My suggestion to save the psycher.
The psycher doesnt feel much like a psycher, if im going to be real. The feeling starts immediately as soon as you start the game.
The Force sword:
The force sword is just way off … it is a very slappy weapon with almost no impact(Physics) or damage,
Now a force sword is just a sword for damage so it should be in the same damage and physics as the powersword … however generally most psychers get more penetration out of thier force weapons than a standard power weapon. If theres any sword in the game that should operate like the power sword presently does it would be the force sword.
The weapon slots:
So you have a melee and a ranged slot for the psycher, which isn’t the worst but generally psychers have a “Weapon of last resort” they have to either kill themselves if they are about to lose control or to fight enemies very resistant or immune to psychic powers (Deamonhost).
Staffs: In general i think you need to flesh out staffs much more, they should each be committed to a school of Psychic discipline from the warhammer 40k universe each should use right click to block with a psychic barrier that costs perils per hit, and blocks melee and ranged. left clicks should be different and leverage different mechanics based on thier school(detailed below) they should also have a different psychic power on alternate fire ang on the grenade key(telepathy can use brain burst).
You should probably elaborate on the psychic disciplines in 40k to help guide your progress forward with how to expand the psycher. Lets start easy and work our way towards stuff that needs more work.
Left click -(Numb the Senses)
a projectile like the trauma staff that Slows the targets attack and movement speed
Alternate Fire - (6th Sense)
Fairly costly(30%) instantly starts toughness regen for allies in cohesion and reduces toughness damage by 50% for 5ish seconds.
Grenade key - (Brain Burst)
Instant version of Brain Burst sets to 100% perils after Using and scales with staff damage so its still useful in difficulty 5.
F - (Hemmorage)
Inflicts a heavy stun like the lightning staff charged attack in 360 degrees around the psycher, causes bleeding stacks.
Leftclick - (SoulFire)
a small flaming projectile that acts the same as current trauma or voidstrike staff but instead of direct damage explodes igniting neighboring enemies in soulfire(2 stacks), and adjacent targets(1stack). Higher level versions of this staff should apply more stacks and have a different bar for how far from the primary target soulfire stacks will jump to help it scale into the late game.
Alternate Fire - (Flame thrower)
operates like the current flamer/flamethrower spell costs perils / second to cause damage over time.
G - (Fireball)
I feel like this doesnt really need an introduction but an area of effect like fully charged current trauma staff or voidstrike charged shot explosion that causes fire damage and soulfire stacks.
F - (Firestorm)
Creates a short temporary fire storm around the caster killing enemies in a 360 degree arc around them. should be very short maybe 3 seconds but kill all non elites within melee range in all directions heavily wounding human sized elites and maybe 1/3 ish to heavy targets.
Unique Mechanic: Right click blocks but it costs more perils and enemies that strike your shield in melee are inflicted with soulfire. Reposte shoots a quick puff of flamethrower like current flame staff left click.
left click - (Telekinetic Punch)
This left click should inflict some real physics and be able to light stagger up to and including rager/mauler enemies should knock down surviving non elites (think psycher shotgun).
Alternate Fire (psychic rail gun)
Uses a small stone/coin/bullet and hyper accelerates it in the desired direction functioning like a target penetrating ogryn grenade, you should be able to shoot through horde enemies to snipe snipers with this ability. Make it costly like 30% perils so it sis not a sustainable offense situational only.
Force any smaller than boss/monstrosity to the ground and deal damage over time until killed or the psycher is interrupted or they reach 100% perils. bonus points for making it more perils efficient for heavier and bigger targets and unwieldy to use on normal enemies.
F - Keep the current push but clean up its hitbox(its really wonky presently), maybe allow the player to hold the f key to see the hitbox, instead of reducing perils have it deal strong physics that can knock down ogryns and under and cause collision damage if enemies are thrown into each other or into walls/objects maybe does additional damage the higher your perils.
Left click - (Shock)
Current charged chain lightning animation but a slow damage over time centered around stunning hordes more than damage maybe shorten its range because of alternate fire.
Right click - (Conductor)
Blocks but electrocutes (Stunning) the attacker … no reposte slightly increased perils cost / block.
Alternate Fire - (Lightning bolt)
A fairly straight shooting large lightning bolt that cuts straight through all targets in a straight-ish line can be bounced off walls ceilings floors etc for fun angles. 30 percentish perils.
F - (Tesla Coil)
Roiling Cone in front that goes through all targets to medium range causing decent damage and heavy stun.
G - (Lighning Strike)
Puts to 100% perils Heavy damage and stun to a single target stun to nearby targets full range(anti sniper)