Hello! I’m a guy who plays Psyker! More than half of that playtime is gun Psyker, and I can certainly hold my own on Maelstrom missions. That isn’t to say I don’t play normal Psyker, far from it, I just have more enjoyment with Gunker, being a rootin’ tootin’ magic boy, so prepare for bias. Anyways,
Most of these are gonna be my opinion on how to make Psyker less oppressive and encourage a bit more build variety. Without further ado, let’s address the elephant in the room:
- Smite
“She isn’t stealing my kills, she’s stealing my fun”
An actual quote by a player named Faraday, after experiencing a game with a competent (not like that’s saying much about them) Smite Psyker
Some of you love it, some of you hate it, I hate it, so here’s a proposal for it.
Make it stun only armored enemies! Technically other enemies too, just keep reading. This includes the non-elites, so it’ll still affect scab melee (excluding dreg), as well as scab shooters! All specialists, excluding bomber, are not affected by it. To compensate for unarmored/maniac enemies, and to not make it literally useless against them, it will still do damage to non-armored enemies, but will only stun upon cancellation of the right click smite attack, the stun is also less potent. Armored enemies will also not be constantly stunlocked, they’ll instead be able to periodically move around and maybe get a quick cheeky hit in before getting stunned again. However, all enemies will be stunlocked like normal if you use the left click at the cost of only chaining around half a dozen enemies, it will prioritize elites and the likes above trash enemies. Finally, it’s no longer just a worse right click!
The lightning storm blitz modifier should also be changed… I mean, did you even notice a difference with it on? The blitz modifier, instead of giving you a frankly stupid “+1” to your lightning chain jumps, will give you rending instead. Rename it to “Crackling lightning” or something idk I’m not good at labeling things.
And finally, you can now blow yourself up with smite! However, your character sometimes catches themself from exploding, like how the plasma gun does it.
These changes should slow down any nasty enemies – while weakening them in the process – before they get to your teammates, allowing your team if caught in a bad situation to kill any groaners and poxwalkers without needing to fret about the big bads for the time being.
- Staffs
God, I’m going to be crucified for this…
This is to try & make gun psyker a slightly more tasteful option without attempting to make the staffs useless or make the guns inexplicably better. Also, can you tell that I miss Vermintide’s varied primary staff attacks?
For the Surge staff, the primary fire could be like the Vermintide bolt staff, in turn allowing the staff to get the Dumdum blessing… Yeah, that’s it. This is just because I just think it would look cool with the game’s talented first-person animators animating it. Nah, I’m kidding, these new bolts also will not be pin-point accurate, this is to make the surge staff less oppressive at all ranges and less of a solution to all your problems, speaking of which…
The Voidstrike staff could have a nerf to it’s charged ball, giving it damage falloff, signified by the ball of energy getting smaller until the size & damage matches that of the normal left click ball (The cleave and explosion of the charged ball will stay the same regardless of distance). You should only really feel this change when trying to instakill snipers from across the entire battlefield.
Trauma staff could also be given a shotgun-like effect for it’s primary fire, but it could stay as-is without any problems, now that the other weapons were knocked down a peg.
Purgatus staff is unchanged, but on the topic of fire:
- Warp Rupture
Y’know, that one ability modifier that absolutely nobody uses for Venting Shriek?
Warp Rupture could have it transform from a cone of effect of Venting Shriek into a area of effect around the player (think V2 Unchained ability, but probably about double the AOE of a fully charged Trauma staff attack.) It will also increase the max damage to 375.
- Misc
We’re at the home stretch, you’re almost done with my incredibly bad takes.
Malefic Momentum can also work vice versa, meaning using warp attacks will give you increased damage to your non-warp attacks. Inspiration for this was Veteran’s passive: “Agile Engagement”
Perfect Timing could not only increase warp damage, but increase ranged damage too, these do not stack with each other, so you won’t be doing 6% damage a stack with your staff/blitz.
Telekine Dome should no longer stun mutants inside it if you dodge them, I think this is less gameplay feedback and more bug report, but whatever.
Give Psyker more unique special ranged weapon attacks, would love to see a force push for the revolver pistol whip, like with the laspistol. Maybe also could supercharge the flashlight on the lasguns/autoguns by holding the special attack key down to blind poxwalkers?
- That’s it, hope you enjoyed the ride
These balance takes aren’t set in stone/to be all used in tandem (big surprise there) especially since a few of these reworks may not blend well with other ones I thought up of. I also tried to avoid using many numbers when describing balance changes because 1: I’m stupid, and 2: I’ll let actually talented people do that, I’m just throwing crap at a wall and seeing what sticks. I’m planning on doing 1 of these for each class since I think all of them need tidying, can’t wait for all of these to be in vain!
Edited so the smite part is less confusing.
2nd edit changed the Venting Shriek part to have better balance.