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What Do We Want From Sorcerers?

Discussion in 'Chaos Space Marines' started by Uarg'Gaon'n, Nov 14, 2013.

  1. Uarg'Gaon'n Tzeentch999 Subordinate

    As a whole, this isn't a bitch about OP powers thread, it's a legitimate discussion. What do we, as a community want from being a sorcerer? Do we want it to be a hero class and just have warp powers bestowed upon our character? Or do we (which I personally want, and a few others do as well) want them to start out as low powered, extremely squishy classes that have to go through heavy grinding to gain power of any sort, on our persistent classes? I understand lots of people saying that having too many would ruin the canon, but it could equally be said that sorcerers would be attracted to such a place of combat to further their powers, especially those of a fledgeling nature. I feel that making them a hero class takes away the feeling of the hard work it takes to truly become a powerful sorcerer, and if that grind is implemented in the hero class, then it will be severely limited in its scope to do so.

    What do we, as a CSM community want? (Go away, you dirty lapdogs) And how would we like it to be implemented?
    Hellga and Sorcerer_raptora like this.
  2. Brother my thoughts exactly we should have a limit of Sorcerer's but able to make sorcerer's a permanent and able to level up our powers and abilities, Tzeentch is the master of Sorcery he should smile upon us.
  3. Whiskey Whiskey Subordinate

    Hard to say really. I support people playing the way they want but also a legitimate attempt has to be made to stay close to the lore. A real conundrum imo. I don't have an answer at this point.
    [FASA] Stampede and Uarg'Gaon'n like this.
  4. Uarg'Gaon'n Tzeentch999 Subordinate


    I agree with the lore point, but if you figure all the chapters available in one place, multiple sorcerers aren't really a problem. On top of the fact that even if there's an initial influx of sorcerers, it would drop dramatically with the increased grind nature. I support the lore, which is why I want to be present in my character's development, rather than take part in an instant assignment of some nameless and instantaneous hero whom has sorcerer powers that I didn't have to work to develop entirely, and whom is only played for a short time.
    Whiskey likes this.
  5. Torchwick Torchwick Subordinate

    Truthfully, I know it's not the intellectual answer people would like to here but I think I have to say it anyway. I don't care how they do it exactly as long as it plays fun. I want to feel like a sorcerer and have a big grin on my face when I cast. If I can have that the minutiae won't bother me one bit :)

    My greatest concern is that playing one will feel like playing any other marine, just with some fancy particle effects attached. They have to be Different IMO.
    Sorcerer_raptora and Uarg'Gaon'n like this.
  6. Uarg'Gaon'n Tzeentch999 Subordinate


    This is my concern as well. I feel that, personally, making it a hero only class and not a class you can per say constantly work on without shelling out your earnings will severely lower the fun involved with the class. I want to have fun all the time as a sorcerer, not just when it's convenient. What are your thoughts as far as constant play goes? Do you think it should be a hero class? Or one of the few that you work for and aren't inherently powerful?
    Faith & Fire likes this.
  7. czieg1 Well-Known Member

    Personally I want to see it like a wizard from first edition AD&D (years ago I know) but at first they could be one shorted by others of their level (not jk but doesn't have to be this extreme) but about 5th lvl (fireball) they started out showing the rest of the party. This is a good system that works.
    Mekboss Grimcog and Uarg'Gaon'n like this.
  8. Domilyus Schlifer Prefectus

    Long cooldown on the spells, so you cant spam it all the time, spells that need to charge up over time in order be blasted.

    Melee combat can be different though in comparison to regular melee you got some horizontal skills such as knockbacks or levitating your opponent and throwing him away.

    There are ways one can implement them as a permanent class just as terminators, one just needs to balance it all of, with slow terminators you could take cover and fire behind an obstacle and kill a terminator user before he even reaches you, but he would be able to take quite some gunfire until that happens.

    It depends on how they want these hero classes to be requisitioned, will you have two separate currencies for them both? or how is the though process, because if we only have 1 currency and i can use it on everything even on hero classes i wont be spending my currency then on hero classes until i am quite maxed out and rich in dope.
    Mekboss Grimcog likes this.
  9. Uarg'Gaon'n Tzeentch999 Subordinate


    From what I've seen, they are the same currency you use to upgrade your kit, and you have a significant cooldown on using them. That's personally why I'd prefer them to be a permanent class, and instead have the "permanent" classes be a grind. They may seem fun in aspect, but it seems like it breaks lore too much in something that is so consistent in the game, as it was described you spawn in as them, instead of as your persistent character
  10. Uarg'Gaon'n Tzeentch999 Subordinate


    This is more along the lines of my thinking as well. Long cooldowns on spells as well. Maybe have a few spells that are easy to use the more you use them, weak in damage as first, but that you can spam quickly like maybe doombolts or something out of your staff.

    Also, thanks for your contribution to the discussion (everyone), I appreciate your help in discussing this topic

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