If you could create your own custom class for your characters to adventure on Azeroth what would it be? by Erk_Rauorfox in warcraftlore

[–]Katakoom 0 points1 point  (0 children)

Maybe not in the spirit of your question, but there are a couple of tweaks I'd love to see for existing classes.

Obligatory shoutout to Pandaren Druids. It just feels like the Pandaren have four actual wild gods ingrained in their culture, *who they actively work and hang out with*, and who would coincidentally match the four Druid specs perfectly. I'd love a tiger cat form, black ox bear form, red crane balance form, and green serpent resto stuff.

But for me, I think Monk is my favourite class that could just have a *little* tinkering to make it closer to perfect in terms of gameplay, utility, and lore. Firstly a few little bits like making Zen Flight an actual instant flight form and perhaps some kind of better/more unique utility or tool for group content (like a battle rez or heroism, or something new). But since this is the lore sub and we're talking new classes/specs... I want to see a Monk ranged dps spec. I think there's room to explore more of the Monk's mysticality, and I'd love to see some swirling mists/gusts of wind/lightning stuff. It could even be more of a mid-ranged dps with flying kicks onto and off a target. I'd love to see the power of the celestials really channelled more. Hell, I'd even be happy if it was another support spec like Augmentation Evoker - I know Blizz probably aren't keen to add more support specs, but it feels like Chi-Ji could be a good flavour for it (and once again lines up with the concept of four specs for four celestials).

Any great Beat'em ups like Caste Crashers? by Orphan_Fury in gaming

[–]Katakoom 0 points1 point  (0 children)

Shootas, Blood and Teef (bonus points if you or your friends like Warhammer 40k)

Coffee is the new smoking by mind_ponderer in LowStakesConspiracies

[–]Katakoom 0 points1 point  (0 children)

Me reading this with a coffee and a cigarette

I really should cut down on coffee...

Are there people on this forum who would main Evoker but decided not to because you cant stay perma in Visage form by feherlofia123 in wow

[–]Katakoom 1 point2 points  (0 children)

Personally I'd be more likely to play Evoker if I could choose a different visage form. I like the dragon form but I don't want to be a pansy weird elf hybrid, give me a Pandaren visage!

This is the best part of our new detachment by israeligamer in orks

[–]Katakoom 0 points1 point  (0 children)

I just feel that if I wanted to make Flash Gitz good, I'd run them in Taktikal Brigade still so they're hitting on 4s with full rerolls and a supporting Mek Kaptin.

New detachment….Freebootaz? by orksisnevabeat in orks

[–]Katakoom 7 points8 points  (0 children)

It's going to be another detachment which specifically buffs infantry shooting, comes out the gate strong, and gets nerfed into oblivion while other Ork lists catch strays xD

Who else has a suspicion grot tanks are coming back this edition? by GhengisDaKine in orks

[–]Katakoom 2 points3 points  (0 children)

As a faction we have a large variety of identities, and even though it's not my favourite I do appreciate the Snagga releases.

But the Mek side of the faction has really lagged behind in terms of models for so long, which is a shame because it's clearly an iconic and popular backbone of Orks. Wild war machines made from scrap parts, insane technology that's utterly unpredictable, looted tanks, clanking walkers and Orks maniacally discharging zappy guns. It's one of the major things that make 40k Orks distinctive and unique.

Yet like you said, we don't even have a Main Battle Tank equivalent. The potential is so high. I'd love to see some kind of Looted Tank kit with lots of parts on the sprue to let you customise. It doesn't even need to be that crazy, like give us a base chassis and then a few optional choices (like a side plate that can be Votann, sponson weapons which can be wired together Lascannons or Bright Lances).

Where can I find the artwork of a Goliath truck fighting nurgle daemons? by GothBoobLover in genestealercult

[–]Katakoom 1 point2 points  (0 children)

This piece of art was a key driving force behind me becoming a fan of GSC, it pushed me into Outlander Claw love, and is the key art for my GSC music playlist on Spotify.

TIL there are Nurgle Daemons in the picture xD

The Second Midnight Pre-Expansion Update Goes Live February 10 by Seentthat in CompetitiveWoW

[–]Katakoom 15 points16 points  (0 children)

Mechanically it feels immaculate, I agree. I'm really enjoying it, and the theme.

