Warlock Merciless witchblade
on paper this weapon is fine, its very similar, again on paper to the bang bang hammer. it has similar damage/dps.
i will say again thats on paper... in reality its really a bit too strong. we're talking about a hero that leaps in to combat that knocks back most units; getting free hits in and 2-3 shotting CSM models, all the while he has his champions robe soaking up damage preventing him from being forced off, and he also has his super cheap distort field global which by far makes him the tankiest commander in the game in T1, when you finally get him low he fleets off and decaps your stuff before you can even think about giving chase. ALSO it drains energy so it bascially makes most commanders in the game get on their knees if they even so much as think of fighting the warlock in melee, but if you fight him in range he has that ranged knockback with the weapon aswell.
my point is that, the warlock is one of the most mobile commanders in the game and with the right wargear hes one of the tankiest in T1. the bang bang hammer which i said earlier on was the closest comparison in terms of the weapon is the same thing, but the warboss is not as mobile, is kited easier AND is easier to control with the lack of a leap in to combat. you might say that the merciless witchblade, especially in combination with the champions robe is very expensive. but i just feel like you get way too much value out of the merciless witchblade. its a commader that leaps in to combat, getting free hits, draining energy, forcing off low model high HP squads such as tacs almost instantly. all the while he can if he so chooses sit in cover and knock stuff over all day.
all the while HE'S DOING ALL THIS IN T1
here are my proposed changes for the witchblade:
remove the energy steal from the weapon
OR
reduce its damage slightly, or make it reduce the leap range of the warlock.
Rhino
now i've said about this in previous threads, and in my streams etc. but i think the rhino is really a bit too OP in certain matchups and a lot of people tend to agree.
a lot of races such as nids, eldar, orks etc have high ranged dps AND power melee in T1. this is a somewhat balanced matchup in terms of the rhinos SHI in T1. races like these can deal with the rhino in T1 with an investment of sorts, just like how you would counter any other unit.
however... races like SM and CSM get no power melee or the sorts in T1, and generally have lower dps than eldar, orks, nids etc. SM and CSM have no specialised damage types in T1 to deal with the rhino. let me just list all of the things that can even do enough damage to the rhino to justify their purchase.
- Setup teams, so havocs and devistators
Heretic doom blast on rear armor
Plague sword
FC power sword, to a degree.
that's it...
this list has a problem... GK counters all of that with pretty much the BC himself, or ISTs + rhino.
havocs/devs are countered by BC in all his forms. in his default state, with the sword, with psychic lash, with teleport, with pretty much all his armors. i watched the VOD of codex's stream of the beginners tournament and he kept on saying "ven should get havocs for that rhino" when all i could do was smash my face in to my desk when he said that as that would be a horrible idea with the BC there.
heretic doomblast on rear armor is a massive gamble and generally speaking you'll only get 2 or 3 off before they're forced to retreat depending on whats shooting at them and if they have the AC or not.
and plague sword/FC powersword is countered by the rhino kiting.
CSM/tacs dont do enough damage to threaten the rhino by themselves, and even then, the SS with beat both CSM and tacs in both melee and ranged combat in T1 (im fine with that btw as they dont scale as well as CSM/tacs)
Proposed changes for the rhino:
Change the rhino back to HI, it was perfectly balanced before with HI armor in 1v1, so what if it sucked in 3v3s and one wrong pathing derp could mean death? this is a mod balanced around 1v1s.
OR
Change the rhino back to HI AND remove its ability to take rear armor hits. this will make it still useful somewhat in 3v3s. and it will play a bit like the sentinel just without the anti-melee etc.
OR
keep it as SHI... but significantly reduce its HP. to like 200 or 300 or something. right now as mentioned before, its a bit silly in some matchups. this will also add some value to the armor upgrade in T2, a lot of players dont get it right now as there isnt enough value in it.