From what I saw in today's Twitch TTK demonstration, TTK MUST change. The bolter was being fired from the hip, not even having to aim at the head, neck, or joints in the armor. It's as if the armor was non existent. We all assume the bolter will be the most basic form of weapon, with only a bolt pistol having higher TTK only because it fires slower. If a bolter takes about 1/3 of a magazine to kill someone, imagine how fast TTK will be with: -Storm Bolter -Heavy Bolter -Grav Gun -Melta -Plasma Rifle -Plasma Cannon -Auto Cannon -Twin Linked anything -Special Ammo -Power Sword -Power Fist -Power Claws -Power Axe -Power Hammer -Named Weapons -Psychic Powers On a standard bolter with no upgrades, no special ammo, we all saw how fast the TTK was. All the weapons I listed above to include Psyker powers would have to be "one shot" weapons according to current TTK.
I like where you're going with this. Only one change is needed that I see. They don't die from using too much Psychic power, they transform into "something" that starts killing everything in sight. I'd like to see this in game. Add in a hefty additional respawn timer for respawning your Psyker if you transform, like 5 minutes. Players can spawn their other classes as normal, just not their Psyker if they transform. Actually some do explode, or just melt. Usually the ones that delve into the fire aspects....
Warhammer Online Sorcerers and Bright Wizards had a self damage mechanic, you could kill yourself pretty fast if you weren't careful. I"d like to see something similar in EC, only add in the "transformation" and longer respawn if you kill yourself.
Yeah, Psychoposki. I was thinking of that. Almost everything is more powerful, more effective than a bolter. But I could honestly see myself always using a bolter from what we know right now. Unless perks change everything, weapon behavior varies wildly, or psyker powers operate in a manner unrelated to weapon fire, I see some weird situations. That IS a bolter on a basic unit though, so it was accurate enough. Just gotta wait and see where they take it! They did mention certain weapons would have great affect on vehicles. So there is that.
But aren't they far less likely to succumb compared to your average psyker? CSM and Space Marines are super tough and in the latter case super disciplined, and I was under the impression Sorcery is NOT the same as pure psychic power like the librarians use. And all Eldar are inherently psychic so I can't imagine they have as much issue since they've had millenia to learn to control themselves, especially post-slaneesh spawning. I just mean, of these races you don't generally see people 'losing control' and becoming a daemon host. Except for the chaos sorcerers, who want to ascend to demon hood 9/10.
Believe me, I don't want bolters being relegated to being "low man on the totem pole" like they were in THQ's Space Marine. I want bolters to be able to be upgraded, so they are a viable choice as far as "end game". It's not that I think the bolter needs to be toned down, rather I think that armor, and health need to be increased substantially.
There is no endgame per se. So the bolter must be effective from the start and must not need to be upgraded to be a viable choice "endgame" as you say. There are lots of weapon that are less powerful than the bolter : lasgun, machine gun, most pistol... though they are mostly IG weapons. As for the PotW there was a bunch of good proposal, and I am happy that the majority goes to something close to the lore. Whatever solution is chosen, it must make must feel as the Psyker in the WH40K universe.
Classically Perils Of The Warp causes damage to the caster, on TT it is one wound. If it does enough damage, it can weaken them to the point where they either get sucked into the Warp, explode spectacularly, get consumed by the power of the Warp, etc., etc. Only Chaos Sorcerors tend to devolve into Warp/Chaos Spawn. The thing is, narratively speaking, the effect of PotW is in proportion to how great the power that is being cast. So the consequences of PotW whilst a psyker is casting a Molten Beam (mental melta) or Vortex of Doom will be greater than when they are casting Mental Fortitude. You would want a PotW on Mental Fortitude just to give the caster an Aneurism whilst the Vortex of Doom PotW should drag the caster and anything nearby into the Warp.
@People promoting a more lenient approach: You have to understand that they need to be greatly punishing, as that by relation gives the devs the ability to actually make them powerful and destructive. If you dont have a stronger balancing tool like this then you cannot give psyker classes justice with representing their powers, as they will need to be nerfed to the ground. And you wont be spamming your spells, so it needs to feel both powerful and balanced. Thats where very dangerous perils come in to uphold the negatives of the benefits of all the strong psychic powers. So yeah, we need these to be harsh if the psyker classes are ever to be done justice, and this is coming from someone who will be playing the Aspiring Sorcerer 90% of my playtime. On the note of these characters being trained psychic users (which again isnt fullproof protection against anything, the Warp is vast and not fully understood even by the greatest of minds) i have already given Brent a very good reason as to why psychic classes would have their focus disrupted and thus more susceptible to the Perils, the Shadow in the Warp. Granted it cannot be as damaging as lore dictates (as many other things represented in EC) it can be grounds as to why Perils are a bigger danger to the combatants of Arkhona, cause this is disrupting their focus more then usual.