Large parts of the community voice the opinion, that the psyker is currently the weakest class. Seemingly, it is the only class that people find to be underperforming.
Here are my suggestions regarding how to bring the Psyker in line with the other classes.
Enjoy the read.
How to Fix: Psyker
1) Brainburst
Note: Brainburst has since been buffed directly as well as indirectly through a buff of warp charges and a change to the 1st feat at lvl 10 as well as a buff to Wrack and Ruin.
Is often canceled due to the enemy being killed by allies, and is generally outperformed by guns.
Click here to display full explanation of problems and solution.
Problems:
- Single target damage and charge time make BB only efficient for use against high value targets: elites/specials, rarely against shooters.
However, as soon as an enemy head starts to glow blue, other players intuitively focus that enemy and due to the lengthy charge time, enemies are often killed while BB is still charging, leaving the psyker with peril gained for nothing, and 2 sec of wasted time. - At higher difficulties, BB damage effectively falls off, making it less useful. Additionally, while elites/specials are more common on higher difficulties, they are often mixed into a horde, making the targeting of BB unreliable (and making it near impossible to tell, which enemy belongs to the glowing head).
- Overall, BB is generally outperformed by guns.
Solution:
- BB targeting should prioritize elite/special enemies (at least if they are tagged), instead of targeting fodder enemies that might block the direct line of fire (make the tagged, red glowing enemy, glow blue for the psyker, when the reticle is on the enemy and BB can be locked onto it).
- A slight buff to charge speed would improve BB dps and make it less likely that a target is killed by other players, while BB is still being charged (alternatively, reduce the charge time by x, and add x as cooldown after a successful cast).
- Changes/Buffs to the feats that apply soulblaze via BB (discussed in 3.1 and 3.2) would fix the lacking damage on higher difficulties, and allow for a viable BB focused playstyle.
Resulting player experience:
The ability for BB to target elites/specials that are deep inside hordes (hidden behind fodder enemies), would give the Psyker a nieche that other classes do not fill.
In combination with the other two changes, this would enable vigilant players to use BB to soften up (or kill) elites/specials that come running with a horde, before they reach the front line. That way, casting BB would be less likely to be a waste of time.
2) Warp Charges
Note: Warp Charges were changed in Update 1.0.25 on Feb 07th and now decay as described in the âSolutionâ part of this section, making this section no longer relevant.
They are always stressful and often impossible to maintain.
Click here to display full explanation of problems and solution.
Introduction-Warp Charges: (outdated since Update 1.0.25)
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Warp Charges (WC) are mostly gained upon kill with Brain Burst (BB).
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WC have a 25 sec duration and stack 4 times (6 times with talent).
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WC grant a 3% dmg buff each and can be removed to gain other benefits with two of the lvl 30 talents.
Problems: (outdated since Update 1.0.25)
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If the duration is not reset by gaining additional WC, all stacks are lost at once. This is especially punishing with the Warp Battery lvl 25 talent, which allows to get 6 WC.
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To maintain the WC, the player often must use BB to kill ambient fodder enemies, use the Kinetic Flayer lvl 25 talent (chance for brain burst on hit), or rely on low chance rng from other talents (Psychic communion: 4% on kill in coherency/Ascendant Blaze: 10% on kill with Soulblaze) to gain WC via specific talents.
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In many situations, it is simply impossible to maintain the WC (searching for crafting mats, waiting for teammates, using the elevator, preparing for upcoming event, waiting for a massive door to open).
Solution: (implemented in Update 1.0.25)
- WC stacks should decay one by one, each time resetting the 25 sec timer.
This should either be by default, or integrated in the Warp Battery talent that increases max WC to 6 stacks.
Resulting player experience:
WC buildup stays the same and there is no big difference during proper combat.
However, the entire annoying and stressful part of maintaining the WC is eliminated, and players are no longer stressed out and punished by constantly losing all WC without any fault of their own.
3) Feats and Blessings that apply Soulblaze
To understand the following issues, it is important to understand, how Soulblaze works.
TLDR: A small number of stacks deals basically no damage. The Feats and Blessings discussed below (3.1-3.3), apply SB stacks in a way that they are ineffective.
Click here to display basic explanation of soulblaze.
Introduction-Soulblaze:
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Soulblaze (SB) deals damage via multiple damage ticks over time.
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The damage per tick scales with number of SB stacks on target.
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The damage scaling is non linear, meaning that 2 (or x) stacks deal more than 2 (or x) times the damage of one stack.
For example: against enemies that are classified as unarmored: 1/2/3/4/5/6 stacks of SB deal 2/5/10/18/27/37 damage per tick
3.1) Wrack and Ruin (lvl 10 talent)
Killing an Elite or Specialist with Brain Burst applies 2 stacks of Soulblaze to all enemies within 3 metres of the target.
This talent does effectively nothing.
Note: The feat has since been buffed to 4 stacks within 4 meters, triggers on hit and now applies soulblaze to the BB target as well.
Click here to display full explanation of problems and solution.
Problems:
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2 stacks of SB deal overall 50 dmg over 7 sec to enemies of the unarmored category (56 dmg with 12% bonus from 4 Warp Charges).
