Force Sword Range NERF, Peril vs Stamina (Please Revert Change)

As someone who has exclusively played the Psyker, nerfing the range of the force sword and making it cost stamina instead of peril was by far the worst change to the class yet.

FatShark staff… Please revert the change.

There’s almost no point in having the Force sword now. There were plenty of other good weapons that didn’t have the capabilities that the force sword had and now the weapon is at best lackluster, or worse obsolete.

You guys had it right the first time.

I understand listening to the community and that’s great (the community commends you), but it seems as though the people that wanted this are the same people that want an easy playthrough and just don’t understand the risk/reward system that comes with playing the Psyker class.

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Or, and hear me out here… Just revert the range nerf while keeping the stamina cost. The weapon won’t be broken or anything. It’s not like we didn’t have weapons with improved push profiles on in VT2 with the shields.

I’ve read comments before man and I respectfully disagree with you.

4 peril per push isn’t a lot and if you’re gonna utilize a force ability, then it should cost peril.

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I don’t think they’re advocating for the push not costing peril. I think they’re advocating for the original range the push had and for blocking to cost peril instead of stamina like it used to, since Psykers kinda have low stamina, and managing peril is an important element of the class, so being able to offload your blocking onto peril and making sure you don’t go too high makes more sense for the sword and class, given that the shield you’re using to block is literally a warp effect.

Strongly disagree. Stamina is your defensive resource. Peril is your offensive resource. Making these two conflict is extremely frustrating and not fun.

It’s not fun or useful to no longer be able to push or block because you have cast spells, and it’s not fun or useful to no longer be able to cast spells because you have pushed or blocked. It’s seriously not fun to be overcharged by trying to defend yourself.

I understand listening to the community and that’s great (the community commends you), but it seems as though the people that wanted this are the same people that want an easy playthrough and just don’t understand the risk/reward system that comes with playing the Psyker class.

The people that want force sword pushes to only use stamina absolutely do understand the risk/reward system and are mostly people with a lot of playtime in VT2. The problem of using your offensive resource to defend yourself with only becomes exponentially worse at higher difficulties.

Even with the peril generation nerfed, it’s still not fun and nowhere near as good as the closed beta force sword. Though you have to be really not paying attention to be overcharged by the current version of the sword, it still stops your passive peril quelling, making it extremely difficult to run the force sword alongside a staff.

They did have it right the first time - the first incarnation of the force sword in the closed beta, which only used stamina. Making it cost peril is what has made it obsolete. It was a fun weapon in the closed beta, its pushes were a unique and clever way to fix the “high damage but low cleave” weapon concept that really sucked in VT2, giving you the ability to control hordes whilst still maintaining the core design of the weapon.

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