This is a more complete collection of feedback given in different topics, which I decided to collect in one place.
Note that I recognize these suggestions to be possibly problematic to implement so that they arrive with the patch, and that is not the intention with this. I suggest these so that they could be implemented in the future, since I deem them additions which would make the game more enjoyable and diverse.
Psyker:
- Feedback 1:
Addresses: Gun-Psyker Build Diversity
An addition of a new node on the way to Disrupt Destiny, as a third option between Kinetic Deflection and the other new node:
Bewitched Assault: (example title)
Non-Warp based attacks gain 1% Rending for each 10% of Peril you have.
This way gun-psyker build variety is further incentivized, since rending is more important for non-revolver gun-psykers.
You could also go for:
Bewitched Assault: (example title)
Non-Warp based attacks apply 1 stack of 0.25% Brittleness to enemies for 5 seconds for each 10% of Peril you have, up to a maximum of 160 stacks. (max brittleness of 40%)
This would be the more team-oriented approach.
- Feedback 2:
Addresses: Lack of tinkerability for Psyker, re-adding lost Mind in Motion + Brain Burst/Rupture combination.
Add more tinkerability to psyker abilities directly after blitzes.
Like so:
This way psyker becomes the most tinkerable class, as was the design intent in the original class overhaul
- Feedback 3:
Addresses: Gun Psyker
An additional node next to True Aim, as a third option:
Tranquility through Matter: (example name)
You have a 25% increased Ammo Reserve
- Feedback 4:
Addresses: Poor design of Kinetic Flayer, which can be made into a thoughtful and skill-based ability.
Kinetic Flayer ought to be changed to:
-Using Weapon Special with Brain Rupture activates Kinetic Flaying. Your next attack Brain Ruptures the target or your next Brain Rupture charges instantly and costs no Peril. Your next attack can only activate this while not at critical Peril. This effect has a cooldown of 15s.
This way the ability is more fun and promotes intelligent use, rather than random. The cooldown can be increased to account for the increased usefulness.
- Feedback 5:
Addresses: Reintroduced the old needlessly removed Cerebral Lacerations
A new node to Brain Rupture, bringing back the old needlessly removed talent from before the class overhaul:
Kinetic Lacerations: Target of Brain Rupture takes 25% increased damage from all sources after a successful cast.
OR, as a new non-revolver gun-psyker friendly option:
Kinetic Lacerations: Target of Brain Rupture gains 25% Brittleness a successful cast.
React if you see!
- Feedback 6:
Addresses: Certain Psykers want to have high Peril Gain, to force certain builds to take peril reduction is bad design, since this can be easily fixed with additional nodes that allow psykers to dodge the negative modifier that is peril generation reduction.
All 5% Peril Generation Reduction nodes ought to be given alternative options that lead to the exactly same routes as the Peril Reduction nodes. For example 5% Toughness Damage Reduction, +5% Movement Speed and +5% Health
- Feedback 7:
Addresses: Warp Rupture is completely void of purpose. Suggested change make it into skill-based burst damage ultimate.
Warp Rupture was not told to be addressed. I suggest that it could be reworked entirely into an ability that rewards skill and which can serve as horde clear and high single target damage.
I suggest that it could be changed so:
Shriekerâs Stare: Venting Shriek now causes an invisible beam to shoot from the center of your vision that cleaves through everything to erupt from your eyes. The beam causes damage which builds up over time when it is inside a head of an enemy, causing immense damage at maximum build up.
This can be accompanied with an increase to the cooldown.
- Feedback 8:
Addresses: Brain Rupture giving 2 stacks of True Aim was a good feature of Brain Rupture.
It is unwise to change the Brain Ruptureâs stagger on half-ready-cast to no longer count towards True Aim, as it was a good mechanic for the ability.
- Feedback 9:
Addresses: Smite and Surge granting stacks of True Aim was a good feature.
I would bring back the Smite and Surge staff ability to randomly hit a body part back, since that allowed for True Aim to work with those abilities.
