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Made in us
Tunneling Trygon




Mexico

So the new FAQs are here: https://www.warhammer-community.com/2021/06/02/find-out-how-the-latest-warhammer-40000-faqs-affect-your-favourite-faction/

+10 points for Raiders and Drazhar, DT no longer works on liquifiers, no more extra CP for patrols and no more super succubus.

I think that is pretty much is what we were asking from the very beginning, so GW finally delivered for a change.
   
Made in gb
[DCM]
Ambitious Archon





Port Carmine

Nice.

Kabal of the Mon-keigh's Paw
Coven of the Screaming Statues
Cult of Veiled Malice

"Death is only a concern if you're both weak enough to be killed and dumb enough not to arrange your own resurrection." PM713
 
   
Made in gb
Tinkering Tech-Priest





 Tyran wrote:
So the new FAQs are here: https://www.warhammer-community.com/2021/06/02/find-out-how-the-latest-warhammer-40000-faqs-affect-your-favourite-faction/

+10 points for Raiders and Drazhar, DT no longer works on liquifiers, no more extra CP for patrols and no more super succubus.

I think that is pretty much is what we were asking from the very beginning, so GW finally delivered for a change.


Yeah, it looks to be pretty much exactly what the consensus view from the community was with regard to changes. There will be naysayers, but this seems positive in terms of GW 'listening' to the player base.

It'll be very interesting now to see what happens on the tournament circuit.
   
Made in pl
Fixture of Dakka




It is good, that you can't use auras and stratagems from units shoting from open topped vehicles. They are still above avarge good though. Not that there is anything wrong in being above avarge.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in us
Shadowy Grot Kommittee Memba






Karol wrote:
It is good, that you can't use auras and stratagems from units shoting from open topped vehicles. They are still above avarge good though. Not that there is anything wrong in being above avarge.


I'm 99.9% certain you could use neither of those things before anyway. At least, my understanding has been 'only modifiers, and not any modifier specifically called out as an AURA' for a long time.

the only potential wackiness that could arise would be like, being able to hit a targeted +1 to hit power on a transport which would then impact the occupants, but thats only a problem if you actually put that in the game. You can just not give a power like that to a faction with open topped transports.

"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games

-the_scotsman"

-ERJAK 
   
Made in dk
Pyro Pilot of a Triach Stalker






They didn't fix dissies. I suppose people have already ripped apart their minis for DL Raiders, wouldn't want to revert the dynamic back to dissies being by far the best choice after a couple of months.
   
Made in gb
Regular Dakkanaut




 vict0988 wrote:
They didn't fix dissies. I suppose people have already ripped apart their minis for DL Raiders, wouldn't want to revert the dynamic back to dissies being by far the best choice after a couple of months.


The Disintegrator/Dark Lance magnetisation is the easiest I've ever done* (part of that may be practice, however...) I'd just like the meaningful choice aspect back some day, but it's not a *huge* thing to me.

*Okay, the underslung guns on Reavers/Venoms edge them out but that's almost cheating with how easy it is

This message was edited 1 time. Last update was at 2021/06/02 17:05:23


 
   
Made in us
Shadowy Grot Kommittee Memba






 vict0988 wrote:
They didn't fix dissies. I suppose people have already ripped apart their minis for DL Raiders, wouldn't want to revert the dynamic back to dissies being by far the best choice after a couple of months.


ill be honest I do not think swapping the point costs on them would revert the dynamic back to dissies being by far the best choice.

But what do I know, I've got 3 DL raiders and 2 Dissie raiders and no interest or inclination to change any of them. I just use them the way i've always used them - to signal to my opponent what units are inside the raiders based on the way i've modeled the passengers as either kabalite warriors, wyches or wracks.

"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games

-the_scotsman"

-ERJAK 
   
Made in es
Wicked Wych With a Whip





The nerfs feel good for Drukhari players.

"Normal" lists will be like 50-80 more points and still be fun to play and strong.

