Warrior is... kind of bad...

Arguably dogshit even! Long post incoming.

This is not a post arguing for 7 tile lunge, or really asking for warrior to be buffed in any significant way. I imagine it’s a really hard caste to balance given its purpose and mechanical makeup. I really just want to talk about Warrior’s design intent and where it’s mechanically lacking and confusing, and my personal experience with it.

Warrior as a caste is advertised as an evolution on Defender’s frontlining capabilities, featuring better engagement abilities, higher slash damage- able to fracture easily using punch, and most notoriously, being able to disable single marines with lunge- a (not so) far reaching pounce that instantly puts an enemy in a chokehold for about 3 seconds. If that’s not enough, you can also fling marines 6 tiles away… using fling. This all sounds good. You can in fact, create a combo using this ability to send single marines far away from the frontline, often with enough damage to kill them outright when you do.

In exchange for these new abilities, you lose your (incredibly useful) AOE tackle, steelcrest benefits, 3 tiers of armor value, 3 tiers of explosion resistance, and with your crest and fortify abilities gone- these list of things;

  • Ability to neglect full-stuns and explosives from a variety of sources.
  • Ability to full-damage APCs and destroy ledges incredibly quickly.
  • Nigh-unpunishable bodyblocking.
  • Remove walls.

This is a lot of support and hivebuilding power gone. But that’s okay, you wanted to be a warrior, you wanted to frontline. So how good are you at it?

Warrior excels most when supported by an (egg) carrier/builder duo. Your ability to snatch marines from behind doors/walls/corners combined with the ability to immediately infect and incapacitate marines is unparalleled in terms of ensuring marine numbers dwindle quickly. Another common pairing is with the Oppressor, who’s ability to tailgrab marines from far away often leaves them too far to effectively restrain, which you can make up for by lunging at them.

Now, what if you’re alone? Where are you best? Well…

Warrior sucks at fighting more than 1 person at once. Defender is honestly far better suited, being able to engage multiple marines and use the tackle ability to separate and disable crowds firing at you. As a warrior, you can only incapacitate one person at once, and you sacrifice your mobility to do so. When alone, your goal on the frontline is to target marines who are close to dark areas/corners but are also separated from their squad and especially separated from shotgunners and smartgunners. Why? Shotgunners should be obvious, but smartgunners circumvent your only solution to marines coming to punish you lunging on their squad-

… because Warrior is the only caste in the game that can take a marine hostage. This is how you handle 1v2 engagements, generally, though it’s pretty easily circumvented by the offending marine navigating around your chokehold, or having basic trigger discipline. Any more than two marines in the area and your problems start piling up fast. A dedicated MOU user ignores your very-very-very basic armor capabilities, or chain-stuns you with slugs- smartgunners absolutely ignore your ability to abuse firing lines, and if marines rush you after you lunge (as they should), you better have a frontline T3 to support you, your health is not saving you. From a balance perspective, this is all fine, mostly. Defender often has an easier time doing what Warrior wants to do, because it has better survivability on the front, and is also quite capable at flinging stunned marines, and is immune to CQC stuns that often hurt your ability to bodyblock, but Defender has trouble separating marines the way Warrior does. The flaw in doing this as defender is that Defender cannot lunge. There is another caste that can, though.

Lurker.

I’m so evil. This is the actual hot take of this long ass shitty post. Lurker is Warrior+.

Hear me out. Warrior’s gameplan is to identify separated marines on the front and bring them behind enemy lines so it can minimize the risk to engaging a marine solo. Doing this often results in good captures. Its primary deterrents in this effort are stuns, marine response to your lack of mobility on capture, and the proximity to marines necessary to hit a lunge, and the proximity cover needed to facilitate your combo. Lurker’s gameplan is almost entirely the same, but only shares one of these weaknesses, in stuns- and it affects them the least of any of the frontliner castes. Lurker has the mobility to minimize targeted marine fire on their position, can go invisible in order to attack from practically any angle at a marine, and while it doesn’t have an AOE/crowd control tool either, is entirely capable of escaping situations using pounce as much as it is entering them. Lurker also stuns for longer, meaning while they’re not much better at fighting 1v2, it is not at all uncommon for a good lurker to come out of a 1v2 engagement with one marine dead with multiple fractures, or even missing limbs, and often escaping with very little health lost. Lurker being fast also allows them to do this;

The obvious response to this would be to say that this is objectively worse than the Warrior combo- but compare and look at the positioning.