This does not have to increase or decrease damage dealt, but it should give the ability to get headshot hits even if all damage is calculated as if hitting the torso.
Also, I will be updating this with any more feedback, but that is all for now.
- Feedback 10:
Addresses: Obscurus could be made more fun and interesting, increasing player-options and build diversity.
The moveset of Obscurus was not addressed. I suggest that Obscurus moveset is made so that Heavy 2 comboes into Light 1, so you can have a horde-combo of Light 1 Heavy 2 Light 1 Heavy 2 etc. Heavy 1 should combo into light 2 and light 3, and light 3 should shombo to Heavy 1.
Additionally, the powered-up state of Obscurus should give a cleave effect like Illisi on Light 1 and Heavy 2, to make it truly the middle option between illisi and deimos.
- Feedback 11:
Addresses: Disrupt Destiny still fails to target specialists, ogryns, poxwalkers and groaners.
Disrupt Destiny still does not select specials, ogryns, poxwalkers, or groaners as targets, unlike how the ability states âEnemies within 25m have a chanceâŚâ. This can be easily fixed. IF you are worried about the targeting being bothersome, you can always have the ability mark multiple enemies at random, for example: â1 to 3 enemies within 25m have a chanceâŚâ
Furthermore, I heavily suggest that kills by allies in coherency are counted as your kills for the purposes of gaining 1 stack, not necessarily the toughness and the speed boost. Without this, the co-op game penalizes the teammates active participation in combat.
If this is too strong of a feature, you can cut out different bonuses of the Precision buff into new nodes. I rather have the ability work as written and be made less frustrating and anti-co-op and have it cost more points.
- Feedback 12:
Addresses: Charged Strike, is poorly designed, since it does not utilize psykerâs main mechanic of Peril, and can be easily made to be a fun and thought-requiring ability.
I suggest you do not implement the ability as is, instead, since the ability has no mention of peril, and it doesnât require the actual use of smite as a blitz. I suggest that you change it to:
Charged Strikes:
Using Weapon Special when wielding Smite activates Charged Strikes, your melee attacks and non-Warp based ranged attacks electrocute enemies, damaging them, without stunning them. This builds up peril whilst active, ending when reaching full Peril. (Does not explode you, similar to how channeling smite to the end doesnât.)
This way the ability requires forethought, is interesting to use and makes you use the blitz. Also ties it to peril management and gives it a fun gun-psyker use.
- Feedback 13:
Addresses: Since Brain Rupture and Smite have (based on these suggestions) gained a use of the weapon special button, Assail could get a fun ability.
This is a more light-hearted suggestion, but since all the other blitzes now have, based on these suggestions, a weapon special use, Assail could get a new node:
Shard Swarm:
Using Weapon Special throws all shards simultaneously, shards deal 66% reduced damage. Gain 7,5% Peril for each shard thrown this way.
The damage could also be reduced by more, such as 75%
Ogryn:
-Feedback 1:
Addresses: Antisynergy of the upcoming Offensive Defense Blessing.
Offensive Defense is antisynergistic with stamina regeneration.
Offensive Defence
- Gain a stack for each stamina spent blocking. Your next attack gains +4-10% melee power per stack and consumes one stack. Last 3.5s. Stacks 5 times.
This blessing is antisynergistic with Block Cost Reduction, this should be addressed since shield is one of the weapons which most wants Block Cost Reduction.
An easy fix would be: âGain a stack for each stamina spent blocking (calculated before Block Cost Reduction).â Courtesy of @Somberyu.
Veteran:
-Feedback 1:
Addresses: The needlessly removed Sustained Fire, which if brought back increases build diversity.
Bring back the needlessly removed Sustained Fire.
Note:
"
Relentless
- Removed. It is now included in Executionerâs Stance per default.
Dev Note:
Relentless was pretty much a must pick for the viability of the Ability.
