I get what you are trying to accomplish, tactical/position based combat. Obviously, I do not see all the plans you guys have but I just want to offer a bit of feedback. Please, make combat complicated and difficult. Scaling with gear/progression is important but add flavor to the combat with good mob variety and mob abilities that force a reaction from the player. The cover mechanic is unique, has great potential, and should be fleshed out more. The same with suppression. These mechanics can add a whole new level of depth and strategy to the ARPG model you are based on.
-AoE Dot on death for Nurgle minions/daemons. Please.
-I like the fast charge given to several cultists. Can minions have more abilities like this?
-More high powered, timed, and recognizable attacks that force cover.
-Flesh out defensive abilities for the melee a bit more. Maybe a short term near invuln that could be used against burst attacks, grenades, and charges when using a shield?
-Due to the tactical nature would friendly fire be appropriate? Maybe make it so if someone is in cover they do not experience friendly fire to the same degree?
-Armor? More even spread between mobs instead of Dreadnought and then nothing else with armor it feels like...
-The jet pack jump will not jump over things. You must have a clear straight shot to use. If I can not physically make it to the location I still see the ground effect where I clicked.
-The always open eyes of the crusader... his face looks like something from Half-Life 1. I know the Inquisition is scary but I don't think the constipated glare he has is the right type of scary.
The art and the music are fitting for WH40k. Spot on with the weapons, too. This game is the most promising WH40k I have ever seen and I am rooting for you guys!!!