That's the plan, but apparently as devs are "reading the forums for ideas" I was hoping for a discussion about what we, as chaos players, would hope for.. That way if possible, it could give them a little bit of an idea, if anything, during the creation of that which we all enjoy.
1. We want them to be permanent progression. 2. They want them to be hero classes to spawn in. 3. Solutions have been heard thank you. 4. We try both ways. 5. ???? 6. Profit. Otherwise good luck, if they want them to be permanent it is not impossible it is frankly easy they got cons and pros and you can balance it all however one sees fit. IF they want it they can do it.
Frankly, that's all I was looking for. I just wanted to bring it to their attention because, from personal experience in my line of work, It's easy to get caught up in what you're doing, and get convinced that it's amazing to the point that you lose sight of the people who you're delivering the product to in some cases. I appreciate your contribution to the conversation.
Yeah they should start from a lower ranked class like a cultist or acolyte, to get you acustomed to not being the hardest dude around to maul to death. That way you will take care or yourself more cause we are probably gonna have a longer CD on respawns imo. They shouldnt be super rare though, there sure arent in lore even if not all of them are Ahriman levels of badassery. The amount of sorcs on the field will be balanced by the simple fact that: a)There will be tons of other classes, and you can be sure all of them will be more tempting to the majority of players. b)They will be a high risk high rewards kind of play requirement, far from a class you learn in a day. That there is also a deterrent of its own. Spells should be many and varied and should encompass all 3 gods (khorne left out obviously), decent cooldowns is a must though. That being said we should have spells that represent something akin to an "autoattack". Seeing as most of us will be using staves (if you use some melee weapon, well chopping stuff up is an autoattack in its own right) we should be able to shoot out these spells as one would fire a bolter. These autoatack spells would vary by the god we chose to represent, like Tzeench would just be a direct fast bolt (something akin to the DoW2's autoattack of the Sorceror) and Nurgle would sent a cloud of flies like projectile which would linger on the foe (not doing dmg outright but doing its work for a certain amount of seconds even if the target hides behind cover). As for the more powerful spells, we should have good area denial capabilities in froms of AoEs. And quite a few utilities from armor booster to allies to blindness and many more. While the class might sound overperfoming on paper i do believe this can be balanced by the "perils of the warp" the devs confirmed will be ingame. They should be our punishment for reckless play, say if you just go around willy nilly in blatant line of fire and go about casting. You will be subjected to interuptions (since i want our spells to be channeled, not press x to win) and those would mess you up good. From cooldowns going up twice in number (while you regain your composure and focus) to the very warp powers lashing out at you and doing damage when you get interrupted. Take note this would apply to those strong and scary spells noone wants to be on the receiving end of, we still need to be able to stand a chance if someone gets into our melee range, so these punishments wouldnt exist (or would be very small in comparison) with small scale spells.
Just if one thinks about it. Lets take Terminators for ane xample, one says "Oh they are badass killing machines", but they are "SITUATIONAL" they are awesome in the open fields or to charge forward giving suppressive fire, i can not imagine a person in terminator armour doing the roll on the ground dodge, seriously physics be damned! Question is how do we implement them. Simple really we use horizontal progression, different type of ammunitions, Hard armour piercing rounds, great vs armoured targets weak vs light armoured targets, can damage both decently but highly effective vs armoured targets. The game is skill based, with it we use the obvious tactical advantage an regular ork boy or space marine/tactical marine can have, medium speed and being able to use obstacles as cover as well as being proficient in a versatility of gear. You cant not win vs a terminator user in a 1 vs 1, you can not win vs a terminator in melee unless your class is assault/raptor class you got a good shot. But you can kite him, and with the right ammo packs you can take a terminator user down fairly easily. ^Equivalent in metaphor of having an Anti Aircraft RPG in your rambo outfit fighting an helicopter with a Gatling gun. So let us say the ever knowing scenario of "we will all want to be terminators", go right ahead then, you wont have speed at your side, you will become easy targets to shoot down, and we all have the correct ammo to switch it up as regular marines and we can be effective, we just have to be at an distance and make sure to sue our skills and our surroundings to our advantage, and as long as i keep moving and keep my distance once you close in, ill be fine. And as people realise you move to slow, you can not cap as fast people will change back because as much as you are a big hunk of death l33t user, you are not winning the campaign being slow. Then as people realise how it works out there will be a balanced output of terminator users because they got sick of raptors attacking them from above and behind without being able to roll away as a regular marine could. As long as you stick with lore and know what your doing, as well as add slight amounts of realism and balance, you will be fine. This can be balanced,
Yup like i said, the game will balance itself out when it comes to classes. People will choose a class in this game differently than they would in your generic shooter #1231 People will choose the class they do cause they like the looks, the feels and the very rich lore behind the said class. Thats what EC will have over other games of its type (im looking at you PS2). And i can guarantee you sorcs are far from the most favorite class out there. EDIT: Made a thread just to prove my point (or be proven wrong i guess) Feel free to vote.
