Hi there. I'm a fairly high level player and feel that Waaagh banners have been overpriced in this latest patch. Orks now pay a lot more for their tech and the enemy can directly influence it which makes it much easier and less expensive to tech as the other races. Yes the banners give you the tech if they're up and get destroyed, but the enemy can negate your putting them up in more than one way (not just by hitting your built resources/ generators) by attacking the banners which have how that is way too low now for the reward the enemy gets first killing them. Please boost banner hp or reduce the cost again. It really slows the Orks down too much!
Comments
jambai
Orks were hit overly much IMO but the waagh tower (they aren't banners) change was good and needed. They can "directly" influence it if you let them or you're the one taking the (unnecessary) risks for them to do so. In other words, it's your fault if enemy keep destroying your towers, not because they're over costed or something. Orks NEEDED to be slowed down. They were OP early game. That was the entire point of the nerf.
It's the additional nerfs to for example to the weirdboy that I think is ++heresy redacted++ considering macha, deathwatch, diomedes are all arguably more powerful and more popular picks. Their reason for further nerfing him is utter ++heresy redacted++.
Dakka_Dakka_Dakka
I apologize for not checking my previous post for errors, and banners are indeed towers. I still feel that the necessity to forward build towers due to first engagements happening in the centre of the map most of the time, leaves the the towers vulnerable, even if you defend, especially to early Eldar pushes. This leads to very low scrap amounts and slow tech since you can't just always camp and protect your banners and have slower mobility to get back. We don't just get a symbol to click on twice to tech, which makes it hard since we rely on scrap and Waagh for fair chances in engagements. If we go Dakka hut first, then we have even less mobility unless you invest in a truck which is easy to nullify if you're facing a good player. If we go shootas, eventually we need the Dakka hut anyway cos Eldar range is better even if we can try and match their mobility. So we paid for two buildings and they paid for one. Even SM need 2 buildings to get all their infantry units out. Waagh Towers having such low HP while being built especially makes it a super soft target for top tier players. I agree with the Weird boy cooldowns being really bad now and I hardly pick him anymore as a result. I also feel that Macha is still by far the most powerful early to mid game elite. Diomedes doesn't even come close in my opinion and weird boy doesn't deserve a mention post patch.
frumpylumps
You are right. Its garbage. The nerfs were because people didn't know how to play against ork and the maps were crap that probably gave them too much of a defenders advantage. Eldar players didn't want to have to micro. Orks are the most resistant to A-move and bad players don't know how to harass and micro well enough to deal with them.
whoever is balancing the game doesn't seem to play it very much or very well since they should really be at the very top of the ladder with this tiny player base. They are apparently overly reliant on biased popular casters who have more public influence. Now we have it so Ork can't win and the game looks even more doomed.
tritol
(I think there will be always problem with waagh towers, they are necessary for progress, important for scrap and buff and you need to build them close to the kill zones and they are also defensive ... there is too many important points for them and changing one can hurt them from completely different angle than expected ... maybe if they somehow scaled with escalation phases you could for example nerf it for certain phases while it could still be useful or even stronger in some other phase... the escalation phases are interesting mechanic but its potential is lost somewhere near upkeep idea ...)
Gorgor
Boss! Our spiky and speshul Waaaagh Towers are too spiff! Must we spend so much bitz n gubbinz on them? Our boyz are lacking the scrap and teef to fight all proper and orky like!
(translated: Yeah, they cost way too much now and make playing Orks VERY tedious)
DerCremige
Like I said about 10 times now in different threads: Considering that Warpgate does the same as a Wagh-Towers (reggen buff instead of damage buff), for 50 energy less AND constantly (instead of 30 seconds!) AND you can teleport it around AND you can teleport units to it - ye, Wagh-Tower nerf was bad. (Does reading this make Devs not feel stupid?) Webways should have been nerfed. Webway is so fuc.king op, I can't even say how much.
So my guess is that, originally, the Wagh -Towers were meant to be a mobile buff structure like Webway-Gates, with the difference that you dont teleport them but cancel them and built them up elsewhere. This would make sense too me and would actually quite fit the use of webway.
As it is now, canceling Wagh-Towers is absolutly not worth it. You gain back 25 energy (only if the tower wasnt hit), so you lose 60 energy (which you could built 2 webways from rofl). And you lose the production of scrap for a long period. And you lose the protection of the tower.
It is just a dev fail, see it like it is.
Dullahan
With how powerful Waaagh is, they really did need to be more expensive. It mainly punishes people who relied on fast teching for Trukks/ Nobs and that sort of stuff. That said, I haven't played a ton of high level games with it so maybe it's worse against aggressive playstyles. I think giving them a health buff would be enough to compensate for the extra cost though.