Hello all, I'm just here to suggest ways that marks, which I currently feel are bland and one dimensional, could be changed to add more dimension and depth to playing as CSM. I am not at all saying this needs to be top priority though. I'm just putting this here to share ideas. There are much more important things in the game that need to fixed/improved at the time of typing this. I will explain several systems. One wherein marks retain "flat" bonuses, but now have those bonuses modified, one wherein the marks have random "mutations", and one wherein the marks have pre-selectable mutations that are either passively applied, or unlocked in a match by meeting a certain criteria. NOTE: I will not give balance values. I don't know enough numbers from the game to accurately do so. I'm just suggesting concepts. LP costs would probably need to be changed, and the values on certain effects would need to be balanced so as to not make anything broken. 1. Flat Boost Under the flat boost plan, all marks exist just as they are, albeit with reworked effects. You pick the mark and boom, you're good to go. Mark of Khorne Players with this mark are pure killing machines. Their mind, if such a thing is still present, revolves around shedding ever more blood for their thirsty god. Khorne is the lord of all battlefields, and this one is no exception. He demands service by slaughter, and those who cannot sustain his appetite will find themselves dined on. Khorne cares not from where the blood flows, only that it does. - Increased damage (Higher value on melee, lower on ranged, BUT still applicable to ranged) - Reduced/Disabled PSYCHIC EFFECTS. Includes ally healing (if it must) AND ENEMY psychic based abilities - Lifesteal in MELEE (Ranged can heal with the flesh crystal or whatever, you could give 'em LS too, but ehhh) - When downed, player dies immediately (Once you fail Khorne, he just wants YOUR skull) - Small speed boost when pressing and holding T, while the animation plays (the idea being you're screaming about blood and skulls and running at an enemy as you do so, not darting around the battlefield. Could be made so that you have to take damage to activate it) Mark of Nurgle The Mark of Nurgle denotes that one has become a resilient and virulent host of the plague father's gifts. As such, the marked individual becomes hardy, robust, all the while becoming corpulent and fetid. Skin becomes as necrotic leather, organs breach forth, yet oddly... on they live, and even still, they spread their "gifts" with a new found sickening joy. These players can take punishment that would normally incapacitate if not out right kill their brothers. - Poison immunity/healing from poison damage (One or the other, healing may be too much) - Toughness Increase/ Flat damage reduction - HP increase - Cannot be suppressed - SLOW HP Regen when downed (Nothing crazy, applies once a life, think of zombie marines) - Reduced stamina - Reduced movement speed (nothing insane, just slightly foot sloggy) Mark of Slaanesh Those who carry the mark of the prince of excess walk a path of ecstatic depravity. The battlefield becomes a place of experiences to indulge in. The cling of metal against metal, the rushing whir of passing rounds, and the beat of bodies hitting the ground all form a beautiful symphony to the Slaaneshi. They are agents of perfecting warfare and indulgence. - Speed increase - Armor regen delay - Ranged accuracy increase across all weapons - Damage increase against Eldar infantry/lifesteal from damaging Eldar infantry (One or the other) - Executions TEMPORARILY reduce the armor regen delay penalty/ heal the player - Slightly decreased timers on re-gearing, activating a capture, and using items Mark of Tzeentch Marked by the architect of fate himself, these marines are often scheming, tactical, and calculating. Those with this mark are often blessed with a greater awareness than their brothers, and as such are better able to read a battle and react appropriately. They are also frequently gifted with sorcery. These marines ride the tides of change and reign in the raw power of chaos. - Additional warp charge, if applicable - HP reduction - Chance on being attacked in melee to ignite the attacker - Armor regen delay improvement - Armor regen improvement - Very close enemies glow through structures (think of limited clairvoyance, may be a bit much) - Additional armor (a small amount) - When affected by a psychic ability, if armor and HP is full, gain a shield that must be depleted before armor is damaged (a very small one, and it can deplete if not used immediately, it's not permanent until destroyed) 2. Random Mutations Under the random mutation plan, each mark contains a set of mutations that could possibly affect the player at random in a match. These could be activated by capturing objectives, getting kills, executions, destroying vehicles, etc. Under this concept, the player has no control over what mutation is applied. Such is the will of chaos. The max number of mutations would be capped, at say 2-4 mutations, depending on how strong the mutations are stat wise. Mark of Khorne - Increased damage with all melee weapons - Further increased damage with chainaxes - Increased damage - Increased lifesteal with all melee weapons - Further increased lifesteal with chainaxes - Increased speed when moving toward enemies at close range - Enemy psychic damage immunity - Slightly reduced damage from melee - Increased pistol accuracy - Decreased time being stunned by dbash etc Mark of Nurgle - Increased HP - Increased Toughness - Reduced ranged damage - Being attacked in melee poisons attacker - Melee attacks poison - Poison immunity/ healing - Immunity to suppression - HP Regen when downed - Corpse gas explosion on death etc Mark of Slaanesh - Increased speed - Increased accuracy - Increased damage against Eldar - Decreased timers on certain actions - Increased lifesteal against Eldar - Being stunned by Dbash heals you (masochism) - Further increased speed - Additional ranged penetration - Additional melee penetration - Slightly increased attack animations etc Mark of Tzeentch - Increased accuracy - Clairvoyance with T casting/ automatic - Increased ranged damage - Increased armor - Increased armor regen - Increased armor regen delay - Overcharge on armor when healed at full HP&Armor - Increased armor regen in cover - Flaming munitions/ Inferno bolts (Although IB should be an item, this could be an ADDITIONAL source of flame ailment on ranged munitions/ it could be stacked with IB if they go that route vs additional penetration) - Melee attacks on the marked marine ignite the attacker etc 3. Preselectable Mutations This is essentially random mutations, except that the player chooses a pool of mutations to be unlockable in his loadouts and then unlocks them in the match, or has them activated from the very beginning.
I wouldn't mind Tzeentchian melee combatants, a damage increase from melee attacks might be a bit much. Especially considering the HP reduction that is already in place. I suppose proposing to weaken them in an area where they are already weak is not the best idea. It's just I don't imagine many melee combatants when I think of Tzeentch, I think of someone who's away from any real danger himself, but is manipulating combat in a beneficial way. A tactical in cover, a sorc boosting his allies, a braced havoc, etc.
You buffed them a lot, but I get your lines overall, Khorne for melee, Nurgle for tanking, Slaneesh for pew pew, Tzeentch for supporting. I would only add a melee dmg boost on khrone mark, they are fine as they are. Also changing the sorc force weapons to that god color (just visual stuff, or maybe make the default one have some sort of boost, then each mark changes the boost)
Well I like your suggestions but tzeenchians can be quite potent melee combatants you know. Also I'd recommend to copy paste here https://bhvrmtl.zendesk.com/hc/en-us/community/topics/200175666-Feature-Requests since devs are preferring hugboxes than official forums instead
kinda funny how only the Scarab terminators from the new models have an actual melee weapon (no different from ALL terminators). its like Tzeentchians aren't supposed to melee lore wise
And Tzeentch Chaos Lords don't exist am I right? I mean it's not like every warband is Thousand Sons, considering Rubrics are literally dust in armor..
Love the idea but all I can say is why can't we get marks for weapons giving the one god you choose bless you and your weapons bolters and ect. Kinda like what they did in dawn of war 2 but then I'm not really up to par with what's cannon or not. Also why dosent anyone even ask about puting in thousand sons but then the ones they gave us was because they all worship each God corse kinda pissed no emperors children or thousand sons but I play as night lords and alpha legion. I'll end this with cool idea and thanks for posting this.