This was more along my train of thought. I was just slightly irritated, as I'd guess many were, when it came to the "hero" units. Every unit has pros and cons, and pretyt immense situational ones at that. And they're only gonna have increased weaknesses if the "l33t" players try to play them cause "they're the best units" when they each have benefits and drawbacks. And as you said, it will balance itself out. If everyone's a terminator, then a Havoc or Devestator, or a quick scout is gonna flank you and invade your territory like no other. I think that the thing they want to go for is like (as stereotyped as it is in these threads) a max suit from planetside two, which I think would be a mistake, given our persistent characters, yet they want to just have you spawn in as something that isn't your character. Limited at that. When I first tried Planetside 2, I didn't even know you could play as Max suits because everyone would purchase the currency and hog them the whole time, which is something I truly hope doesn't happen here, and could easily be avoided by our own "self balancing" (as balanced as 40k gets anyways) via combat tactics, and gradual progression.
I think it's most likely cause all the loyalist players get hard ons for their librarians and their "special classes" and don't take into account the characteristics of the classes, or their self balance mechanisms that are inherent in combat. Since they overestimate the capabilities, they look at our sorcerers, which has similar and more devastating abilities over all, and think it's overpowered because it operates on a different level than their librarian, when they don't take into account that they're two different roles and two different types of psyker usage.
And that is the ideal way to go and to try, to push for and see how it works out because eventually people would say "you are a badass but if you dont have all your marbles in there you will die." The ideal thing would be, to be allowed to play and customize with anything the lore finds acceptable, freedom of choice, but with freedom comes cons and pros and one has got to understand that there are strategies one can imbue into this, if you are playign as a temrinator and your going for this is my class, you will learn to play that class eventually and you will know what you excel at, what you are good at and how to use the terminator class to its best capabilities, while knowing the skills and gear you will become a better dedicated terminator player, you will excel in indoor fighting perhaps? maybe push forward tactics? who knows you adapt to an style you find your self good at. And as you become skilled and change up in cosmetic it will show it self that you got a lot of experience under your belt and that you know how to play the class at its best. As a hero class calldown thing, i am not to keen on the idea it just shouts "Vertical, i am better then you temporary badass killing machine", but that is fine because everyone can be a temporary killing machine eventually, but why do something like that? why not add the rest of the "hero classes" as a normal class system very well balanced and have a ton of stuff for them in the cash shop, no p2w of course. In the end why would i want to customize temporary hero classes? It is a rocky road at the start but people will come together in clans strikeforces and they will assemble them self to a certain amount of psykers a certain amount of supporters and terminators while having the majority being devastators and tactical´s/assaults. It is worth to try and see if it will balance it self, if not and people go derp derp only psykers 100 of them? well might as well constrict us then, or find a workaround allowing if you have a psyker class to be let in as a 1 on 15 player ratio, for every 15 normal marines you get 1 psyker first one in gets to play it sort of thing.