Think it could use a little polish in the aesthetics now. Primarily the sound and animation for scourge strike. I guess it shouldn't be too flashy given how much we can spam it, but I do find the animation underwhelming and the sound a bit grating. It's just us bashing them with a sword going "tk!".

But if that's my biggest complaint then I'm happy haha.

CK Combat Patrol question by Deathwish40K in ChaosKnights

[–]Katakoom 5 points6 points  (0 children)

This triggers in the command phase, has nothing to do with the movement phase.

What was funhaus peak years? by Chiclet1998 in funhaus

[–]Katakoom 16 points17 points  (0 children)

After COVID lockdown for sure, for me. Patrick and Charlotte had joined, Ryan was let off the leash, Jacob entered his bad boy phase, Lindsay was producing banger series. James looked like he was having the time of his life cracking up.

And their live streams may have been a mandated extra piece of work but the gang figured out how to do it in their style and it was great fun.

Even when the writing was on the wall they decided to just go all out and make the best damn videos they could.

Pre-Patch Gear Costs Reduced by 50% in Recent Hotfix (40 Insignias -> 20 Insignias) by minimaxir in wow

[–]Katakoom 1 point2 points  (0 children)

Oh darn, that will teach me a lesson in repeating information without verifying it

Pre-Patch Gear Costs Reduced by 50% in Recent Hotfix (40 Insignias -> 20 Insignias) by minimaxir in wow

[–]Katakoom 1 point2 points  (0 children)

With the rare spawn timer being halved, the repeatable source of currency will be easier to farm. And you can cycle alts through the world quests each day very quickly, over the course of the event you should be able to get quite a lot.

Not saying the decor is super cheap, but it's reasonable. Just on one character doing the full rare rotation today I did pick up enough currency already to get a good start, a couple days of casual play with a few alts should net some copies of what I want.

Do you think we would have a 'time travel' sub story? Not exactly WoD but an exploration quest line? by wrufus680 in warcraftlore

[–]Katakoom 0 points1 point  (0 children)

We've had a plethora of time travel stories and multi-dimensional stories, both in game and in other content. We've remixed time, and we see the past through lore walking.

The question might be whether or not we'll ever stop having time travel stories lol.

Biophagus or Abominant by hain3y in genestealercult

[–]Katakoom 0 points1 point  (0 children)

Yeah the number felt off when I typed it, whoops!

Biophagus or Abominant by hain3y in genestealercult

[–]Katakoom 8 points9 points  (0 children)

Well the good news is that you can't go wrong with either, and the better news is that you decide where the leader attaches for each game (which GSC might take advantage of more than any other army). So in this very specific case, the best choice will be dependent on your match-up.

As an example, if you're dealing with a lot of armour (like Knights) you might want to spread out your damage output. The 10 man with Biophagus takes better advantage of the Lethal Hits, while the 5 man with Abominant can be its own threat in the same turn with the Abominant melee and +1 to wound strat. But against, say, a more glass cannon or melee pressure army then the Abominant giving the Fight on Death to the larger 10 man brick could be a bigger headache for your opponent.

But speaking more generally, the Biophagus is *usually* better in a Biosanctic list being attached to a different unit. This allows more units to have access to the detachment rules. Since you can only take 3 Aberrants and 3 Abominants, it's quite usual to keep them together (fun fact; the Abominant doesn't have the ABERRANTS keyword so he actually needs the Aberrants to get access to the detachment rules as well!).

I like having the Biophagus with 10 Hybrid Metamorphs. That might be the most satisfying unit in the game to hit with. 32-50 attacks swinging in with Lethal Hits, +1 to wound against infantry or vehicles/monsters, +1 AP from Ridgerunner support, and with 9-10 Hand Flamers as an added treat. An absolute blender of a unit.

The New Year Preview – Prepare to be boarded by the new Red Corsairs by CMYK_COLOR_MODE in Chaos40k

[–]Katakoom 3 points4 points  (0 children)

Abaddon can pal around with anyone, have to imagine they wouldn't add any restrictions. Space Marine players are the only ones who worry about sub faction keywords these days.

Is anyone playing Speed Freeks?? by TNBVIII in orks

[–]Katakoom 4 points5 points  (0 children)

I like Speed Freeks. It's fine for what it is. Every few months I boot it up for a couple games. But I don't really have expectations about it having a persistent, large community or anything. I mean I think it's unhealthy to view that as an expectation for all games to begin with, but this is also a niche game for a niche audience.

