Chests /ingame loot are kinda useless for Psykers

At any time i run Psyker with a staff, i´m always like “Cool… again just ammunition or grenades everywhere.” Feels kinda pointless to open chests most of the times. And since guns are somewhat balanced around ammunition, which is pretty much everywhere, how about the following:

If a Psyker is in the group, like 5-10% of all ammunition-boxes could be replaced with potions / tinctures that grant an extra 10% immunity on peril. If there is more than 1 Psyker in the group, the dropchance for such potions could be increased.
The effect for the 10% less peril could last like 90s and might stack up to 2 times, while the 2nd stack will only grant a 150s duration and 15% less peril.

I don´t think something like this will effect the balancing much, but it´ll have a little positive effect especially on staff-builds, which i consider to be lack behind guns imo anyway. And since ammunition is there as ressource for guns, why shouldn´t there be something for peril-management?

Also looting won´t become that pointless on Psykers anymore.

I see where you come from and basically think it’s a nice idea, but it needs to be adjusted a little to acknowledge the fact, that peril is an endless resource which just needs to be manged correctly while ammo sometimes is just gone and now way to get enough again in timely manner …
Yes mostly it’s enough ammo, but sometimes you end up with a (mini-)boss and the whole team, due to load-out, got depleted of ammo prior to that encounter.

But as I said: nice idea with a little tuning …

The numbers i´ve written down are nothing fixed so, it would be up to FS to find a proper scaling.

Also based on the spawnrates and limitations i´ve written down, i wouldn´t say it´s exeggerated. I mean, sometimes you´ll have good luck, clear a room in those 90s and will find a new potion in the next room. Might happen… but sometimes you might have bad luck and have to leave potions where they´re.
Gaining a 2nd stack could also be limited that your first stack need atleast 50s left or something, dunno…

Tbh I wouldn’t mind if they also returned to the idea of having secondary items besides ammo, crafting mats, or meds in the form of combat stims which do various things.

Stealing from the DH wiki Drugs and Consumables | Dark Heresy of the Secundus Sector Wiki | Fandom

Detox - This drug can negate the effects of most dangerous gases and toxins if administered fast enough. Removes corruption damage but does not heal.

Using De-Tox, however is both painful and debilitating, causing such unpleasant side effects as vomiting, Causes a toughness break and halts toughness regen for 5 seconds.

Frenzon - A generic name for a variety of combat drugs most often used within Penal Legion units. Once administered, the subject becomes fearless and fanatical in combat. For 10 seconds they are immune to suppression and take reduced stagger.

Slaught - Also known as Onslaught, this drug heightens awareness of and improves reaction time, literally speeding up the user but causing Fatigue and neural damage with prolonged use. increases reload / quell speed for 10 seconds but after its effect wears off reduce movement, reload, and attack speeds for 5 seconds.

Spook - This drug can augment and even produce short-term psychic abilities in the user. If a character without a Psy Rating takes a dose of spook they instantly refresh their class ability and it recharges faster for 10 seconds but they take 50 corruption once the effect ends.

If a Psyker takes it they gain 40% perils resistance and all staffs / abilities gain a 20% faster charge time for 10 seconds. When the effect ends the Psyker takes only 20 corruption points due to being a trained mind.

Stimm (Drug): Stimm is a powerful drug that works to mask pain and drive fighters on when their bodies would otherwise give up. A dose of Stimm lasts 15 seconds and during this time ignores any damage that would down them, increases their speed, and removes the ability to be stunned during revives.

When Stimm wears off, the character takes all the damage they took during the effect and their stamina is drained and cannot recharge for 10 seconds.

Thought about it aswell, but in the current situation i just wanted something like “ammoboxes” for Psyker.

But no matter your suggestions are cool, i like it that they´ve cons aswell, just the “Stimm” sounds a bit exeggerated with a 15s invul… it would be too strong cause it´ll help to rezz permanently etc…

Also instead of random loot it could be something you might buy before you enter a run?! So like everyone has 2 slots for different potions or 2 of the same. Could be taken into account in kind of balance / class balance…

This isn’t a bad idea which is why i was hoping they would make use of the bar or something on the morning star which sells on the go consumables and drugs that aren’t exactly sanctioned but people tend to use.

15 sec might be a bit long so cutting it down to even 10 or 5 could work but it was more of the basic idea around it.

I think the pre mission buy for class specific buff items might also make some more sense and allow you to tailor it a bit more such as different stims for different classes and also have randomly rotating small buffs like a bar serving specials that give small enhancements on top of just giving more life to the morning star. This is espcailly because it seems like they have a bar level already done.