"Abuse-able" stuff like liquifiers and "not-intended-to-be-played-that-way Succubus" are gone, but most of us weren't playing that units anyway so whatever.

The Bloody Sails
 
   
Made in gb
Tinkering Tech-Priest





 Denegaar wrote:
The nerfs feel good for Drukhari players.

"Normal" lists will be like 50-80 more points and still be fun to play and strong.

"Abuse-able" stuff like liquifiers and "not-intended-to-be-played-that-way Succubus" are gone, but most of us weren't playing that units anyway so whatever.


Yup, agreed. It's almost exactly the FAQ I'd have put out (if we lived in a universe where my opinions mattered greatly with regard to 40K... (or anything else for that matter )).

Time will tell what impact it'll have, but I'm pretty content. I think if we're being fair, most of us would agree this was about the correct level of 'nerf' needed for now and as an initial pass.

This message was edited 1 time. Last update was at 2021/06/02 20:14:57


 
   
Made in us
Tunneling Trygon





The House that Peterbilt

Looks like the chronos escaped the dark technomancer nerf, but they aren't as cray cray as the party boats of liquifiers, nor can you take as many in an army, so probably a good choice on their part.

Still expect DE to have a higher than most winrate, even when Admech come on the scene, but it won't be as oppressive. All in all good incremental change.

snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in pl
Fixture of Dakka




They are probably harlequin level right now, which is still being on of the top two armies in the game.

But to make them worse GW would have to change some core mechanics, and they really seem to not want to stuff like that.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in us
Wicked Ghast




Positive changes. All around. I am glad they didn't go too crazy with the nerfs, I don't want to see the army dumpstered. Well have to wait and see, in not sure that 80 points make a massive difference in their list construction, but it may, as its basically one raider less per list, and that puts it a lot more in the realm of feasible.
   
Made in us
Longtime Dakkanaut




Taking away DT liqs, nerfing the stupid succubus, and also removing ~90ish points from the average list is significant and will go a long way towards making DE less ridiculous.

Why any of this made it through testing is still mind-boggling - ESPECIALLY since GW has essentially just held their hands up and said "yep, the community was totally right about what they said from day 1 about this book - here is exactly what everyone wanted, just two months later." But I guess at this point we just need to accept that GW's playtesting system is fundamentally broken, and the best we can hope for is a potential month or two of chaos after each new release as GW waits for us to playtest its releases for it.

It is disappointing for them not to even have issued the tepid mea culpa they did when they did this for the IH release, though. Not even a token admission that they got it badly wrong.

This message was edited 1 time. Last update was at 2021/06/02 21:44:25


 
   
Made in gb
Regular Dakkanaut




 StrayIight wrote:
 Denegaar wrote:
The nerfs feel good for Drukhari players.

"Normal" lists will be like 50-80 more points and still be fun to play and strong.

"Abuse-able" stuff like liquifiers and "not-intended-to-be-played-that-way Succubus" are gone, but most of us weren't playing that units anyway so whatever.


Yup, agreed. It's almost exactly the FAQ I'd have put out (if we lived in a universe where my opinions mattered greatly with regard to 40K... (or anything else for that matter )).

Time will tell what impact it'll have, but I'm pretty content. I think if we're being fair, most of us would agree this was about the correct level of 'nerf' needed for now and as an initial pass.


I think the Venom may have stood to go down a little (or the cannon, at least) and the Lance/Dis costs to be switched, but sure, this works and if nothing in my pirate fleet is outright broken and makes for more funtimes for my opponent, so be it.

ETA: I feel like the venom/raider choice is still a little too easy (always raiders all the time) and the restriction on Wych weapons is part of that, plus heavy-not-RF-cannon but them's some small potatoes.

This message was edited 2 times. Last update was at 2021/06/02 22:32:48


 
   
Made in it
Gargantuan Gargant




Italy

Good changes, they actually only affected WAAC power players who abuse stupid and OP combinations. The faction didn't deserve a significant nerf, and the majority of players won't even notice the changes.


 
   
 
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