So there is a BIG division in the community:
1.) There are those who_ primarily_ want to play an immersive "realistic" 40k RTS and
2.) There are those who primarily want to play a competitive RTS that happens to be in 40k.
The immersive crowd is quite distressed about art direction and things like lack of sync kills, silly unit animations, and a downgraded cover system, while the competitive crowd is mostly happy with the changes since they increase clarity and simplicity. I propose one possible change that would reconcile both sides: "fixed sync kills"
SO, sync kills are not a problem with the retreat mechanic, like they were in Dawn of War 2, since there is no more retreating. The problem often stated by the competitive crowd is that they:
a.) Are too random (lower predictable control)
b.) Tie up a unit when you want it doing something else (lack of predictable control)
c.) Randomly reduce a unit's damage at crucial times (lower predictable control)
What is in common with these complaints? What is at their core? Note that there is no complaint that they do not look amazing and add immersiveness. The complaint boils down to control. Now its also a goal of the competitive community to want clarity. So here is a very clear solution which I see absolutely NO reason for Relic not to implement (besides lack of budget):
## "Fixed sync kills":
Option 1:Make all melee kills have a 1.5 second sync kill for a unit (within a squad) after every kill before they can do more damage. Make it brutal and bloody, so it increases CLARITY that a unit has died. Additionally, have all commands to move break any attacker sync kill animation and have the victim unit just collapse ragdoll. Though this may take significant time on Relic's part, they both keep predictable control, INCREASE clarity, and please their disgruntled immersive fan base. Everybody wins (except perhaps the budget, but I suspect it would pay dividends in the long run!)
Option 2: Make all melee kills have a 1.5 second delay for a unit (within a squad) after every kill before they can do more damage. A sync kill can happen randomly in that time period (keep them short), and there would be no loss of predictable control. Additionally, have all commands to move break any sync kill animation and have the victim unit just collapse ragdoll. Here predictable control remains, but you do not get the added benifit of additional clarity (which remains the same largely). This is also a much cheaper option for Relic which would still give a huge nod to their fan base.
Option 3: Add activated abilities/powerups in the game that increase effectiveness overall, but also activate sync kills in exchange. Also implement option 2 just during that powerup. Here it is not as big of a nod to the immersive community, but at least something. Additionally, since it is activated, there is even MORE predictable control than without it as there is an added thing to control. I can see new e-sport comers to DOW feeling all the more satisfied with hitting that special power up with a brutal sync kill emphasizing their domination..
For those who doubt Relic took out sync kills here is the definitive confirmation:
Let's hope Relic responds to this request and satisfies both their customers. I would also LOVE to see Relic address a possible solution like this (I am sure we can think of many others).