GK.
- It is not mobility, it can carry only 2 squads.
- It is not durability, or it shouldn't be; It only helps IST to stay on the field, which is not even an important unit for GK as I have said above. It shouldn't be made to reinforce marines because of economy. If it only helps marines to get in and out of battle, I can support that idea, similar to razorback.
So what does Rhino do, what is a Rhino? It is a fucking lame Predator in T2. It has a lascannon upgrade. Why it has a lascannon upgrade?!! If anti vehilce weapons is what GK suffers ( which is not ) this is not the way to fix it. It only ruins game balance unnecesserly. It is even faster than Fire Dragons and much harder to deal with. Isn't this just unfair?
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2 small problems here. GK Termnators and SS.
GK Terminators are only cheap Paladins, for those who doesn't have enough money to buy them. what is their purpose? Being a tanky power melee squad? Purifiers can do that for less money and more damage. You may say that this is a bad comparison, and you will, but there isn't any other example of this in any other race. GK units are not unique, this is the real problem to be honest.
Its time for SS. As you haven't noticed with every patch comes, SS are always getting radial changes and having different purposes every time, just like IST. Meanwhile, all other units in the game are just getting small technical changes for balance. The '' patches '' are actual patches, you know, ones on clotes, for these guys, just to fix them. This is a great example of how GK is broken. And I still don't know why they have a Crippling Poison ability. Are they a front line fire power unit or not? Do you even sure what do you actually want?
Another problem is their weapons, proboly something came with this patch. Their '' focus firing at the same model '' becames a real problem with their psycannon upgrades, leads to sniping big marine models with 2 of them, impossible to deal wih them with heavy infantry races. Even double plasma Tacs are killing less. At least they sometimes miss or something. 2 of SS are sniping fat heavy infantry models.
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Aren't there any good units in GK? Yes there are. Like Operatives (exept their stun nade effect range), Inteceptors, Purgation and Vindicare. They are very good designed concepts and I like them. But still, not enough for making GK a proper race
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This is why I support removing GK from the game unless they are really fixed. GK is made of disconnected and broken units. I am just sick of 8 paragrafs of GK changes in every patch and stoped following their changes after 2.6. Is it too hard to see that they are broken and poorly designed?
To explain te problem much easyer, look carefully at this photo
THIS IS WHAT GK IS
For those who are too dense to understand; GK is made of very different and disconnected units. The whole army doesn't make any sence by it self. There isn't really an acceptible concept. What is the concept of OM even? To make an army that normal human soliders are organised with super elite soliders? Okay not bad at all, but lets se why it failed with looking into IST and Heretics for example.
Herecits are a back bone for Chaos. They are giving great bonuses for my army with their worship support. Worship support also gives insane benefits for deamon units in my army. They are providing anti-melee potential and anti setup team ability. Here comes the breaking point : What will I loose if I loose my Heretics? I am going to loose my worship support which is very important to support my front line marines, my anti-melee or anti-setup team ability, my repair support, my shrines.
Or lets take Scouts. They are good for capping, anti-melee or sniping, infiltration, graneding and repairing. Or Dire Avengers? They are also acting as a backbone for Eldar if used right. Same for GM and Sluggaz.
And what is the benefit of having IST? Or let me ask this; what am I going to loose if I loose them? What do they provide?
- It is not capping. Ony 0.5 faster than marines. And there isn't a practical way to increase their speed for this purpose. Scouts and Hormos for example 6.5 speed insted of 5. This is asking for capping. Or Eldar units have Fleet ability that gives +3 speed, makes any unit to be used for capping if needed and it is a practical ability.
It is only firepower. IST are just a simple shooty squad and nothing else. I can list at least 3 or 4 things that you will loose incase of loosing your starting squad, but not same for IST. And even if you will try to list them, it would be very forced and lame, wouldn't make any difference in the end.
-----
Or lets take Rhino. What is the purpose of Rhino compared to other transports in the game?
Wartrukk : Provides reinforcement for fragile Ork units and filling their quick losses. Its speed also fits for shock assaults of Orks.
Razorbak : Fast transport to help marines about their mobility problems. Its purpose is to take marines in and out of battle.
Chimera : Provides reinforcement for very fragile IG units. Provides durability on battle field which is what IG really needs.
What does Rhino do? It doesn't really give anything to GK.
- It is not mobility, it can carry only 2 squads.
- It is not durability, or it shouldn't be; It only helps IST to stay on the field, which is not even an important unit for GK as I have said above. It shouldn't be made to reinforce marines because of economy. If it only helps marines to get in and out of battle, I can support that idea, similar to razorback.
So what does Rhino do, what is a Rhino? It is a fucking lame Predator in T2. It has a lascannon upgrade. Why it has a lascannon upgrade?!! If anti vehilce weapons is what GK suffers ( which is not ) this is not the way to fix it. It only ruins game balance unnecesserly. It is even faster than Fire Dragons and much harder to deal with. Isn't this just unfair?
-----
2 small problems here. GK Termnators and SS.
GK Terminators are only cheap Paladins, for those who doesn't have enough money to buy them. what is their purpose? Being a tanky power melee squad? Purifiers can do that for less money and more damage. You may say that this is a bad comparison, and you will, but there isn't any other example of this in any other race. GK units are not unique, this is the real problem to be honest.
Its time for SS. As you haven't noticed with every patch comes, SS are always getting radial changes and having different purposes every time, just like IST. Meanwhile, all other units in the game are just getting small technical changes for balance. The '' patches '' are actual patches, you know, ones on clotes, for these guys, just to fix them. This is a great example of how GK is broken. And I still don't know why they have a Crippling Poison ability. Are they a front line fire power unit or not? Do you even sure what do you actually want?
Another problem is their weapons, proboly something came with this patch. Their '' focus firing at the same model '' becames a real problem with their psycannon upgrades, leads to sniping big marine models with 2 of them, impossible to deal wih them with heavy infantry races. Even double plasma Tacs are killing less. At least they sometimes miss or something. 2 of SS are sniping fat heavy infantry models.
-----
Aren't there any good units in GK? Yes there are. Like Operatives (exept their stun nade effect range), Inteceptors, Purgation and Vindicare. They are very good designed concepts and I like them. But still, not enough for making GK a proper race
-----
This is why I support removing GK from the game unless they are really fixed. GK is made of disconnected and broken units. I am just sick of 8 paragrafs of GK changes in every patch and stoped following their changes after 2.6. Is it too hard to see that they are broken and poorly designed?