Anything but equilibrium

Peril Equilibrium should pull peril toward 75%, not just generate it.

The new Peril Equilibrium node only generates 2% peril per non-warp hit while below 75%. The old Tranquility Through Slaughter quelled 4% on non-warp ranged crits, so gunpsyker builds that leaned on Scrier’s Gaze to keep peril low are effectively dead now. You’re forced to either run a staff or manually quell between every burst, which kills the whole playstyle.

My suggestion: make it a true equilibrium node. If peril is above 75%, non-warp hits quell peril. If it’s below 75%, they generate it. That way the node still ties non-warp weapons into the peril system, which I think is the actual design goal while restoring the gun builds that made Scrier’s Gaze viable.

It would also fix the pathing issue: Peril Equilibrium currently gates access to Puppet Master, which is a broadly useful talent that shouldn’t be locked behind a niche node.

Boohoo note: lost a whole character built around guns, that relied heavily on that node.

Just an idea. Have a great day!

there is no uncertainty FS discarded “Tranquility” absolutely intentionally.
so, they just don’t want psyker have these type of builds.
and so there is no chance they return this talent in some way.

btw, there always were some conceptual problem with peril and tranquility in ranged builds.
at one hand, psy have full hand of talent for upping damage thru peril level, but at other - he have need to use tranquity for boosting SG stacks.

So, FS resolve this case just drop Tranquility off a board. lol.

Well i don’t know, let’s complain about it.

ok: cry cry

Already had the boohoo note added into the main post you didn’t read :cry: