I know it’s a touchy subject (any kind of buff to Psyker). Still, now both other abilities can be used as emergency Peril vent if you are about to explode due to Overload, and also now Telekine Shield got hit with another nerf - so may be we should give that idea a thought?
Here it is:
Make Telekine Shield to drop your peril by 3-5% on activation
Allow it to be used when Overload is triggered and prevent the explosion
If it’s used to prevent Overload explosion, it DOESN’T deploy the shield, just saves you from going down; your Ability is still considered used and goes on CD (so you pay for your mistake still)
it increases the health and duration of the bubble, but when it takes damage, you generate peril. To make the peril part matter, you could make it to where it can blow you up, but that would kinda suck unless the peril was a trivial amount which at thay point its just a flat buff. You could make it to where when above 97% peril, the shield is unstable and takes 2-3 damage per hit instead of the flat 1 (or significantly reducing how long the shields immunity is after taking a hit while above that threshold), making it potentially worse and breaking sooner if you dont properly manage your peril
I kinda find it weird that it’s a psyker power that’s completely outside of peril. Venting Shriek is dumping your peril to do damage and knock people over. Scrier’s Gaze is building it up over time to enhance yourself. bubble is just every few seconds magic bubble, nothing to do with peril.
Switching it to peril based just makes more sense to me. Makes you have to balance your peril use which is what psyker is supposed to have to do. Make it last longer by using a gun instead of staff. Make it last longer for your team by focusing on venting.
I guess it’s because my WH40K background is making fun of the TT rules, but it seems obvious to me: Yes, it should increase Peril, because pykers are supposed to explode. And PG users are supposed to explode (Well, die in fire.) People who call in CAS should explode … everybody should risk dying an abominable, painful death - often with a wide AoE - at any moment.
WH40K is doing your best, and dying horribly anyway. But - and this is important! - having fun while you do it.
OTOH - and speaking of making-fun-of - if we “rejects” are of Named Character power level, I guess we should buff everything to DS level, but only after buffing the DS more.
Then what exactly do you defend now, when two most damage dealing, offensive Abilities have it already? Basically when you take the shield now, you are weaker already - and it’s even more risky to go down. Where is the logic in that? Push everybody into taking more damage dealing abilities, for more powercreep? Deincentivize team play by making taking utility abilities for the team more risky?
That’s also the question to the rest of people who are so much against it.
I quite like this idea, it could vent say 50% and the strength of the shield scales with your peril like shriek. It fits the play style of building up and then using peril like a resource.
To me this sounds unworkable. A few gunners would just shoot the bubble and kill you, the exact thing the bubble is supposed to prevent. The bubble is big and can’t dodge so receives high DPS.
youre making assumptions about what i believe
scriers is already too strong in terms of what it does, but then on TOP of that it quells half your peril, and allows for 10s of ignoring peril, so now the ability that is supposed to make you pay attention to your peril management the most requires you to do it the least. it never should have gotten the quell, and the peril linger is cool but really strong and probably should have its duration reduced a bit, along with some of the extra effects scriers got for no reason.
the entire point of why psyker has so many upsides is because they were meant to be balanced by an intergral part of the kit, peril. but peril has been easily trivialized since very early on, and has been pushed to the point where half the time you can completely ignore it. im not purely talking about bubble, im talking about the class as a whole Peril should matter, be important to work around, and be punishing when you ignore it
there are plenty of sources of peril that dont cause you to blow up (not to mention this is just an idea and could be tweaked like i mentioned in another one of my messages)
plus, thats not how bubble takes damage. bubble has 20 hp, and when it takes ranged damage from literally anything, it takes 1 damage and becomes immune for 0.33s. you could spawn an infinite amount of gunners, or just 1, and both groups could shoot a bubble without interruption and both bobbles would last the exact same amount of time, an absolute minimum of 6.6s if it gets shot right as the immunity duration ends.
I don’t know why do you explain me how it all works right now, I know that. My questions was why, when it’s already works like that (and as FS is known to double down on their decisions, so it probably will work like that from now on for a while, at best they’ll be balancing other things around this new reality), you are opposing the decision to add the same capability (not the same actually, much more limited as it wastes your Ability activation and only drops a few percents of Peril) from the only utility, non-combat oriented Ability left without it? Like what’s the logic here? Let’s allow the other two which actively contribute to power creep to have it, and the only one that is about team play and cooperation will still not be helping you if you decide to explode, so that you would be deincentivized from taking it? What kind of logic is that?
It’s definitely not overutilized one, especially after the last rebalance that improved SG so much. That nerf they did to Telekine Dome in the last patch took me by surprise - because I rarely saw it even taken in the base game lately, even in Auric. Everybody runs inferno staff, or some cheesy melee build with VS or SG these days; or a Smiter with SG. It’s definitely not some kind of OP ability which needs to be left in the dust while everything else is improved. By taking the Shield to help your group you deliberately cripple yourself already, you’ll be doing less damage. Why you also need to be additionally crippled in terms of not being able to use it as an Overload getaway card, like in case of the other two Abilities? Don’t we need to emphasize more team-oriented choices, in a CO-OP MP game?