This. What the Eldar need instead is a Chain AoE heal. Fire and forget so they can wield their "offensive" power more often - like protect and jinx. Warlocks are really good at support, if they aren't spending all their time healing.
No, you're talking about Hysterical Frenzy, its a chain heal with a debuff. But we Don't. Have. It. in this build. Nor has it ever been on live as far as I can recall.
Story of your life. Regardless. Apothecaries have access to a bolter, and anyone who says that that isn't a good enough buff underestimates the hell out of a bolter, their Narthecium poisons like mad, 2-3 hits and you've got a full poison ailment going on, and you *will* die from it unless you can use a med kit/warp whatever on it (Warp Trickery need not apply) And if you're picked up from death while its still active, you'll die a moment later. They'll be getting some pretty crazy vials in the near future that'll make them crazy. Ork Painboy sounds like he's going to be insane with his status ailments when everything is said and done. AND he gets a power klaw that doubles as a 'urty syringe. If I understood what Brent said on the twitch. Sign me the fuck up for that shit. It sounds awesome. The Warlock will be getting the same amount of spells as the Sorcerer in the near future as well, with similar/different spells than us. Thing is, regardless of how many Warlocks I see on the battlefield, I never see any of them using their powers. Its... odd to me. I've seen the bubble once. Before that, I forgot it existed, destructor occasionally and never jinx (which makes sense, I never see warp instability either). The sorcerer just happens to be the most along of the support classes right now, we shouldn't be asking for it to be nerfed, we should be asking for the other classes to get more things to make them feel special.
As a long time healer from various types of games, we could use someme refinement to our healing system and players using AOE abilities should have to actively manage mana. I used AOE heals in Warhammer Online, but at a cost to my mana pool and if I did this unnecessarily my group paid the price. Currently with the AOE heals you only use mana If you are actually healing players that have taken damage. You can stand in one spot and spam the AOE literally endlessly, only using mana when someone takes damage. 3% mana here, 5 % there, 10% mana consumed 10 seconds later, the whole time you're holding down the AOE heal button spamming the heal 30 to 45 seconds straight. That's bloody ridiculous. You long time healers know mana free overhealing is OP as a motherfucker and this dumbs down the sacred art of healing to a such a lowbrow level that my 9 year old nephew can excel at AOE healing in Eternal Crusade. If you're spamming AOE damage OR AOE heals, you should be consuming mana as long as the spell is active! NOT just consuming mana when your AOE does damage or heals. The current free overhealing and endless spam of AOE is so OP its mind blowing. And even when u do heal the mana cost is minimal and the UNBUFFED mana regen rate is so fast it's absolutely insane. Please make healing a challenging, rewarding experience, not a mindless spam fest. View: https://youtu.be/A6vg6pJAnLI
Just a little contribution to the thread, but maybe give apoths and painboys an "overheal" like in TF2, where you can temporarily give your patient an extra 30 or so max health that dwindles back to normal over time. Don't give this to the sorcerer though, as it'll help the painboy and apoth keep up with the warlock and sorc, as well as make things all the more unique Just a suggestion
I love that heal, but it is so very OP lol. Its amazing being able to turn the tide and have a team surge because you pop that thing on healing the wounded, ressing the downed and rushing forward which makes nearby units rally to stay in your bubble. They should save this level of power for the rare elite class spawns not for your average joe class or make this the lesser version with some rebalancing.
They just throwing stuff onto classes that are not necessary. Aspiring Sorcery has an overloaded arsenal inconsistent against Space Marines, Eldar and Orks. doing what they're doing is potentially damaging.
The Sorcerer is fine, and finally you got more Options than just beeing a TF2 Medic running after your allies and getting rekt by everything. I would not limit the Sorcerers Options, but give more to the Other support Characters (Especially Eldar. Warlock Heal need a Buff or also a single-target strong heal) The Nurgle-Heal is fine, people don't realize how quickly warp charge runs out. Also, Plasmacannons and other AOE Weapons are death to any Sorcerer and his surrounding Pack. One of the Main Reasons why Nurgle Heal get's picked over Foul regeneration is the fact that you don't have to aim but heal around you. The Targeting is a little fucked up (Same for Warlocks Renewer) You press that button at least 2 Times, and chances are high you will heal yourselft the 2nd time...