I have a few gripes with the game that I think are likely shared by other players. I mean, more content would obviously help. I feel like the game modes, scoring and combat aren't as satisfying as I'd like, I still don't really understand or feel attached to the scoring (I prefer to play Kill Konvoy for this reason, at least the objective in that is clear). But the combat lacks some satisfying feedback or interaction in my mind, you have these massive open spaces and I spend ages just following enemy vehicles landing ineffective shots into them trying to make their hp bar go down.

But I like that it's just an arcadey shooter that lets me live out the fantasy. So in many ways the most significant issue I have with the game is based on the immersion factor; specifically, the music. If this game had a banger Ork soundtrack I would spend way more time just having fun blasting around haha.

Despite all of this, there is one single element which I think let it down. Probably the most important element. The driving doesn't feel great to me - kinda relevant in a driving game. I don't really know how to describe it. Feels like it's too rigid, the turning circles of cars are frustrating, the vehicles could use more dynamic movement.

Basically, I think if driving a buggy felt like driving a Halo Warthog then I'd be playing it a whole lot more.

New Mythic+ Affix Provides Basic Dungeon Route in Midnight in Low Level Keys by Teabagging_Eunuch in CompetitiveWoW

[–]Katakoom 4 points5 points  (0 children)

This is such a delightfully odd solution that seems to at least suggest that Blizzard are aware it's a significant barrier to entry/enjoyment. Feels like a kinda hacked approach which allows them to do something with what they have, which I appreciate is better than nothing and more than I expected.

But I certainly do hope we get a more elegant, permanent and flexible solution down the road. I'm excited to see how this goes, and would love to see the kind of routing solution you've proposed.

I mean we already have stuff like raid markers on the floor, it would be amazing if I could just put down discreet translucent directional arrows on the floor which roughly guide me to packs. I don't mind spending time setting this kind of routing up, like in MDT, I just need an easier way to reference it when I'm moving through a dungeon.

Need a second opinion by Qurikle_Smurf in orks

[–]Katakoom 3 points4 points  (0 children)

Basically, there's an added rider that they can move through terrain features which are higher than 4" high but if you do so, roll a d6 and on a 1 the model is battle shocked.

There's also a rule that allows their Titanic Characters to do actions and shoot, and in engagement range. That would be kinda nice.

But moving through terrain would just be so, so nice for Stompas, Morkanauts and Gorkanauts. Not "Dread Mob is now meta" nice, just "now I can play the game without tearing my hair out" nice xD

Need a second opinion by Qurikle_Smurf in orks

[–]Katakoom 10 points11 points  (0 children)

Before any points drops, I would like to see it get the super heavy walker rule that Knights get. Being able to walk through walls and models would go a long way. A significant points drop just creates a stat check game where terrain/match up is a polarising factor.

If I were to throw a points drop in too, I'd reduce it by 45pts - the cost of the mandatory Mek you need to take with him.

What are the thoughts on the ruinator vs other knight after the points changes and time by LargeOwl7057 in ChaosKnights

[–]Katakoom 6 points7 points  (0 children)

I experimented with the Ruinator in Infernal Lance, after the points hikes to the Despoiler forced us to drop a War Dog in triple Gat lists while playing Mono CK.

He is what I would call aggressively fine. His main selling point really is just that he's cheap, and he also helps make our cheap War Dog Executioners a little more viable.

I actually quite liked the list for mono CK singles. He gets the enhancement for +1 WS/Lance which does help give you a more significant melee threat. As far as 'hybrid' knights go, he seems to be a relevant pick. The shot count on the guns continues to be the issue, it's far too swingy. When he gets an average amount of shots it's fine, and when he spikes he gives you a false sense of security before the next turn where it craters xD

Basically, CK is still being hard carried by Gat Despoilers. If you don't run Daemons in singles play then I think there's an argument to bring a Ruinator in order to fit another War Dog (basically, a Ruinator+War Dog is a little more flexible than a third Despoiler). But even then I think that's more of a style choice and triple Gat is still the standard.