If the warrior wants to disengage this combo, they have to release lunge, immediately unstunning the captured marine, often while positioned between the lunged marine and the squad that’s firing on them. The lurker doesn’t have this problem, as they can immediately let the marine go, and within 5 seconds of pouncing- immediately abuse the burst of movement to escape the situation. This is especially potent if the lurker does get stunned, as it means they have an effective burst of movement they can abuse immediately to prevent chainstuns.

Here’s an example of this in a real match, though the AMR spec came in to spook them. I’m notably dragged too far for SGOs to respond, and I’m fairly certain if a Warrior had performed the same lunge in the same situation, they would have been a far worse position, and would probably be dead if both SGOs lasered them.

Now, is Lurker better in every conceivable way? No… They have worse health, no explosion resistance and no armor, instead of just tier 1, and the lack of an ability to fling prevents Lurkers from securing every lunge they get into a capture.

But Lurker’s benefits do genuinely outweigh Warrior’s in a lot of situations, and especially alone. The faster speed and higher base slash damage means they’re often capable of engaging multiple marines without fear of being chased down, alongside being able to do hit and run tactics on marines that manage to survive the first combo, something Warrior is laughably bad at if they don’t fling a marine to create space.

It also helps Lurker doesn’t have to sprite-aim pounce to get the incredibly lucrative fullstun. You can just… aim in any direction and if the marine is in the way, they get fully stunned. Moreover- Lurkers aren’t punished for missing a pounce if they do, as they keep their invisibility, only losing it if they walk into a marine, this means actually performing your gameplan is laughably risk-free, compared to the 4 tile limit of lunges- and how frequently they fail if you move, and don’t patiently wait for the sprite-aim.

A few examples of what I’m talking about. This happens about twice for every round I play warrior. Often this encourages sitting still behind a fortified position and punishes Warriors for openly skirmishing… or… frontlining.

And if you think it’s my fault for not using the tools right, that’s fair- but it gets really egregious at times.

TL;DR

Lurker Good, Warrior Bad. Always Lungecap, or Tachyon Shunt your superintelligence into a better caste.

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Acid goop is down the hall and around the corner.

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You’re fighting Jackson Dee with a buddy, off-weeds in the first video you posted, and you’re surprised you’re losing against good players with a specialized loadout to kill specifically the caste you’re playing. Just stopped reading right there, really. This can’t be real, you can’t be serious.

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we wasting a whole lotta time saying nothing :broken_heart::broken_heart::skull::skull:

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DP as warrior is a terror. He can wipe half shipside. This seems like acid goop.

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I killed both of them in that clip though? The clip demonstrates places where Warrior is really hard to fight.

and you’re surprised you’re losing against good players with a specialized loadout to kill specifically the caste you’re playing

maybe you should have read the post bruh

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Give warrior a strain that swaps either lunge or fling for more durability.

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i agree i support this remove warrior post

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boxer is hated by maints but having the option to just focus on being a frontline brawler with lower health but higher immediate mobility/utility than the frontline T3s is honestly a niche this caste would be great at filling

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BOXER MENTIONED! I am happy. All we need is Shaman back.

ohhh my god

embarassing

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I don’t necessarily agree with your post because I do think Warrior is still decently strong despite all the nerfs over the years (if anything this is more an argument for lurker pounce-dragging being too good but even then that’s counterable enough imo), but I at least want to support you here because I hate when people reply to things while making zero effort to attempt to understand what the person is saying and instead make up a whole narrative in their head.

It’s pretty clear to me that the point of that clip was to demonstrate the technique of dropping a lunge to induce FF, which you mentioned as a strength of the caste. How anyone could interpret it as you complaining that you are losing in the clip is beyond me.

The replies to this thread are proving to me that either most of this community completely lacks reading comprehension, or they just did not bother to read at all and replied after simply reading the title and watching one clip. Imagine a world where people actually discuss things in discussion threads instead of immediately shitposting because the title triggered them.

This community is so toxic to any opinion they disagree with it’s crazy.

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I know some runners that can wipe half of shipside, but if we balanced around competent players can do with high skill ceiling toolkits, the MK2 would be removed.