"
-Since Relentless is now removed and integrated into the ability, I suggest replacing Relentless with the needlessly removed Sustained Fire, allowing for more fun build diversity. You also have the ability already in the old files, so the amount of effort for reintroduction is minimal.
-Sustained Fire was (for any new devs): Opon Ability Activation, gain 60% of your Toughness back and instantly reload your Ranged Weapon.
-Feedback 2:
Addresses: The rationale for removing Vanguard and replacing it is not logical. The ability was enjoyed by a minority, who really like it, but as you stated, it was a âtaxâ to go further down. Then, if the effect was a âtaxâ there is no need to remove it. You can introduce the new wield speed effect and retain the old effect, since the old effect was a âtaxâ anyways, so it should not be removed if it wasnât worth anything. This way the people who like it, can keep it, and those who only took it as tax can get their new wield speed.
Removal of Vanguard is unfun for those players who really got benefit from it due to stacking Sprint Cost Reduction. One Motion should keep Vanguardâs Sprint cost reduction effect, if it was not performing as wanted, since if the 20% sprint cost reduction was seen by an unvaluable tax, then removing the effect and adding 25% wield speed is nonsensical. Instead, you can just keep the 20% Sprint Cost Reduction of Vanguard in One Motion.
-Feedback 3:
Addresses: Skirmisher is clunky to use due to all stacks falling at the same time, this lesson was learned with the old Warp Charges and later again with Disrupt Destiny.
Another change to Skirmisher could be to have the stacks lower 1 at a time, instead of all at once.
-Feedback 4:
Addresses: Enhanced Target Priority is antisynergistic with itself. This poor design can be changed to be a thoroughly enjoyed co-op tool.
I suggest that Enhanced Target Priority target kills done by allies in coherency refresh the duration of Executionerâs Stance, otherwise this ability is antisynergistic with the teammates being given aid in killing the enemies which, if they kill, take away from the veteranâs ability to maintain the buff that the teammates benefit from, resulting in a foolish game-design where the players who gain the benefit of the ability do not want to use it to maintain it.
Zealot:
-Feedback 1:
Addresses: The rationale to the change to Swift Certainty is based on a misconception of the usefulness of the stamina-sprint-dodge mechanic by the developer. Also some notes about the ease of use and prevalence of sprint-sliding.
The upcoming suggested change to Swift Certainty is a mistake
The change is as follows:
Swift Certainty: Sprint Speed: 10% to 5%
Dev Note: The Dodging effect of Swift Certainty is already a very strong effect. Weâre lowering the movement speed slightly.
The Dodging effect of Swift Certainty IS NOT very strong, since Stamina-Sprint-Dodging is not a strong effect, it works only when you sprint at an 86 degree or more angle to your ranged attacker. When there are multiple ranged attackers, this means that there is no reason to use Stamina-Sprint-Dodging when one can just spam sprint slides to evade, and not need Swift Certainty in the first place.
I would suggest backpedaling on this change, at least if this is the rationale.
Alternatively, you can fix sprint sliding, so that it isnât the easy 80% of ranged damage nullification it currently is, this can be done by having sprint slides cost stamina and by having them not give an evasion effect when at 0 stamina.
And when this change is done, making the Stamina-Sprint-Dodging good by increasing the angle of dodging from 86 degrees to something like 45-50 degrees can offset the fix to sprint sliding.
-Feedback 2:
Addresses: Loner is poor design for a co-op game. This fix makes it less tiresome for co-op friends whilst still retaining similar functionality, but no longer allowing complete disregard of the team. This, I deem is a good way to make it a team-oriented forerunner ability.
Loner is not a good choice for an ability in a co-op game. To have Loner be all about that Coherency, I suggest the following change, which makes the ability more acceptable in a team co-op game:
Loner: Your Coherency Radius gains an Extension Radius, making it 10 times larger. (You can only gain a maximum of Coherency 2 from allies in the Extension Radius.)
This way friends can benefit from your coherency even when far away, and you benefit from their coherency.