First of all low tier melee units have fire resist which already helps vs immolate 25% less damage then cos its a range attack I think it gets reduce even more cos of being in melee with the chaos lord and that's what another 50% damage reduction and it has 12 dps to start with so 4 dps now and that last for what 15 secs even standing it all of that you won't kill a hormagaunts squad
and you call that anti melee.
I think I be more scared of nades at my feet than immolate you have a case for nades having a minimum range.
On the topic of flame resist:
Catachans have flame resist too, except they got roasted like marshmallows by tac flamers
So do heretics, you seen what burnas do to them?
Without flame resist these squads would die absurdly quick, the nature of melee units is they are not able to kite low-range flamers hence why its mostly them that get it.
They still get rekt by flamers.
Immolate isn't a ranged attack, it's a spell that isn't even specifically targeting a squad, rather the ground, like immolate, so you don't get ranged damage resistance on it.
And there's no need to compare its potency vs melee to other anti melee options, it's merely a principle of: Would it be balanced without it?
Yes. What is the design of the wargear?
To add sustains bleed potential to the CL especially when chasing units (which are mostly ranged units). Why would it be a bad idea to not make it help him vs melee?
I have no idea.
DA don't really need buffs or nerfs atm, they're pretty decent in their performance I'd say, and scouts are literally a melee counter. I really don't see a need for nade spiking to be removed. It's a secondary skill-shot for other units like kasrkin and stormtroopers who get nades in the later game.
oLev wrote:I'm still not convinced why you wouldn't save that energy instead for skill the weak and get a full health chaos lord back instead to continue trolling around the map shooting at 38 range 32dps, 100% fire on the move accuracy. The combi-flamer pays off the more he stays in the field without retreating which is the other purpose of dark halo, to add an extra regenerating health pool.
You use both. You use kill the weak first to weaken them since the damage it does is actually really low and certainly won't kill models, at this point 1 melee squad can sometimes still win if it has upgrades and it didn't get shot on approach, if you have 2 squads you can efinitely win, but... not so easily if he also has combi bolter that's gonna instantly force off 1 of the squads. You'd take way too much bleed for it to be worth it. It just seems totally contrary to the purpose of the combi bolter as an anti-ranged upgrade. I don't think it needs anti melee utility.
You don't need dark halo for the regen because the armour of rage itself gives a hp regen whilst being cheaper, having synergy with raptors and making kill the weak more effective via having a larger max hp pool.