IMO the biggest issue with warrior is how weird it is being placed in the frontline caste. Its devastating in 1v1s or close quarters where it can use wall-flings, but if you want to go from defender to crusher to be able to tank for the hive, you gotta spend who knows how long in squishy purgatory hoping you don’t eat slug/GL chainstuns.

That said, the real truth in this post is that defender > warrior, tailswipe into crest-down headbutt is just fling but marines can’t deny caps by shooting their teammate.

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I think you are messing up your lunges by moving too early before it connects. The video below shows me getting successful lunges at the similar distance that you attempted to do so. The warrior toolkit really shines around lunging similar to lurker pounce and you do have better armor and lifesteal from slashing for sustain if the marines are unable to focus you down. (warning the vod displays bald fobbits getting jumped)

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if you want to go from defender to crusher to be able to tank for the hive, you gotta spend who knows how long in squishy purgatory hoping you don’t eat slug/GL chainstuns.

I don’t ever really play crusher but I wish I’d have thought to mention that, makes the placement as a T2 feel even weirder. Most of the post is trying to view the caste in a vacuum though.

(if anything this is more an argument for lurker pounce-dragging being too good but even then that’s counterable enough imo)

That’s the meat of this post honestly, comparing Lurkers design intent and performance to the way Warrior operates in a lot of situations. Pounce-dragging is the icing on the cake on a caste that is honestly incredibly comfortable singling out members closer to their squads due to their mobility, and riskless pouncing.

I think you are messing up your lunges by moving too early before it connects.

Yeah, I mentioned that. Wish the video embedded. I don’t agree you can use Lunge the way you can pounce though, pounce is a direct jump 5 tiles ahead that stuns as long as it makes contact, and isn’t janky the way Lunge is with movement/range. If you fail a pounce, you’re still invisible, and the marine has to directly notice the 10% opacity sprite crossing the screen quickly in order to respond (and responding doesn’t reveal you, so you’re generally quite safe). Lunge’s poor range often requires you to be moving in order to make up for the poor travel-distance, and moving during the pounce itself punishes you. Like I said in the post, you’re often encouraged to play it incredibly patient before lunging. This is fine, lunge only activates on sprite-aim, and is the only ability in the game that punishes you directly with a cooldown for not sprite-aiming, to my knowledge, just sucks when you’re brawling and you want an immediate stun option that’s prone to failure if you don’t sit still.

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So… What’s the point of this rant? Lurker good woy bad remove woy? Xeno needs more handholding castes?

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Noob take but…

Strong Or Not, It’s Annoying.

It’s annoying to get lunged, Marines don’t follow up, then you’re flung 2 screens from the front so you perma

It’s annoying to play Woy and your specific Warrior just has itchy claws and refuses to land the lunge even if you’re kissing a Marine when you lunge into them (I genuinely don’t know why this happens).

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From what I gathered in short:

1vs1, or 1vs2 woyer worse than lurker. Bad. Change. - Which is kind of true, Lurker is a better ambush caste due to being designed an ambush caste.
Evolving from Defender into Warrior makes you almost weaker and not in the line with it, or Crusher. - Also kind of true.

Warrior is just better for frontline fight and shines when supported, but lurker is better at backlining/flanking/ambushing. That is really all. It is written here essentialy:

As a frontline caste you are not supposed to be alone.

It is not a tackle, it is a short stun around yourself that deals very little damage. It doesn’t disable “crowds firing at you”, it disables marines directly next to you for like 2 seconds.

Why you lone? Yes, lurker is better alone than warrior, but warrior is not supposed to work well alone like lurker does.

Defender doesn’t have an easier time doing what warrior wants. Sure, defender has 15 more armor so takes more bullets to take down, but is also a bit slower. No, you are not immune to CQC stuns, that can only happen if you lower your crest, or fortify. If you are lowering your crest, or fortifying in 1vs1/1vs2 scenarios, you are FUCKED as defender. If they have a flamer/UBF/Flame nade your are fucked even more. Defender sucks without support, more than warrior does.

It is not lurker’s gameplan. Warrior with support is better than lurker with support, which to be balanced must mean lurker is better alone than warrior being alone.