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The weakest fodder enemy in the game is classified as unarmored.
On difficulties 1/2/3/4/5, that enemy has 65/80/100/150/200 health.
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The 2 stacks of SB, applied by the talent, can not even kill the weakest enemy in the game on the lowest difficulty.
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Making the produced SB stacks effective, would require to apply them at least twice.
â On low diff, this effect can not be stacked with itself, because
elites/specials are too rare and too far spread.
â On high diff, this effect can not effectively be stacked, because killing most elites/specials requires multiple casts of BB and the Soulblaze stacks from first application will run out.
Solutions:
- Apply the effect on any BB kill, so that it can be stacked.
or
- Increase the effect to 3 or 4 stacks, making it useful without further stacking.
â 3 stacks: 115 dmg to unarmored (kills weakest fodder enemy on diff 1-3)
â 4 stacks: 200 dmg to unarmored (kills weakest fodder enemy on diff 1-5)
3.2) Kinetic Overload (lvl 25 talent)
While you have maximum Warp Charges, gaining a Warp Charge instead applies 4 Stacks of Soulblaze to a nearby enemy, prioritizing Elite enemies.
This talent is not particularly effective.
Note: This feat has since been replaced with Wildfire, which would be good if it worked as described ingame.
Click here to display full explanation of problems and solution.
Problems:
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With 4 active WC (the talent can only trigger while at 4 WC), 4 stacks of SB deal overall 336 dmg over 7 sec to enemies of the flak armour category.
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The weakest elite enemy in the game (Shotgunners) is classified as flak armour.
On difficulties 1/2/3/4/5, that enemy has 375/375/500/625/750 health.
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The 4 stacks of SB, applied by the talent, can not even kill the weakest elite enemy in the game on the lowest difficulty.
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If no elite enemy is within 15m of you, the 4 stacks of SB are instead applied to a single fodder enemy, which may or may not die to that effect within 6 -7 sec. However, since it is usually a fodder enemy inside a horde, that single kill is worthless and the enemy is quite likely to just be killed by something else, before burning to death.
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Making the produced SB stacks effective, would require to apply them at least twice.
â On low diff, this talent is not very useful, because there are very few elites.
Spending 2 sec to kill one enemy with BB in order to have one fodder enemy burn to death over 2 sec is also not very efficient.
â On high diff, there are plenty elites/specials, which are reasonable targets to kill with BB. However, getting the kill on most of them requires multiple casts of BB (and then there are teammates), which makes the talent not apply very often. Casting BB on fodder, in order to apply 4 stacks of SB to elites, is not efficient.
Solutions:
- Change it to: While at max WC, hitting a target with BB additionally applies 4 stacks of SB. If BB kills the target, SB applies to the nearest elite enemy instead.
or
- Increase the effect to 5 or 6 stacks, making it useful against elites without further stacking.
3.3) Blazing Spirit (blessing; staff variant)
Enemy gains +1 Stacks of Soulblaze on Critical Hit.
The Staff version (1 stack) of this blessing does effectively nothing.
(The Blaze Force Sword version with 2-4 stacks is fine.)
Note: Staff variant got buffed to 3 stacks on crit.
Force Sword variant is unchanged, but now mostly pointless. Force Sword damage got buffed and critical hits kill weaker enemies now.
Click here to display full explanation of problems and solution.
Problems:
- The blessing is only available for Trauma and Voidstrike staff. Both of their charged attacks hit slow and hard, but light attack spam is pointless.
- The blessing only applies a single stack of SB on crit (1 SB stack effectively does nothing).
- It is unlikely to even get two stacks of SB on a target with either of the two staffs (even with âWarp Nexusâ blessing: Increases your critical hit chance by 2-5% at different increments of Peril up to 4 stacks.), but multiple stacks of SB are needed to make the blessing useful.
- The blessing is not available for Surge and Purgatus staff, although it would work well with both of them, because they hit at a faster rate.
Solution:
- Make two different versions of the âBlazing Spiritâ Blessing for staffs (like the two versions of the âInfernusâ blessing for Lasguns with low and high firerates):
â for Trauma and Voidstrike staff: applies 3-4 stacks of SB on crit (does not need to be applied multiple times to be effective)
or: applies 2-3 stacks of SB on hit with fully charged attack
â for Surge and Purgatus staff: applies 1-2 stacks of SB on crit (has to be applied multiple times to be effective)
Edit: Typo fixes.
Edit 2: I had mistakenly labeled âKinetic Flayerâ as a lvl 20 talent. It is a lvl 25 talent.
Edit 3: (incorrect statement)
Edit 4: Correction of statement from Edit 3: Further testing showed that the âBattle Meditationâ passive (10% chance to quell 10% peril on kill) does work on Soulblaze kills (tested with kills via Ascendant Blaze talent in the Meatgrinder).
Edit 5: Added note to Warp Charges section due to Update 1.0.25 (Feb 07th) making that exact change.
Edit 6: Added notes to multiple sections due to various changes having taken place since this was originally posted.