This is exactly what I was thinking (I think that sorcerers for me are the equivilent to termies for you) What's the point in kitting out and upgrading something that will be occasional, and hogged by other players til the point I won't be able to play it as a real class. Just as a temporary buff that ISNT EVEN MY ORIGINAL CHARACTER. I wouldn't spend any Req points on something that is as dodgy as being on at the right time and having to spend the same money you use to upgrade your items. I thought the entire point of the horizontal transformation and customization was to tailor the classes for tactics that were based on your own preferences, not any of this "You just purchased something that lore states is highly treasured. You just have it til you die." Which, I don't mean to bag on the loyalists, but their structure promotes this "hero" mentality more than the Chaos followers do. Sure we have champions and such, but they're just more of general commanders while Apocatharies, terminators, and Chaplains are overglorified in their "culture" of space marines. Sure CSM have "heroes" but they've been around for over 10000 years, and have had significant time to improve their skills. Something that "hero" classes neglects entirely by being not only temporary, but promoting that vertical power instant transition, while only paying requisition points. Personally I'm not much for the ratio thing. I think that it could be an unlock class thats permanant when you buy it ONCE for maybe a decent amount of credits at most, but I am definitely not fond of limiting what people want to play based on other's same decisions, especially if they're good at the role. Granted, Guilds and such will require alot of coordination (I do believe we are in the same Thousand Sons guild) And that's why I'm more for people to choose what they want and are good at. If a guild works out a strategy that involves 5 sorcerers working together while a different squad goes off and is supported from afar by them, then by all means, they should be able to. So long as they can have the consequences for failure as well
The problem is the mentality, unless we try this to see how it will fare we can not know for sure, maybe some will do the "fuck yea terminator strike force with only termis" or just sorcerers, how will freedom work in practice? will we only see termis and sorcers with a small amount of regulars? or will it all be balanced? will people do the smart thing and balance it out to be able to succeed. But then again what is stopping me from amassing a group to buy termis and sorcers at the same time so we all get them, and we cluster up in the fights? We will just have to have faith that people will balance their self out, and CBT is a great testing ground for just this to see how it will fair, if it does not work out then back to the board to see how this system can be implemented in a better way.
That's what's gonna decide it too as well. The mentality. I think that while we may get those groups where they go all sorcerer, and/or all terminator, nothing is stopping that little cabal of sorcerers from getting violated from an autocannon, just as nothing could stop the terminators from being easily ambushed and/or targeted. I think that the first few rounds will be extremely indicative. Given what you decide to do, you have to stick with it for quite an amount of time (from what I've read it seems you choose your class at the strike cruiser and are stuck with that class until the battle is over or something along those lines) at which point your group of all termis/sorcerers realizes how violated they can get by a normal composition. Sure they might think "oh we're walking tanks, we're unstoppable!" But they may change their minds when they get their base capped by a scout or raptor because they were too slow to get back to the base, and they have to deal with these problems consistently due to the respawn/no class switch system. I agree that CBT needs to be the testing ground for this, but it can only help to voice our concerns and our hopes for the game at this stage, so maybe the devs will glean something they didn't entirely think about, or something that the fans don't like and need to be changed. That's what I'm hoping anyways. It's still early, and luckily there's still lots of time to voice our imput
I personally would love to be able to play as a sorcerer as my perma class becaus I know not everyone would wanna be a caster unit and I could be unique. I do agree with the long cooldowns on abilities cause they can't use warp abilities all the time or they'll suffer perils of the warp. I'd like to see them as similar to the regular classes near the beginning and later on be more Sorcerer like with weak spells that progressively get stronger or upgraded. Unique melee weapons like Staffs would be good wargear for them to and if/when thousand sons come along they could have their weapons fire inferno bolts as a unique character trait or even have that from the beginning as a higher up ability. There are so many ways they could do the sorcerer as a permanent class and i look forward to seeing what direction they choose. Plus all a sorcerer is realy is just a normal Chaos Space Marine with psychic powers not like terminators which literally have juggernaught armor and humongous weapons. They can be considered fair when you look at them and could be an effective counter against Librarians/Oddboyz/Farseer or warlock who are all also the same base unit with extra abilites
I say they should be a class like raptor or CSM or chaos devastators they should have to fight and kill for xp like the rest of us and then become more powerful and the really powerful ones should be able to summon demons also heretics as a class anybody
Personally I think it should take multiple Sorcerers for summoning Daemons. But yeah, I think it should be a class the same, not a "hero"
AFAIK we wont be able to summon anything demonic. Sad as it is they plan to make demons a faction unto themselves so were out of luck unless the devs smile upon us and change that. Imagine the fun, id like to infect someone with Nurgles Rot only to see him turn into Papas tallyman and stab things around him. Or just Nurglings jumping about doing miniscule amounts of dmg to those that would harm me. Nothing threatening at first but can get nasty if you dont kill em. For the Tzeentch i guess a chance to turn your foe into a chaos spawn with your finisher. Like a passive trait with a 10% chance to activate, but would still be good when it does for the extra meat shield.
Much like the Fantasy Flight RPG - I think there should be some inherent danger in actually using Sorcerer Powers. You could potentially damage yourself or those around you or even change the environmental effects - but you could also tap into incredibly powerful abilities. It would be difficult to nail the risk vs. reward just right, but I think it could also be a lot of fun. Additionally, you could introduce items, totems, etc that mitigate the potential for tapping into a sorcerers powers. Quest and rewards could be highly sought after that help you to mitigate the dangers of these abilities. There is really endless potential here. I think looking at both the CSM source material across multiple editions of the 40k Codexes as well as closely looking at the Fantasy Flight RPG Black Crusade, yields some interesting ideas for powers. I am sure that the team is already plumbing these resources.