I feel that the tactical(at least in operations) fills that roll well enough with its perks and there may be overlap with the theoretical apothecary class.
The "poison immunity" he's talking about is when you stand too long in a Tyranid Warrior's AOE thing. You get the green filter on your screen, less vision, and it actively slows all movements, from melee to dodging and stuff.
Because these classes basically function as variants of existing classes or boil down to "one trick ponies" they should be rolled together. Make a new Specialist class, that has 3 mutually exclusive perk progressions, because you are specialized you don't get to choose (this will help with balance issues) which perks, just which path. The perks in addition to having mechanical components have cosmetic components so that you look like the familiar artwork more through progression. Chaplain, Apothecary, and Librarian are the ones Id choose to have. Chaplain for melee buffs and close support, Apothecary for healing and defense, and Librarian for ranged buffs and nuke potential.
Sub-classes in concept is cool, but having looked at the 40K Marine Archetypes a bit closer, it seems like these "squads/archetypes/classes" are really true classes in their own right. It would be easy to look at the Bulwark and think, "oh this would make a great apothecary or chaplain, but the loadouts, armour, and stratification of the squad is pretty distinct and purposeful. Again the idea of sub-classes is cool, I'm just not confident that it would work well in Space Marine 2. Saber has been pretty clear, they want to add in additional class(es), but I don't think we'll see anything like that until Season 4 or later.
i think all the classes mentioned definitely should just be there own stand alone class and not subclasses, especially something like a terminator, however i highly doubt we will even be able to play as a terminator simply because they’re heavier than the already existing “heavy” focused class in the game
The developers could look at Space Hulk: Deathwing classes, their passives, and abilities+loadout to see what could be added to SM2 that works for that game. Apothecary: Apothecary with Narthecium (without Narthecium) 1. Heal (heal single target) - 60s (180s) 2. Auto Heal (heal self) - 55s (165s) 3. Mass Heal (heal team over 5s) - 72s (216s) Interrogator-Chaplain: 1. Call to Arms (revive team) - 110s 2. Litany of War (shield team for 10s) - 90s 3. Retribution (shield self and reflect damage for 5s) - 60s Librarian: Librarian base (-0% cooldown) - Force Sword (-25% cooldown) - Force Axe (-37.5% cooldown) -Multiplayer has different cooldowns and cooldown reductions than Singleplayer- 1. Shockwave (AoE knockdown) - 16s - 12s - 10s 2. Chain Lightning (line-effect damage) - 14s - 11s - 9s 3. Spontaneous Combustion (single target damage) - 90s - 67s - 45s Spontaneous Combustion with Force Axe All weapons in that game are (Ranged) Assault Cannon Heavy Flamer Hellfire Plasma Cannon Redemption Spear of Caliban Storm Bolter Storm Bolter Mk. II Vengeance (Melee) Crozius Arcanum Force Axe Force Sword Lightning Claw Lost Mace of Corswain Mace of Absolution Power Fist Purgatory Sword Thunder Hammer
My build for him would be the same weapons setup for the tactical, ability for his class being restoring the HP of allies within a certain proximity by 33% outright, his level 25 ability being that everyone starts off with a stim regardless of difficulty, that if he picks someone up on their first down that they don’t incur a mortal would, and come back with 50% HP as opposed to 33%. And another ability he can have is that if players die fully that he can go collect their Gene Seed, and if you collect a certain amount, say two or three, that you get a gene seed for the mission on top of the one you can just find. He would be an XP battery for the team on top of healing that would drive people to work on classes or weapons they otherwise wouldn’t for the faster rate of leveling up.
@ He needs to be unique, so I designed him not to be another full heal unit, but a healer who is more consistent than the banner or the Heavy’s full heal revive. I think him being an XP support would also be a nice function. Nothing game breaking, but nice a nice little boost.
