Topic was finished.
But the other party kept spewing bs, which i simply responded to, setting the facts straight.
I would not mind at all, if the whole back and forth with that person was scrubbed from this thread, since it provides no value.
In hindsight, i should not have responded to any of their posts, after making my initial correction regarding the assail-like staff.
Trying to reason with unreasonable people, tends to be a waste of time.
I just have a strong dislike for falsehoods being allowed to stand, without scrutiny.
Imo deepwood fire modes would work well with a cryo theme.
Each projectile could apply a cold debuff, with the enemy getting frozen after accumulating a certain number of debuff stacks.
Hit requirement and freeze duration should probably be dependent on enemy size or hp.
A small guy could get frozen after taking one burst of projectiles.
An ogryn could be immune to the full freeze and only receive a slow effect at x stacks, instead of being frozen in place.
The secondary fire could lift the enemy up with some cold wind.
Problem with levitation is, that it moves the enemy’s weakspot out of melee range.
It would be awesome to have beam staff, which is similar to one of the Dragon Age: Veilguard mage skills.
Sue me, I love that game!
Bolt staff would be awesome, too. All I would say is that Fatshark should change the effect to something else.
Off topic: For the love of God! Include environmental effects comparable to Vermintide in Darktide. For example, the ravens scatter as you get close.
My most significant complaint about Darktide is how lifeless everything feels. I know it’s all tox and stuff, but the maps feel like video game maps rather than live environments, making the entire game feel very arcadey.
I’ve said before to put the different primary fires as new marks for the staffs. Deepwood triple hit, boltstaff ki blast spam, shotgun blasts. It’s all there RIPE for the taking.
I would really like a pull-enemies-together type of staff. It would be kind of the opposite to trauma (void-blast?) staff.
Not sure if it should be like brain-burst (select an enemy and pull close enemies to selected enemy) or like trauma (area you can place).
Also not sure about the style… I can imagine some generic vacuum stuff or a portal to the void with tentacles gushing out, grabbing enemies and pulling them in.
+1 for wanting a new, well thought out staff with its own unique abilities. I hope FS has something in development. The other staves are fun to play with but traditional Psykers need some love from FS IMO.
Sunburst
→ Light: Use Purgatus’s light attack
→ Charged: Big AoE that does small/medium damage but apply Soulflame
Inferno:
→ Light: Use Purgatus’s light attack
→ Charged: Channelled pillar/tornado of fire that deal damage every tick. Will move toward the cursor when channelled.
Biomancy:
Surge Rework:
→ Light: Changed from Balls to a Deepwood staff like projectile of small bolts of electricity
→ Charged: Remain as is
Stormlance
→ Light: Either Bolt or Deepwood staff’s light
→ Charged: Bolt Staff’s charged (Stormlance)
Lightning Cage
→ Light: Either Bolt or Deepwood staff’s light
→ Charged: Create a long lasting AoE that deal periodic damage and staggering enemies in it
Telekinesis:
Assault Staff (Staff with a reload mechanic, where you have spikes, and need to recharge them by using the special)
→ Light: Throw a Warp Spike (Assail Shard, but not auto aim)
→ Charged: Charge multiple Spikes at once; then throw them in salvo
Shockwave:
→ Light: Strike forward, creating a shockwave damaging and staggering close by enemies
→ Charged: Stronger version of the light
Hammer of the Emperor:
→ Light: Current light
→ Charged: Create a Aetheric/Ghostly hammer that crash to the floor after a few seconds, damaging and staggering enemies
Levitation
→ Light: Current light
→ Charged: Lift an enemy
Voidfrost/Cryonesis (Telepath, SW Librarian)
Common mechanic for all Voidfrost staff: Heat resource that is harvested by the staff’s light attack and serve to either unlock or upgrade the charged.
Void Touch:
→ Light: Steal ‘warmth’ from the enemy, having motes of light that fly of the highlighted target toward the Psyker, when it arrive it deal damage and slow the target (Give heat)
→ Charged: Channelled beam attack that will damage and slow enemies
Hurricane:
→ Light: Steal ‘warmth’ from the enemy, having motes of light that fly of the highlighted target toward the Psyker, when it arrive it deal damage and slow the target (Give heat)
→ Charged: Throw icing wind that slow and freeze enemies
For other ranged weapon for the Psyker:
Psyker/Warp Bow: Working on the same basis as Bolt Pistol is, but ‘cheaper’.
Shooting arrows that can be charged for more damage (but at the cost of generating Peril.
With Marks that change your projectile at max charge.