If you want them more balanced, remove lurker ability to pounce at empty tiles (requires a spriteclick), while add warrior the ability to connect lunge when clicking on a tile that marine is on, instead of a spriteclick.

You know what was Warrior+? Vampire lurker on release. Read those threads, regular lurker isn’t warrior+.

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Warrior is not bad. It’s the most powerful t2 (even if you just play it as a group support) because of it’s ability to move corpses away from fighting areas. Its combo is effectively an instakill too, so it cant be fought by a single marine, making it a great pressure/solopush stopper. The threat is immense of lunge, slash slash slash, fling into wall, punch, now you’re fracced and in crit and probably in a horrible position relative to the frontline.

That’s all there is to it. Without a warrior, your groups ability to perma the enemy is far less. Without a warrior, your groups defense will probably lack in a strong piece of the puzzle.

And its actual fighting capabilities are VERY strong on their own, especially in groups of warriors. Because not only can they take a 2v1 to 3v1 normally without much effort - they can now double that or triple that because of warriors abilities ALL synergizing INCREDIBLY well with teamwork.

But I won’t lie frontline lurker isn’t bad. But its squishiness is very easily taken advantage of at the front of the front line. While a warrior can easily tank 2 or 3 people without risking for too long and still get a kill, cap, or good dmg. Health/armor/tankiness is entirely a resource relative to the amount of dps leveraged against you, and alongside speed, teamwork, or positioning you can multiply your “health”, or survivability. If your health is lower you are inherently much weaker vs burst dmg by multiple people as well - which is a consideration, although can be played around, but does make it a lot more risky to frontline (since the dmg spread on frontline can range really significantly from Instakill to Almost Nothing, with the more health and armor and better timing/positioning you are, the less likely it will be instakill).

Speed helps a lot with engaging and disengaging quickly. Which is pretty much undeniable pressure and dmg.

But yeah tldr: It’s just warrior permas people, lurker doesn’t (on its own). Lurker is great because of its groupfight capabilities, and warrior is great because it’s one of the best supports in the game as well as deals a lot of dmg and stuns, more then Lurker can output, and warrior’s combo is just inherently stronger because its faster applied and creates more significant positional pressure without needing teamwork (although a lurker with a teammate can do a LOT of good stuff with minimal effort). Repositioning the enemy is just inherently ridiculous

Another consideration is warrior is better vs new, bad players. Since they suck at positioning and will run into your zone of DEATH AND DESTRUCTION all the time. And against aggressive players, warrior is honestly a counter if you’re good enough at aiming (although maximizing your odds of hitting a lunge can be difficult). It’s better solo because you can just rely on terrain and get bad players, without needing teamwork from good players to help take advantage of your speed of engagement in groupfights.

In close quarters, warriors abilities are stronger then lurkers speed - while lurker can quickly engage and disengage, the ability to stun enemies, deal more dmg, and reposition them far outweighs the drawback of reduced speed. Plus having fling, punch, AND lunge is better then just pounce. You can still reposition enemies with pounce though, so lurker isn’t weaker then Spitter.

Lurker’s crippling slash is strong, but not as strong defensively as fling or punch. In a group fight it’s a helpful CC/disable and slowing the enemy is just very strong since everyone in your group is now faster then them and can easily outplay and predict them - but so is repositioning + stunning an enemy in that same situation, although it has less offensive pressure because it lasts less time, but more defensive pressure depending on your position and use of ally bodyblocks. You are at greater risk of a PB though.

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As a frontline caste you are not supposed to be alone.

Why you lone? Yes, lurker is better alone than warrior, but warrior is not supposed to work well alone like lurker does.

Obviously. Lurker’s self-reliance as an ambush caste is necessary. The long stun on pounce is designed so that Lurker doesn’t need support to combo a marine, but it also lets it run Warrior’s gameplan on the front in combination with its dragspeed and escape options. Warrior isn’t supposed to be alone, and doesn’t benefit from being alone, but Lurker is, and benefits a lot from the same support Warrior does, with generally less drawbacks. I think it’s pretty telling every time I’ve seen hives with most of the T2s being lurkers, xenos tend to snowball really easily due to lurker groups covering eachothers individual weaknesses (poor tackle and crowd control) and being able to transport caps across the map really easily.