I feel like the class needed most right now is a librarian with warp lightning as a stunlock, like in darktide. Lethal is difficult because you're often surrounded by enemies that can all attack you at once which can be manageable if they do only parryable attacks but if you get unblockable spammed you're going down 9 times out of 10 The only things that can reliably stagger a majoris or higher enemy are the melta weapons. There HAS to be something else or at least buff the stagger of boltguns and melee weapons
That first picture of the Apothecary examples is a Sanguine Priest. which is what a Blood Angel Apothecary is called. The Goblet is filled with Blood for his fellow Blood Angels to drink. The Blood Angels are Vampires, lol, ya gotta remember this.
i hope they would add the apothecary biologist so we can have a another class in the gravis armor on table top it has a buff on enemy killed and they add damage to the unit there attached to
ngl the apothecary class idea sounds fire but the only thing is this...its super detailed. WHICH IS COOL dont get me wrong but i feel like the class will outshine every class. Also EVERYONE will be picking that class, which means 2/3 people who want top play the new class couldnt. Idk how the devs will go on about that issue. Maybe uncap the limit to the whole "only one class" per group thing for a month? idk.
Librarian would have big impactful spells for damage and buffs. Sounds like a heavy for me. Apothecary is a support class…like bulwarks but for health rather than armor.
Heavy librarian sub classcould get side arm replaced with jazz hands on overheat mechanic and simply choose different different psykers power they want in skill upgrades. Fire and lightning very very frightening
Problem with an apothecary class will be he brings nothing else to the table. Yes he will boost the two other memebers, but those two other members have to cary the whole team. An apothecary would only have an (heavy) bolt pistol and chain sword. The tactical has an support role aswel, but can also do damage. To be fair, only the 'less skilled' players would want this because they take to much damage or keep on dying. Its easy to say 'skill issue', but an heal class wont make the game easier for them.
Apothecary: Quickly patches teammates
Chaplain: Morale boost that Tightens bullet spread
Librarian: Chain lightning thats slows and chips enemy health
As chaplain, I would rather give the team some contested health and an attack boost to inspire them.
I feel that the tactical(at least in operations) fills that roll well enough with its perks and there may be overlap with the theoretical apothecary class.
The "poison immunity" he's talking about is when you stand too long in a Tyranid Warrior's AOE thing. You get the green filter on your screen, less vision, and it actively slows all movements, from melee to dodging and stuff.
Because these classes basically function as variants of existing classes or boil down to "one trick ponies" they should be rolled together. Make a new Specialist class, that has 3 mutually exclusive perk progressions, because you are specialized you don't get to choose (this will help with balance issues) which perks, just which path. The perks in addition to having mechanical components have cosmetic components so that you look like the familiar artwork more through progression. Chaplain, Apothecary, and Librarian are the ones Id choose to have. Chaplain for melee buffs and close support, Apothecary for healing and defense, and Librarian for ranged buffs and nuke potential.
Sub-classes in concept is cool, but having looked at the 40K Marine Archetypes a bit closer, it seems like these "squads/archetypes/classes" are really true classes in their own right. It would be easy to look at the Bulwark and think, "oh this would make a great apothecary or chaplain, but the loadouts, armour, and stratification of the squad is pretty distinct and purposeful. Again the idea of sub-classes is cool, I'm just not confident that it would work well in Space Marine 2. Saber has been pretty clear, they want to add in additional class(es), but I don't think we'll see anything like that until Season 4 or later.
i think all the classes mentioned definitely should just be there own stand alone class and not subclasses, especially something like a terminator, however i highly doubt we will even be able to play as a terminator simply because they’re heavier than the already existing “heavy” focused class in the game
The developers could look at Space Hulk: Deathwing classes, their passives, and abilities+loadout to see what could be added to SM2 that works for that game.
