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Let's have a discussion about Mark of Tzeentch

Discussion in 'General Discussion' started by Timburwolfe, Jun 23, 2017.

  1. Grotduffa Timburwolfe Active Member

    Stat trade-offs are the main thing when it comes to all the marks. The sorceror already has lower armor (75 base) than the other classes have. Add the MoT and you lose 30 hp for faster armor recovery. Headshots aside, your armor will only last you three bolter shots (2 if cqc barrel, and MAYBE 2 shots from plasma) before it breaks, so you end up having to add the red armor, bringing you up to 95 armor and 120 toughness. Yay, you get to survive ONE more bolter shot (.5 seconds or less longer) and you no longer take extra damage from plasma so maybe you survive one more shot from the plasmagun too. Still not much of a difference. From here, if you take FF, you have 850 LP left. This leaves you with two options. You can either take Evil Eye Pendant and gain 35 warp charge or you can take Collar of the Seer (20% increase in charge regen rate) and throw the charge regen mod on your sword for what? 35% faster recharge?

    Personally, I think this wouldnt be bad at all if Mark of Tzeench had synergy with the collar and gave you an extra 15% recharge rate (for a total of 50% faster regen if you use the sword mod) for using the collar. I also think the Mark of Tzeench could trade half of that 100% increase in armor regen rate for an extra 25 warp charge for sorcerors. Marks SHOULD be dramatically more effective for their favored classes than others, and in some cases they already are. Raptors benefit greatly from the raptor cult shard when they take MoS, and traitor assaults can take the Manslayer with their MoK, which gives them a whopping 70% lifesteal without the intervention or cooperation of any other classes. Devastators and Tacticals both benefit more from MoN than the other classes because they are ostensibly ranged classes and thus the reduced stamina regen does not gimp them as heavily as it does the others (who are all primarily melee fighters) But sorcerors do not seem to benefit to the same degree from MoT than the other classes do from their aforementioned synergies or from using MoS/MoN, which is bad because they can only take three of the four marks and Tzeench is the patron of sorcerors. Benefits to warp charge should be part of the base mark, not something you have to give up any real benefit to recharge rate for. THEN you can have the choice between building max charge (160) or max regen (50% or 15 per second as opposed to the base of 10) according to your preference.
    Brujah and Eldritch like this.
  2. NurgleBurger NurgleBurger Steam Early Access

    It's just one of those many things that show they don't really know what they are doing sometimes with balance or even if they really care. So many oversights in this game, its not even funny anymore.
  3. Kyros Drakonite Preacher

    MoT used to be ok back when we had longer TTK's and Sorc's didn't have a discount armor.

    Sadly, as it stands the armor regen thing is useless if you'll die before you get a chance to duck for cover. Specially if you take a slash to your HP as well.

    Personally, I don't see why the mark can't just take the slash in HP and make it Armor. Nurgle gets +20 Health on top of their ridiculous extra T so I don't see how this could be OP.
    DrDooManiC, Catnium and Eldritch like this.
  4. Asyran Eldritch Arkhona Vanguard

    Marks should do different things for different classes.
  5. Khornatian Khornatian Steam Early Access

    Note for the underlined bold part: Overpenetration does not exist in this game. A plasmagun with 120 penetration will not deal additional damage to a target with 100 toughness. It will deal the exact same amount of damage as it would to a target with 120 toughness.
    Brujah likes this.
  6. They were supposed to back in the day. When the overtuned MoN GA first hit the pre release game with extreme toughness and extreme lifesteal (to the point you could out regen a Predator Heavy Bolter at point blank range by smacking the Pred constantly with your power axe) everyone flipped their shit, especially when we were told that MoN would become Weargear.

    Brent put our mind at rest by telling us it would do different things for different classes and so would the other Marks.

    That went out the window though, which is a shame. I think they just couldn't work out what the Marks would do on different classes and or how to balance that so they went, "Fuck it, make 'em do the same to everyone!"
  7. Xio Valency Xi0 Preacher

    I think MoT itself should gain an effect when used on an AS like the AS items when used with it.

    I would like it if the Mark prevented damage leak from armour to health, so you can use the bonus armour regen to get your armour up ASAP be it 1 armour or 90 so you can basically take advantage of what is basically an i frame when your armour gets shattered, you could probably even increase the health detriment to the user if it gained this effect as you are trading raw health to negate the damage leak from when your armour breaks in that fight.

