I agree, the principle problem is indeed balance. However, I think there's an easy way to fix that: RP costs, RP costs whole purpose is exactly for stuff like this. Sorcerers should have immense flexibility, but if you limit it by what High Command is willing to give you then it balances itself, being more defensive means cost to offense, buffing/debuffing, or healing.
As far as how to handle offensive builds and Psyker abilities, has anyone considered the mechanics that were utilized in Warhammer Online? ie the backlash or self damaging effect when you built up or used too much combustion(Bright Wizard) or too much Dark Magic(Chaos Sorcerer/Sorceress)? There was a fine balance that had to be constantly monitored... build up combustion = increased damage... build up too much combustion = damage to your character. You were always having to build... dump... build.. dump... and in the heat of combat it gets quite tricky. Many a WAR BW or Sorc inadvertently immolated themselves to death in the heat of combat, myself included.
Well thats basically what the Perils are, you cast willy nilly like an oaf and you get disabled (and perhaps damaged, not confirmed on that end though).
The armor thing is just a response to gameplay balance methinks. The same as Havocs have more armor than a Raptor. Sometimes the lore takes a back seat *shrug*. You extend your key skill reach to 30m vs a Support who has to work in close it means you can afford less protection options. Just give and take Still not seeing any confirmation that you won't be able to play it as something of a medic class, point of fact the addition of Squad Banners we saw in the last twitch means that an Aspiring Sorcerer will be a "ranged" class by necessity. Not to mention the AS 'Blessings' which I presume have a finite aura range. You may have to get in deep depending on the specs in your squad. Don't forget that as a Support you're going to be more reliant on your squad for success but they are going to be equally reliant on you. Medics win online wars. Having ranged options in your medical kit is nothing but a plus however we've all played or seen enough Tactical games to imagine how poorly LoS and squad cohesion can fuck up ranged support effectiveness. If you're supporting a CC themed group they're going to cling to you like all hell and if anything Brent's response tells me that you will be able to mix it up in close. I don't pretend to know what "more survivability options" actually means for Apothecaries but I will say that I don't really think of the Aspiring Sorcerer as 'squishy'. It's softer than an Apothecary but where does it fit between a Painboy and a Warlock ? Because it quite possibly could be the 2nd/3rd toughest in a 4-way battle. Wouldn't necessarily classify it as any less support-ish than an Apothecary who will spend much more time during the actual fire fights wielding their Bolter (and Apo skills) than manually healing. Come to think of it, why aren't the LSM fans asking about the Apothecary's skills besides the heal/danger state removal ? Do they have anything remotely like Perils or is an empty Apo just a poorly geared Tactical with a shittier Bolter ? Slackers
I honestly hope not, having something like the Perils being exclusive to Aspirant/Warlock helps the devs develop a stronger and better class. Cause the Perils act as a counterweight to the strong features the Aspirant might have. Apo/Painboy should be a bit more straightforward classes imo.
Yah but it's a good question they should probably be asking right ? Can't think of anything for Apothecaries flavor-wise anyway tbh but I'd crack up if Painboys had a minor risk/reward system attached to their medical expertise. Radically more beneficial than not so they are still sought out. Fightin' Juice is a hell of a drug. Who doesn't want to see berserk Orks.
Occasionally the Apothecary fumbles with the Narthecium and ends up cutting off his hand/jabbing out his eye and poisoning himself. We'll call it, perils of a poor med school.
I just want the Sorcerer and the warlock to be you know actual psyker units with abilities and what not instead of just glorified medics.