Apothecary: Apothecary with Narthecium (without Narthecium)
1. Heal (heal single target) - 60s (180s)
2. Auto Heal (heal self) - 55s (165s)
3. Mass Heal (heal team over 5s) - 72s (216s)
Interrogator-Chaplain: 1. Call to Arms (revive team) - 110s
2. Litany of War (shield team for 10s) - 90s
3. Retribution (shield self and reflect damage for 5s) - 60s
Librarian: Librarian base (-0% cooldown) - Force Sword (-25% cooldown) - Force Axe (-37.5% cooldown)
-Multiplayer has different cooldowns and cooldown reductions than Singleplayer-
1. Shockwave (AoE knockdown) - 16s - 12s - 10s
2. Chain Lightning (line-effect damage) - 14s - 11s - 9s
3. Spontaneous Combustion (single target damage) - 90s - 67s - 45s
Spontaneous Combustion with Force Axe
All weapons in that game are
(Ranged)
Assault Cannon
Heavy Flamer
Hellfire
Plasma Cannon
Redemption
Spear of Caliban
Storm Bolter
Storm Bolter Mk. II
Vengeance
(Melee)
Crozius Arcanum
Force Axe
Force Sword
Lightning Claw
Lost Mace of Corswain
Mace of Absolution
Power Fist
Purgatory Sword
Thunder Hammer
My build for him would be the same weapons setup for the tactical, ability for his class being restoring the HP of allies within a certain proximity by 33% outright, his level 25 ability being that everyone starts off with a stim regardless of difficulty, that if he picks someone up on their first down that they don’t incur a mortal would, and come back with 50% HP as opposed to 33%. And another ability he can have is that if players die fully that he can go collect their Gene Seed, and if you collect a certain amount, say two or three, that you get a gene seed for the mission on top of the one you can just find. He would be an XP battery for the team on top of healing that would drive people to work on classes or weapons they otherwise wouldn’t for the faster rate of leveling up.
Love the break down, good ideas!
@ He needs to be unique, so I designed him not to be another full heal unit, but a healer who is more consistent than the banner or the Heavy’s full heal revive. I think him being an XP support would also be a nice function. Nothing game breaking, but nice a nice little boost.
I feel like the class needed most right now is a librarian with warp lightning as a stunlock, like in darktide. Lethal is difficult because you're often surrounded by enemies that can all attack you at once which can be manageable if they do only parryable attacks but if you get unblockable spammed you're going down 9 times out of 10
The only things that can reliably stagger a majoris or higher enemy are the melta weapons. There HAS to be something else or at least buff the stagger of boltguns and melee weapons
in my opinion all loadouts MUST HAVE perk loadouts integrated and not only the weaponry
That first picture of the Apothecary examples is a Sanguine Priest. which is what a Blood Angel Apothecary is called.
The Goblet is filled with Blood for his fellow Blood Angels to drink. The Blood Angels are Vampires, lol, ya gotta remember this.
That is easy to remember! I always appreciate these lore notes in the comments, thank you!
I would rather the terminator class but a cool ability for a medic would be if they pop a heal it causes an aoe burst of healing around them
i hope they would add the apothecary biologist so we can have a another class in the gravis armor on table top it has a buff on enemy killed and they add damage to the unit there attached to
I’d rather they do that for a Chaplain class instead.
ngl the apothecary class idea sounds fire but the only thing is this...its super detailed. WHICH IS COOL dont get me wrong but i feel like the class will outshine every class. Also EVERYONE will be picking that class, which means 2/3 people who want top play the new class couldnt. Idk how the devs will go on about that issue. Maybe uncap the limit to the whole "only one class" per group thing for a month? idk.
Chaplain for Bulwark subclass makes more sense lore wise cause they're supposed to be the squad morale boost
Librarian would have big impactful spells for damage and buffs. Sounds like a heavy for me. Apothecary is a support class…like bulwarks but for health rather than armor.
Heavy librarian sub classcould get side arm replaced with jazz hands on overheat mechanic and simply choose different different psykers power they want in skill upgrades.
Fire and lightning very very frightening
As much as i want chaplain and apothecary, librarian would be the most unique class they could add
Problem with an apothecary class will be he brings nothing else to the table.
Yes he will boost the two other memebers, but those two other members have to cary the whole team.
An apothecary would only have an (heavy) bolt pistol and chain sword.
The tactical has an support role aswel, but can also do damage.
To be fair, only the 'less skilled' players would want this because they take to much damage or keep on dying. Its easy to say 'skill issue', but an heal class wont make the game easier for them.
I'm just imagining when a new class does come out that no-one is going to be able to play it in public matches because everyone will want to play it
Single pick is rough when trying level something up
This would be a great addition to the game coz the health system is garbage unless you have Bulwark in your team
We was supposed to get this stuff in October. Bolters still suck