Brain Rupture
Brain Rupture is awkward and annoying to use. And for an ability with such a name it feels weak and timid.
Here is a design solution to make the ability easy to balance in the future and also more involved in use.
Brain Rupture:
(Brain Burst will just be a weaker variant of Brain Rupture with 34% less damage)
Lock on to target to apply pressure on it (left click)
The pressure increases at a rate of 1000 per second, all effects that increase damage dealt apply to pressure increase speed.
If the target hit points fall below pressure applied, it dies (brain ruptured)
Pressure fades at a rate of 100 per second if it is not applied for 0.5 seconds.
Build pressure (right click)
Build up pressure in your hands, up to a maximum of 1000 at a rate of 750 per second. Left click whilst right clicking to lock on and instantly start increasing pressure as normal but apply all pressure built up already.
You trigger Perils of the Warped when:
-You lock on whilst you are at 100 Peril
-You remain locked on for more than 0.5 seconds after reaching 100 Peril during lock on.
Other ability conversions:
Kinetic Flayer Applies a desired/balanced amount of Pressure per proc.
Or alternatively: Kinetic Flayer could be: âDealing damage causes enemies to gain 10% of the damage dealt as also as Pressureâ
All abilities that give buffs to what previously was âone castingâ of brain rupture can just say that the buff applies for the first X seconds of casting etc.
All abilities that give casting speed increases to brain rupture instead are converted to pressure increase speed increases.
Comments:
This way Brain Rupture would be way more satisfying to use, it no longer suffers from killstealing, and it can be easily balanced to fit any dps amount you want, it also now supports hybrid combat of the psyker, with applying pressure then closing in to drop the enemy hp below pressure level.
If you want to bring back Cerebral Lacerations, it can easily be done via something like: âEnemies which have more than (for example) 2000 Pressure take 25% increased damage from all sources.â
All numbers can be adjusted here to make the ability balanced to the developerâs liking. It can never deal more DPS than what it is allowed to do. This just eliminates wasted casts and makes the ability fun and makes the psyker feel powerful.
If staying behind a corner is an issue, it can be added that Pressure Increase Speed decreases/Pressure increase stops entirely if the target is not seen by the psyker during the last 1-3 seconds.
Smite
Smite is currently quite a dull ability to use, with boring non-hybrid gameplay or mindless standing & casting associated with it.
Lightning Storm Change (Mutually exclusive with Charged Strike): Press Weapon Special when wielding Smite to shoot a ball of lightning to the ground, which staggers nearby enemies. Press Weapon Special again to cancel the ball. When the Ball is deployed, you cannot cast Smite and you gain Peril over time. Reaching 100% peril cancels the ball. You cannot cast a ball of lightning for 10 seconds after the ball is cancelled.
Charged Strike Change (Mutually exclusive with Lightning Storm): Press Weapon Special when wielding Smite to imbue smite to your melee and ranged attacks, causing All attacks to cause Electrified on enemies hit. Press Weapon Special again to cancel the imbued Smite. When Smite is imbued, you cannot cast Smite and you gain Peril over time. Reaching 100% Peril cancels the imbuement. You cannot imbue smite for 10 seconds after the imbuement is cancelled.
Both of these abilities would not be cancelled at 100% Peril if the Psyker uses Warp Unbound, instead being cancelled once Warp Unbound ends.
Assail
This is the least pressing of the improvement suggestions.
A new node: Empyrean Javelin. Combines 4 Shards into one Javelin, which you can hurl for the cost of 4 shards (both peril and shard count). It flies 4 times faster than a normal shard with three times the damage and three times the cleave compared to a normal assail shard.