Whenever it's come up in conversations, I've multiple times been prompted to do a write-up on this, and always felt it required quite a bit of brainstorming to get it done right if it were to be done ..so I'm opening up the door, and here it goes; As has been mentioned many times by the community, and I know I myself have absolutely been one of those who mention it, amidst all the unfounded claims and complaints about Chaos being “OP” because of a set of wargear items available to them that are critically misunderstood among majority of people who complain about them.. as the game is looking to potentially be going in a good direction with hope for the future of it, might as well do some redesigning/revamps of things that don't feel correctly done in both a game-balance sense and a lore-sense. The Chaos “god-marks” and their corresponding Sigil items for veterans. The different marks receive numerous complaints by folks that say "they're the best wargear in the game" and that they're "too LP cheap, only 150LP". Yet people seem to forget every single one of them has pretty sizable drawbacks (that when combined with their benefits, more or less exactly equal the LP cost they have, where the drawbacks retract from the LP price of the benefits by "nerfing" the player). But, this isn't about going into how they seem to be misunderstood and screamed "OP!" at all the time. No, this is about changing the items to not only have class-fitting appeal to them, but also be in line with the lore, and "image" they're supposed to portray, and how it can be made more representative of what they more or less should be. First up, might as well present a list of what the stats are on the different marks and sigils: Mark of Nurgle +20 Health +30 Toughness 60% more Stamina/Fuel Regen delay Sigil of Nurgle +20 Health +30 Toughness 60% more Stamina/Fuel Regen delay +60 Armour Mark of Slaanesh +0.33 Run Speed Multiplier +0.15 Sprint Speed Multiplier 50% Slower Armour Regen delay Sigil of Slaanesh +60 armor +0.33 Run Speed Multiplier +0.15 Sprint Speed Multiplier 50% Slower Armour Regen delay Mark of Khorne +0.15 Ranged Life Steal +0.3 Melee Life Steal +20 Health No downed state, you get "downed" you're instantly dead (losing the "extra" health you have while downed) No healing received from any other source than Life Steal or the occasional Fleshweaver Orb/Warp Crystal by other players that know it's possible to do use it on Khorne-users Sigil of Khorne +0.15 Ranged Life Steal +0.3 Melee Life Steal +20 Health +60 Armour No downed state, you get "downed" you're instantly dead (losing the "extra" health you have while downed) No healing received from any other source than Life Steal or the occasional Fleshweaver Orb/Warp Crystal by other players that know it's possible to do use it on Khorne-users Mark of Tzeentch 15% Health decrease 100% Armour Regen speed 50% less delay before Armour starts regenerating Sigil of Tzeentch 15% Health decrease 100% Armour Regen speed 50% less delay before Armour starts regenerating +60 Armour So now that those are out of the way, onto how to revamp them to be more fitting of what they should be/represent, without jumping on the "just nerf them"-bandwagon many instantly will jump to. And this is where I'm not set in stone on most of the ideas, and as always would want input and ideas about how to make them into what they should be. But to add onto it before I even start to go into each specific change, there is an indea primarily inspired when looking through the Eldar advancements and seeing their vet runes, that'd fit nicely with the marks/sigils, to make them feel more "fitting" when equipped on certain classes. You see, the Eldar have some fantastically designed class-specific veteran items, that give benefits directly desirable for the classes they're for, rather than just generic items with overall application to all the classes that can use it. For instance, the Swooping Hawk's vet rune "Blazing Hawk Rune", it gives +70 Armour and +1 fuel (which is quite fitting so you don't have to worry about too little fuel when you have vet-specific items equipped). Warlock's class specific stat on the rune gives +25 charge, Dire Avenger 30% less Armour Regen delay, Striking Scorpion 15% less Armour Regen delay, Dark Reaper +50 Health & +30 Toughness, Fire Dragon +30 Toughness & 15% less Armour Regen delay, Howling Banshee +80 Health (instead of +70 Armour as all others have) & 20% Life Steal. LSM and Orks also have their own respective types of the same deal in the form of the Halo's and Mega Gob's. Those are quite nice design on bE's part, though obviously apart from Chaos not having it, and would be nice to see applied to Chaos as well. And we were promised quite a while back that advancement trees would be changed up (especially adding sub-faction/chapter specific sections, for chapters like space wolves etc). I'll intentionally leave this specific part of the topic a bit more open, as it's a matter of tuning it for 4 marks, and fitting the marks for the 5 classes (-1, since sorcs can't have MoK/SoK).. and I'm sure @Njord-Halfhand will have plenty to say about MoK/SoK anyways ( ͡° ͜ʖ ͡°) But it should go hand-in-hand with what class it's applied to and what the god the mark is based around should portray. But it's more gonna be a sigil-thing to have additional stats, whereas the class-uniqueness of the marks should be a thing. For instance; Mark of Tzeentch, non-psyker's wearing it get benefits from psyker actions (i.e; like more healing received, and less damage or something from spells etc, or a very Horus Heresy A Thousand Sons type of deal where a "ward" is active for non-psyker's near psykers, which could just be an effect requiring the Icon of Flame on the warparty leader), psykers get psyker related benefits like warp-charge pool being a secondary "protection" and affecting received damage depending on how much warp-charge the user currently has left in the pool. (which could even be where the "hp-%" penalty replacement was, i.e; you have normal survival-stats at full warp-charge like any other class, but drastic Toughness reduction if out of warp-charge. 50% of warp charge gone? 50% of Toughness gone, etc.) But as said previously, I'll leave the stat-part of the marks more or less open to input, but I'm a strong proponent of the following one: Changes to Nurgle; Taking a play out of the TableTop 8th edition play-book Basing Mark of Nurgle on the Nurgle-stuff for Death Guard in 8th edition The more survival stats you have, the slower you move, and vice versa. (Also a "ADAD-counter" if you will) Allowing for cheap items or trinkets or something (that are nurgle-specific items) that give both buffs and drawbacks (rather than the mark itself doing it). +10% hp? -0.1 movement speed modifier +20 toughness? -0.2 run speed modifier etc The harder it is to kill you, the harder it is for you to avoid being hit in close proximity The further away you are, the less ranged attacks do to you, but the harder it is for you the closer you get (though in TT the death guard even have it to the point of it being a chance to completely ignore damage at certain distances away, not sure how that would float on the EC-waters or be designed in game-design terms either, but still a cool concept from TT nonetheless) Disconnecting the stamina-tie-in from the mark/sigil, would mean it wouldn't massively penalize fuel for raptors (as it's using the same system, which should be separate from stamina, but oh well), so we might actually see Nurgle-raptors on the field, and not always MoS, MoK or Shard of Steel Raptors. And as the secondary most complained mark is MoS, it needs to fit with the idea of Slaanesh being the god of excess.. if it's not excessive, it's not slaaneshi. And then it leads onto Mark of Khorne, which is in dire need of redesigning, as it's currently just a quasi-vampire mark for some odd reason. It shouldn't even be Life Steal based at all, but there's A LOT of suggestions possible for it, to get a more appropriate portrayal of Khorne via the mark, that's not tied to Life Steal.. but if the mark had a system like a very small passive health regen over time (like 2hp per second, with a delay just like before armour regen in case of damage having been taken etc), and then adding onto it there could be a "adrenaline"-effect where kills/damage dealt temporarily sped up the HoT via a small buff. Obviously, as said before.. not set in stone on the latter. I do really hope changes to such like this, could be a trend (for all factions) to make the game feel fresh for longer, as new stuff is implemented from the workshop etc as time goes on. Hopefully it could also lead to (when we get the vehicle-customization stuff finally) applying the "god-blessed" function to vehicles (for an example, DoW2 has quite a bit of it as an easy go-to reference to see the gist of it). If it's possible to get a revamp like this going, maybe there's hope for more fitting changes to the other factions as well, more fun gimmicks for Orks would be fantastic etc.