I am very pleased with the res-system. A brother could revive me and as long as I have a med-pack I can still fight, or maybe head pack to a rhino or something to re-supply. But staying with a medic is hugely beneficial, would would also make targeting them a pretty important thing to do, though I'm not sure if a medic should be able to self-heal. The poison attack is pretty awesome, but I don't like that if an apothecary revives you your health goes to 100% AND you get a regen. You should start the revive from an apoth the same as a revive from a normal, but the regen gets you up to 100%
I think that there are worse things than having a Wolf Priest Apprentice. Like having only 3 basic classes to everyone else's four. The other possibility is since they are going for an asymmetrical balance, the elements where the space wolves really shine is the support class with the wolf priest being much more deadly and capable than other apothecaries in close range. Maybe even dealing full Assault marine level of damage. I mean they have 2 sub factions that both aim to excel at Melee range combat (Blood Angels, Space Wolves) so this maybe a way to differentiate between them.... i dunno just a thought on possibilities. *edit* I also did some digging into the training of Wolf Priests and there isn't anything about that in the Deathwatch rule books i have. It does say "In essence, the Wolf Priests combine the roles and responsibilities carried out in other Chapters by Chaplains and Apothecaries, yet the rank is far more than the sum of these two parts." Which leaves me to assume that if they want to keep a support role for the SW as a basic class it will either have to be an Apprentice Wolf Priest or just more bad ass than everyone else's apothecaries.
I really like the new mechanic. That makes the game more tactical because even if everyone can help someone up, you need a Support Class to get you out of danger zone, or use one of your valuable medkits. Cant wait for the real animations! Question, do Painboys beat Orks back to health?
Painboyz tend to have a whole slew of highly experimental medical practices they like to try, from replacing parts of the patient's body with cybernetics (without consent) to the highly feared Squig Brain Transplant. Their anesthetics are a good hit on the head. Some of them particularly like making a bodyguard of Cyborks, but due to aforementioned squig brain transplant these can be a bit... erratic. You can go in for a toothache and leave with pogosticks for legs, so a lot of orks would rather die than go see the Mad Dok, which is why the Painboyz love war so much. During a big battle, a lot of their patients are too wounded to get away...
Wow, Im actually really pleased with this new revive system. At first glance it seems very similar to the previous mechanic, however the changes the devs have made fix almost all the problems the previous system had. Revive spamming will be almost impossible and my biggest issue, "lack of immersion" is no longer present. While it still might be possible to see a sea of downed players it will likely be a rare occurrence. Needless to say this is a big step in the right direction. I still think my idea would have worked, but that is just me being biased :3
It was always going to be rare to see a sea of downed players with how just a few more bolts kill them outright. Anyone shot from a distance is always and was always going to be toast, for instance. For fights in CC you might get lucky occasionally if an ally finishes the guy, but at a distance just a few more potshots are just too easy. Then we add some explosions and stuff, and yeah. New system is tons better, but old system wouldn't have caused problems I think. It would just have been bland.
I like this new mechanic. No more reviving zerg armies. One thing that I would add is more time to reviving. Current one seems too fast in my opinion.
The new revive mechanic its solid. I'm just a bit curious to see how they are gonna balance the number of Aphotecarys in the squad... but that's certainly will be adjusted trow the alpha, beta and stuf. Dude... you know what could be done with that?! Insted of revive with assit, you could "carry" your battle brother away from harm, meamwhile his regeneration/madikit slowly kick's in (just one time before receiving proper medical treatment), It's a little better than just give a hand to the wounded marine. However, that's only work for SM and CSM, and also could overcomplicated the game for no real benefit.... dreams can die before they start But a carry mechanic it's cool, should be implemented. Help your Brothers and Sisters!