    This could be used to great effect and survive a reaper launcher shot or kannon shell in return for all your armour or it could be wasted and and could be broken by a hail of shuriken pistol fire and you would in return gain nothing as you would have blocked say 12 damage for 30 odd health, if you increased the health reduction from the mark to 40 health then you would only technically gain more ehp vs say a boltor if the shot that breaks your armour was a headshot.

    It also limits how op it is as this bonus effect would be on a class with a mark that has either average melee class lethality or the range lethality of a pain boy, you won't be seeing that effect on say a JPA as it i frames around waiting for the shield regen or on a Traitor sniping with his boltor.
  8. Grotduffa Timburwolfe Active Member

    To a point, they already do. The sorceror gets a raw deal with the MoT though, because they arent really getting nearly as much in exchange for that 30 hp as classes with higher base armor.
  9. Catnium Catnium Well-Known Member

    I personally come from the old warhammer 40k era when MoT used to be exclusive to champions and thousand sons animated armors.
    I believe this is no longer the case in the current game . but it still seems to be the case in EC
    Since champions aka vets actually get a decant armor boost.
    I personally consider the current iteration of Mot to be something that's pretty much exclusive to Vet loadouts.


    I believe the mark could do with a little boost.

    The game has been changed TTK has been reduced and Supports have been nerfed across the board.
    however MoT has not been adjusted to these changes .
    Other marks have had some work done when it turned out they needed it to remain valid.
    This while MoT is the mark that's most sensitive to changes in the TTK do to the EHP nerf it comes with.
    MoK, MoN ,MoS all do not come with an EHP nerf build in . infact 2 out of these 3 get an EHP boost and the other one gets move speed which can also affect its TTD (time to die)
    Yet some of these marks did get EHP increases in the past
    but MoT still remains unchanged.

    Just like MoK got a Hp buff ( and a MoK chainaxe LL buff) a while back to adjust it to the new TTK I think MoT should also be adjusted.
    Its important to understand why this is needed.
    Most of all because it is unusable on Aspiring sorcerer loadouts.
    Sorcerers are already problematic with LP costs and MoT being a Mark that not only lowers AS EHP significantly also comes with the most expensive God aligned wargear. which makes it pretty much impossible to gear the MoT with the basic shit it needs to actually function half of the time if he isn't a Vet at least.

    MoT forces a certain play style.
    That is one that involves interacting with the environment and opponents in such a way that you basically break Line of sight between you and the aggressors for a brief moment to regenerate armor and reload weapony etc.
    The amount of face time you get is important to this play style to remain relevant ,
    if your face time is too short you are simply not being an effective combatant. and essentially you would have been better off taking MoN in most cases.
    This is noticeable on classes such as Traitor and Havoc who have also been affected by the TTK reduction and thus are less effective with lower face time as before,when using MoT do to their lower EHP from the mark and the increase in damage output when TTK got reduced for everyone, forcing them to retreat back in cover sooner than before the change.
    So essentially for MoT the TTK reduction patch did not only greatly affect this Marks EHP but also its DPS. it's basically been nerfed twice.

    But on a Sors it so noticeable it actually becomes a liability.
    You do not have armor to soak with AT all and with the lower HP you can get 1 shot by stuff you'd shrug off with other marks as an inconvenience and you'd just pop your healing spell and it i'll be K.

    Interacting with cover and environments breaking LoS also is nearly impossible with a MoT AS when
    stepping out to cast BoC can actually get you killed before casting the spell by 1 single bolter combatant.

    And i'm not even going to talk about Assaults and Raptors. because that would just be silly.
    Despite me playing a lot of MoT vet Assault Traitor..

    It's seriously time to just say:
    OK lads , fair enough , here have + 20 armor on MoT and its Advanced Version.
    Or buff it in an indirect way by adding a 25% ranged damage reduction effect to the HoT from BoC.
    Since it's mostly a problem for the Sors class who also feels underperforming from a spell's point of view compared to other marks.. this would kill 2 birds with 1 stone.
  10. Construct_ Thraxus First Blood!

    Because Armour penetration with Bolt rounds are taking Plasma's job as Plasma is supposed to be high penetration not Bolter.

    Armour is a through away stat because almost everything out there has high penetration.

    Because of this, Health / Toughness are the most important stats you can take for tankyness.

    Therefore as MoT buffs armour and nerfs health it is the worst god mark you can choose as it gives nothing other than AoE heal over time while you fight and direct damage spell that costs too much to cast.

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