It is not a tackle, it is a short stun around yourself that deals very little damage. It doesn’t disable “crowds firing at you”, it disables marines directly next to you for like 2 seconds.

And 2 seconds is more than enough to get behind a marine and crest-fling. In a lot of push situations (the same where Warrior is waiting to punish marines for clearing walls/doors without support), base Defender can do quite a lot with tailswipe, but unlike Warrior, Defender isn’t nearly as afraid of being targeted with either stun or AP, partly due to crest.

I do think I’m overselling Defender’s strengths here, you aren’t nearly as capable of killing marines as Warrior is- but you’re magnitudes better at supporting the Hive overall, and you’re just as capable of separating marines during skirmishes and getting marines capped- part of Warrior’s key strengths.

If you are lowering your crest, or fortifying in 1vs1/1vs2 scenarios, you are FUCKED as defender. If they have a flamer/UBF/Flame nade your are fucked even more. Defender sucks without support, more than warrior does.

It really depends on where you are at the front. Often lowering your crest is actually how you survive a 1v1 or 1v2, especially if you’re retreating against stun sources and non-AP. If you’re bodyblocking a marine you’re trying to tackle or slash a marine, and they’re fighting you with wounds/weeds or any other significant slowdown, crest is how you maintain the health advantage and take them down. Knowing when not to crest is a skill you learn based on what/who you fight, and not every situation calls for it, but Defender would be worse off for not having that tool available, even fighting alone. Fortify is a lot more situational, and a lot better on Steelcrest. I don’t think I ever said fortifying in a 1v2 was at all useful- considering it’s pretty obvious how trading all your offense and escape options alone for defense will get you killed against a group.

Defender isn’t great without support, but Defender is also a T1. The opportunity cost for the hive having a defender is a lot lower than a lurker/warrior, but Defender is a lot more self-sufficient than Warrior is, and I’d argue is better at staying alive than Warrior is in a lot of situations, which I don’t think is something you can say between Runner/Lurker.

When it comes to support, it doesn’t help that Defender is honestly a lot more useful off weeds to a group than Warrior is, with its ability to open walls for T2s, fully break APCs and ledges quickly, sustain better against cades, be a better bodyblocker and bullet sponge to low health xenos, and assist against packed groups of marines with tailswipe and crest-fling. Part of the reason why this works better is the unreliability of Lunge while moving and against moving targets. Warrior is best when stationary, alongside hive support- base Defender is useful in practically every stage of the game, and nearly as useful to Carriers and Oppressors. A good Defender helps every hive member stay alive longer, and I barely mentioned steelcrest in saying this.

It is not lurker’s gameplan.

I don’t see how it isn’t, though. Obviously Lurker can use its toolkit to go into the backline and pick off lone marines, which Warrior can’t, but when the front is spread between multiple entrances to hive territory, Lurker and Warrior both end up picking the least numbered areas and picking off individual marines (typically without support, from my perspective).

If you want them more balanced, remove lurker ability to pounce at empty tiles (requires a spriteclick), while add warrior the ability to connect lunge when clicking on a tile that marine is on, instead of a spriteclick.

If Warrior’s lunge was made more consistent, I’d be happier. No matter how effective Warrior as a caste is, hitting a lunge and securing delimbs is still probably the most fun thing in this game. I do think Lurker being able to miss pounces while invisible and maintaining invisibility is unhealthy for an ambush caste, especially when you consider lurker groups, and that Lurker isn’t revealed when a marine walks into it, only when it walks into them, both encourage really impatient playstyles for a caste that you’d assume is far more about being patient than Warrior is.

This post is long enough, so I’ll cap it off with this; Warrior is an evolution from Defender that punishes you for playing overly aggressive, trying to soak damage, and staying mobile when running your gameplan. Lurker is an evolution from Runner that exists to do basically everything that Runner does- harass small groups, medics and support marines, secure kills on the injured and secure injuries on targets you can’t take down alone, but with better tools, more health, far easier approach options, higher damage, and easier and longer stuns. Runner loses a lot less becoming a lurker than Defender does becoming a Warrior, and that’s fine. Drone loses a lot to become a Burrower/Carrier, arguably even Sentinel loses nice tools to become a spitter. It’d just feel a lot better if those tools you got as a Warrior were more consistent and didn’t punish you for thinking like a Defender on the front.

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