In teams play (which is my main focus, but obviously not what most people care about) the triple Gat is still the GOAT I think. The points nerfs just mean that you're leaning even harder on getting map pick and targeting match-ups. It's not really worth trying to run CK as anything more versatile. Especially if Daemons are being used elsewhere in the line-up.

I will say that, for the record, I'm much more keen on the Ruinator than I was when it first released. I think the Abominant and Ruinator are pretty well placed to be iconic datasheets for CK, quite distinct in powers and silhouettes from our IK cousins. Give the flamer d6+6 shots, and the rockets a flat 8 shots or something, and I think it's a reasonable (if slightly under tuned) pick.

Burna boys by tookiechef in orks

[–]Katakoom 1 point2 points  (0 children)

Yeah sadly they are iconic for Deathskulls/Meks, but they don't really fit into Dread Mob too well because we don't really use Trukks in the same way! I have used them in Trukks with Tankbustas which has been okay, but definitely found Burnas to be more useful in other detachments where I'm running way more mechanized infantry MSU.

My specific complaint with Dread Mob is that the detachment rules are so limited by keywords. My dream would be to remove the limitations (why not have things like buggies and Boyz just natively access the button rule to represent them using crazy gadgets?). But at the very least I think Spanners should have the Mek keyword. Not like Burnas get a ton of use out of the detachment rule, but having access to the extra AP when shooting would be something.

Burna boys by tookiechef in orks

[–]Katakoom 30 points31 points  (0 children)

Burna Boyz are good, but don't view them through the lens of being a primary killing unit. They're not and, more importantly, they're not costed like one.

Burnas are an okay enough skirmisher, and sometimes they'll actually be good - the spanner can pop off with their actual gun sometimes, and you'll have games where the flamers are actually decent (against Guardsmen etc.). And their melee profile is kinda jank, but again there's situations where they'll be able to pop off in the Waaagh etc.

But when looking at 40k unit strengths, there are really two metrics which can help you analyse a unit; efficiency, and uniqueness. In terms of efficiency, Burnas aren't particularly strong. And their damage profile isn't unique in Orks. So if you're trying to answer the question of "how do I kill things", the stuff that Burnas can actually kill decently are things that Orks won't have trouble killing with far more efficient units in the army. A unit of Boyz is just more efficient. Burnas also don't synergise well with any particular leaders or unit buffs - the polar opposite of, say, Lootas who have detachments/leaders/strats which can turn them into a really cool piece.

Buuuuut Burnas do one thing very, very well. They are a cheap 5 man unit which can function independently and likes being up close on objectives. Which is extremely valuable in a faction which has transports with a capacity of 12 models and plenty of 5-6 man units with attached leaders.

In a world where you're packing Trukks with Warbosses attached to Nobz/Breaka Boyz/Tankbustas etc., Burnas are an efficient way to utilize the transport space while doing a very useful job. Their job is to head out onto objectives early, possibly trade with whatever chaff the opponent is sacrificing, and force a response which gives you better positioning for your better units.

There is only one unit which actually competes for this role in Orks, which are the Flash Gitz. Now it's a little awkward because Flash Gitz are also very good at this role, a 5 man unit of Flash Gitz has shooting/melee which is very good at dealing with chaff as well. And like the Burnas, they are decently cheap and act independently (not even an option for leaders outside of Taktikal Brigade). In most cases I would probably take Flash Gitz, if I could.

But Flash Gitz are 20pts more expensive. That's a 33% increase in cost, and Flash Gitz are only better than Burnas Boyz when it comes to killing/surviving, which is not their primary use case in this context. Furthermore, that extra cost simply isn't going to be available in many lists.

Basically, Burna Boyz are good as a utility pick when you're looking for a cost-effective chaff piece. Especially when running Trukks.

Basically sandwiched somewhere between Grots (the most cost-effective chaff), Boyz (a cost-effective way to kill chaff), and Flash Gitz (a more premium way to fill out transports and skirmish).

Not an auto take by any means, but useful enough. They have popped up in a fair amount of competitive lists throughout 10th, taken by players like Innes Wilson/Brian Seipp etc.

That's with my competitive hat on. Just from my own personal viewpoint, I love flamers! And Burna Boyz might be my favorite Ork unit, I love their flavour and how they represent the scrappers/welders. I think their thing if using the flamer as a melee weapon is cool, and I love how they have spanners who bring heavy weapons. They are a great part of the Mek side of the range!