The higher cost of axes/maces/clubs and the relative slowness diminishes the relevance/use of these weapons. The cost limits an already sparse loadout beyond the gain of its damage (stun or life-gain in certain cases) increase, and having a slow weapon diminishes the playability due to the fact you become out of control of your character for that much longer.
The other portion to a melee-centric playstyle, I believe, is the necessity for life steal. This can be debated due to a number of factors being: loadout points, % of inherent life steal, and individual's intended playstyle (run in throwing grenades hoping to cause disruption and melee longevity). Khrone's 30% life steal makes a melee-centric playstyle very viable and missed as compared to the 10% of other factions.
The intent of this post is to mostly remark on the philosophical importance of both rather than a pure theorycrafter's point of view.
Increasing the swing speed of axes/maces/clubs to that of a sword with the same loadout costs while lowering the damage to that of a sword would bring popularity back to their use. This would also give visual variety to the battlefield.
I propose they do not fill a similar role, however.
Chain weapons in the lore are used most often, and power weapons are apt at destroying heavy emplacements; their roles could be derived from their intended use.
Chain weapons/regular Ork weapons should inherently have the highest percentage of lifesteal attached to their use, while continuing not to be able to damage heavy emplacements (APC, doors, etc.). My proposed amount is 20%. For Chaos, Khrone's mark can take that to the current 30% with a health replenish on execution (heal over time) to incentivize its use.
Power weapons should have a reduced lifesteal (5-10%) but with a damage bonus to objects like APCs or turrets. As I said, I'm not necessarily focusing on theorycrafting, but the end damage to those objects should be more than they currently are and less than a powerfist.
Power weapons with the aforementioned scheme would have a distinct advantage amongst melee battles, so to even the battlefield a differentiated niche is necessary. Clang/durability is an entire topic by itself, so my thoughts on how this can be addressed if they are not adjusted leaving mace>sword etc.
Chain weapons/regular Ork weapons
A 1+ stamina boost for these weapons to encourage engagement with ranged shooters and nimble playstyle vs. power weapons
No change in that regard.
The elephant in the room would be how do powerfists fit into this scheme? Well they're primarily anti-vehicle weapons, so leaving them slow would keep them balanced. No change on lifesteal, they're already powerful against vehicles, and an extremely lucky/skilled practitioner could effectively use it in an anti-personnel regard. I believe it's a bug that powerfists do not currently (as of May 2017) work well in the RPS scheme, so I'm not going to comment further on a buff or nerf.
Having a niche on a sliding scale will promote variability without hurting an overall playstyle, and it might increase the overall situational agility of melee-centric characters.
Please sign in to leave a comment.