Alot of stuff like I said, one being when you ignore people that're trying to tell you about glitches in-game.
Alot, and by that you mean the Interceptor occasionally deciding to take longer then intended to throw their Krak Grenade. That's the only "glitch/bug"- bug report I found on this thread. I've known about that for quite some time, but sometimes it's just not an easy fix. Don't assume that I don't know about just because I don't confirm everything I read. I read
EVERY post on these forums that are either bug reports, or balance related, and Lulgrim does as well.
Everyon'e entitled to an opinion, and I admit I'm not always on the forums to see every discussion, but nontheless- Orks and Chaos don't need the buffs. Their units are already cheaper req/powerwise than SM or GK, and their damage/HP/versatility is more than adequate to makeup for any loss.
I have to read, interact and play the game. I base my judgements on feedback and my own and blend into the mixture that is the changelog we get. You are severely tunnel-visioning the changelogs way too much at the moment, and it gets you a skewed perspective on the whole matter at hand. You need to put yourself in the position as multiple "mains" and review the changelog from there on, not just from one-side of the fence. See both pros and cons.
but its still suffering from a multiple nerf syndrome. I dunno if people complaining non-stop on the forums or what, but you nerfed it in multiple categories at the same time.
I get alot of messages regarding Webway Gates frequently, from players of various skills. Sometimes it can be difficult to be honest to admit your mistakes when you could have dealt with the situation better, but sometimes it's just out of your hand to do anything about it. Sometimes a consecutive session of nerfs is just a deemed neccasary action, Webway is not an exclusive issue.
They need the nemesis focus because early game they lack thanks to no knockdown/stun etc, and lategame other squads get things like vanguard vets, and much better leaders such as Storm boy Nob, and Raptor champ. 'Ard boyz squad of sluggas will probably kill a WATH/globaled ceptors unless they got lucky knockbacks.
They gain the knockdown effect from the Justicar. So if that's what you need primarily into your army composition, that's what you should prioritize, not neccasarily Nemesis Focus, which is quite an economical dump for just "improvement" rather than broadening your army composition and capability. Besides that, Nemesis Focus doesn't usually come into factor of mid-game which is more around 8-10 minutes into the game. Many GK's would forego the upgrade and prioritize on the crucial Dreadnought for their AV-countermeasures. Popular builds would be, SS, ST, Interceptor, T2 , Dread - Then Fillers
By the time you're into T2, you'd probably want to ensure your Brother-Captain is starting to reach his wargear peaks as well. Altho you could pour that into T1, but Interceptor + ST sergeants (etc) requires alot of power investment, which could result in faulty AV-transitional plays, which is one of the biggest downfall of GK AV- countermeasures. You could in 2.3 go for something like;
SS, ST, Interceptor (Skip 1x misc. wargear on either ST or BC) and head into T2 (since Rhino aint so taxing on your economy in early-game) then transition the Rhino to Lasturret and assist it with Interceptor with Krak. Or, you could transition it into more pressure oriented unit with Heavy-Bolter, and fill in with Vindicare.
Instant teleportation is great- since we have no grenades to wipe people on retreat/have pretty much the slowest army in the game.
No clonky jump? They teleport in and stand around as if they were sucking on Psykotroke grenades half the time.
GK isn't really the slowest army in the game. They're actually quite mobile. And what I'm talking about the instant teleportation is the fact that compared to other jump troops;
- They have an animation stringed to their jump, meaning there's a short wind-up + animation for the jump to occur, which results in you landing on the designated location (depending on the distance(?) inbetween from 1-3ish seconds. Meaning that getting retreat kills is far less likely, but do happend on occasions.
However, compared to Stormboy/ASM that have a charge-attack as in - They leap, which inflicts no damage, and will stop where the model was standing. Resulting in both hits lost and inconsistant dps on retreating units. This however can be offset by already being inside melee range to begin with, so that you don't gain the charge effect, or it's on cooldown.
Interceptor charge is just a straight up speed buff, compared to most regular melee unit troops in the game. Which makes them ALOT more powerful retreat killers. Sometimes this is more beneficial then having the access to retreat-grenades either way.
As for standing still and not throwing their Krak-Grenade is just a bug - not sure on what the issue is. Sometimes it works just fine, sometimes it doesn't.
a little- sure. but ceptors do 40 piercing, automatically they already lose to Khorne marines, banshees, ASM, Stormboyz,
There's no such thing as piercing melee damage. It's called melee_pvp
And how on earth they lose to ASM is beyond my wildest comprehension. They have the same health as an Assault Marine and do more damage. Banshees are designated melee fighters, they're suppose to be highly effective there, whereas Intereceptors are more about trading blows more efficiently then Assault Marines. Khorne Marines don't also come into play into T2, and again - similiar aspect towards Banshees. They're designed to be a force to be reckoned in melee vs HI/SHI, it's just basic scissor beats paper design. If you want to beat Khorne Marines, you invest into Purifier that are more effective at trading blows, or wargears/walker or ranged-dps blob that can peel them.