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this is power fantasy game and not everything needs to be soulslike i hate the genre anyway
...not...
it would "improve the current gameplay" how? we've only seen a fairly limited sample of the current gameplay, we've had our hands on none of it, all that being compared to... even less than nothing, a hypothetical gameplay being imagined for a 40k soulslike that nobody can actually see but the person imagining it
what we have seen looks like it has some additions over the original's gameplay, that's how evolution works, things get added in the hope that they're advantageous, things that stay are streamlined, and bits are dropped that don't seem to be working
how it *doesn't* work is completely changing gameplay styles so that the only things that tie the game to the highly popular and well loved original (something that has often been held up as being 1 of the few massive successes in 40k games) are some names and the setting, it's a sequel, it's meant to be iterative, people who played the original and hoped for a sequel want a continuation with more of what they liked and some new things added in not something completely different
is there room for a 40k soulslike? sure I guess, I'd honestly be surprised if somebody hasn't already pitched that to gw or even if it wasn't in the works somewhere as an unannounced project, but the space marine games are not that room, a new game series in the setting is
gw should have plenty of evidence why changing genre in the middle of a series is a bad idea from the dawn of war series, dawn of war 1: people loved it and it got 3 expand-alone games to show it and still has a devoted modding community, dawn of war 2: suddenly switched from base building rts to node based real time tactics because somebody at relic made the moronic decision to think basebuilding was dead, still popular but some of the dawn of war players bounced off, dawn of war 3: they changed again to try appealing to a moba/esports audience with base building thrown in to try appealing to nostalgia, it crashed and burned so hard that relic abandoned it completely despite the campaign ending with a big "hey, necrons are coming next"
big changes are a risk, sequels work because the original worked and if you move away from the original too much all you really accomplish is making the people who liked it feel betrayed