I think it’s a common opinion that Psyker’s Blitzes have some issues. I have some suggestions.
Brain Burst
Is mostly okay. Popping heads is pretty fun, but it’s kind of bland at the same time.
I would suggest a minor tweak to make it a little more fun; perhaps show a shrinking ring around the enemy’s head and the player taps M2 when it reaches its minimum to achieve a small damage boost and small reduction in Peril.
This could be used to help with some breakpoints against tankier enemies, but failure to properly time should not cancel the attack, just set it off without full potential damage. This will mean it can be used against more common enemies to get a convenient kill under pressure, but also give the player an ability and reason to interact more than just holding m1.
Smite
The Killer of Fun, this ability is in a precarious situation of being too strong but also a detriment. It’s almost a trap.
Firstly, it’s a common sentiment for players to be annoyed that they don’t get to engaged with the gameplay when dedicated Smite Psyker can stun every group of enemies. I know most of the time I want to fight them, because this is a game and the melee interactions are fun. With a Psyker I get no say in if I get to play the game, and those Psyker players are forever in a loop of charging, stunning, and venting. Is this really that engaging or fun for anyone?
I understand that Smite players are trying to help - and that’s cool. But perhaps the abilities should be toned down.
My idea would not change the way the controls, only changing some values.
First, add charges. Perhaps six. I don’t know how to go about recharging them, but the rate should be low enough that you have to think about using the ability.
I know it’s a bit unusual, but it’s already on Assail, so why not? It’s like the Psyker is building up a charge within themselves for this.
Tapping M1 will use 1 charge to shoot out a quick and strong shock that has high stagger against one enemy. This way it could be a special way for a Psyker to aid an ally - say he’s about to eat an overhead from a Mauler.
This way he can still help his allies, but he can’t spam it. Thought and skill have to come into play.
Holding M2 will fill a meter, and as it fills it will increase its cost, from 1 to 2 to 3. Let players actually try to eke as much as they can from this; a charge just under the line of 2 can do a little more damage or have a little more stun. Over 2 it will jump to a few more enemies but not nearly as many as right now. If you eke almost to 3 you can squeeze out a few more jumps or a little more damage - allowing players to min-max this way will encourage them to try to do that. If you end up using 3, well - you wasted one, but sometimes you won’t have the time to pay attention to it.
So all this will mean that the Psyker can support the team, still keep the ability’s identity, but it can be engaged with skillfully to get the most out of it.
Also, can we get the sound of it, for at least the user, a bit stronger? It doesn’t sound like I’m frying someone alive, it’s a bit weak. Some sharp “sparks” could do the trick.
Assail
This ability is still too strong and I think it needs a little bit of a redesign.
M1 should be the targeted throw, with a medium range - but not long range. Say 30 meters, that’s enough to still have a lot of utility, but still limitations. That number could be tweaked, of course, it would have to be tested. The super-long range it has now makes it tread on the toes of Brain Burst a bit too much, and it already has nice utility like aiming high to hit enemies over shields.
This leaves a hole, though, for the close-range attack against a group of enemies - so I say make it so tapping M2 adds more Assails (are they called Assails?), up to six. It’s not a charge, tap to add. I would say you should not be able to “remove” them by rolling the number over, as that will lead to players getting stuck in an unfun loop of “damn I got five instead of four, let me roll around . . .” But that would also require testing.
The multiple Assails shoot out in a cone, still flying in crazy circles, but only targeting enemies within close range of the Psyker.
Since Assail charges are limited, you can pick how many you want to shoot out, and players can min-max the ability. It still gives Assail psykers the ability to clear out an area - but now instead of killing every enemy in the area, even that guy friend was already bonking on the head, it only clears out in front of the user.
I figure that the Psyker doesn’t have a shotgun right now, and this can act more like the older-style of shotguns in games that were horribly inaccurate but deleted everything in front of the user. The homing guarantees value for its cost. Because you can actively use too many charges, though (if there’s just, say, four enemies in front of you), the player is encouraged to learn to click the button exactly as many times as they mean - which is more interesting interaction, I think.