Is the Psyker the downstate class?

Totally true. Psyker can deal more damages than any other class.
But, only if you are really skilled. Cause before that, you normally:

  • at first spend your time on floor dead
  • then after some do a little less than other classes

But skilled psyker does insane damages. And, maybe I am wrong, this is always with staves that a psyker deals such damages.

You mean the fight with two zealots and two psykers where the psyker using the staff out dps’ed the two zealots? The two zealots running around swinging swords for the whole fight?

Not going to lie, the two zealots seemed more focused on survivability. Because the damage chart on the team score is reflected by how much damage they took as compared to the two psykers.

So while you think saying what you said mattered, it really didn’t. This whole magical "skill"phrase you guys are throwing around can be summed up in one sentence.

So you started a thread, asking if psyker is the downstate class.

Now multiple people have said no, providing proof that, if played correctly (and yes, it requires skill in both mechanics and priority management, regardless of what you think), it outdps damage-oriented classes like zealots.

Now, the goal post has been moved to "but the zealots were swinging swords (what should they do, sorry?) / “those zealot were playing defensively” ?

And in this full discussion, we have ignored the full benefits the psyker kit is bringing to the fight (between CC, stagger, suppression, CDR with PsyAura, special sniping with BB).

That is how zealots will beat a psykers aoe damage actually. Swinging their cleaving weapons (throw in the flamer for good measure if you want). Zealots are perfectly capable of topping damage charts. So are ogryns, so are vets. I would say skill plays more a factor in terms of who gets more damage and kills. Especially when you get some players who like to stand outside the elevator to the next area to clear a horde on their own.

It’s a subjective thing that no one can be sure of. Supplying one (or even multiple) damage board(s) and saying here’s proof psykers do the most is a waste of time. As is arguing over a specific damage chart trying to justify why the psyker did the most. Fatshark probably has the metrics, maybe they will release them one day.

One person will say psykers do the most damage because one time a super skilled psyker blew them away, or maybe they’re very skilled themselves. Another time a zealot because they’ve mastered their craft and just cleave through mixed hordes like they’re butter. Or the ogryn gunlugger that topped the charts but suffocated the rest of the teams ammo supply (no judgement, I did it too. You make good use of the ammo). Or the vet who decides that he wants to shoot wildly into trash hordes and guzzles ammo but cleans the rooms.

For me the conversation about Psyker balance comes purely from a defensive point of view, rather than an offensive one. Every class can absolutely dominate offensively, and while there may be a “best” and “worst”, the divide is far more observable/quantifiable in the defensive department. At high skill play I think survival ends up trumping kill count or damage. It’s just that if you don’t kill stuff fast enough you will be overwhelmed.

I know that for me, doing havoc, I’ve opted to take my zealot. And even in my zealot tree I find myself giving up damage increasing nodes and swapping to more survival oriented talents. I would do the same on my psyker and my vet, probably my Ogryn too.

Bro what are you talking about. You act like you are in an argument to win, and then typing as if you won.

The delusions are strong within this one.

My point is as follows: my damage isn’t up there for how low my survivability is.

Your point is that it takes skill as if there are magical techniques that can make one do more damage.

the logical conclusion is that you think skill means you can do more damage when the reality is that this extra damage comes from you thinking your the one doing said damage. You show me one video where the only ones doing damage is the psykers, which was outlined by @Skaleek on how such a strategy can take place with zealots. You are so hell bent on defending this class like it’s a personal attack on your persons. The time I spent in downstate was me trying to push my dps potential as high as I can and realizing my survivability was low and I cannot perform gameplay tactics like other classes.

That’s not skill, that’s comprehension. That’s like playing an MMO and thinking you are a tank when in reality your a healer.

It has been the unanimous consensus that in all the footage, including what has been provided to be stick and move. And that is a concept you develop from playing various shooters, beyond the scope of Darktide.

Lil bro, if you want to argue about this, do it on your own. You can keep thinking you’re right, but then again, at the end of the day, I made an observation about the survivability and you then proceeded to validate it without any counter argument. Bro, learn how rebuttals work before you get all hyped up.

Focus on DPM, Rifthaven deal 1747k+27k in 34minutes
it means 50+k damage per minute(I have even meet a psyker can deal 60+k dpm)
Then compare with yours. Can you deal similar dpm?or have you see any other skilled players deal such damage with other class

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I’m trying to understand what you would like to achieve, cause conversation if for sure not the objective here.

This is the reason the video and damage screen were provided: to show you that it is indeed possible to DPS as a psyker, even outperform other classes, regardless of how fragile it is.

But there is, is it not?
I mean, anyone who has played this game long enough can tell you that a skilled player can outperform a less skilled one.
The problem is that you look irked you cannot perform with the class and I do not understand why.

To me it looks like you are hellbent on finding an excuse for your poor performances with the class without accepting that it may require a bit more than 40h to achieve.
I mean, statements like this one below:

My man, how thin is your skin, that you cannot even take a git gud?

Yeah for sure you have showed me your ars oratoria with this schizo rambling of yours.

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Mister E… good… lol

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That’s the only thing you typed that made sense. You have your convoluted opinion, and I’ll keep mine, oh mighty skilled psyker.

QED

Watch agent chaos on YouTube.

Psyker is a glass cannon usually. Squished than most, but has a very high ceiling for damage and speed.

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Psyker has the best base mobility in the game through probably the best move speed potential, as well as best stamina recovery delay stats. Mobility is the best survivability stat, hence Psyker is in no way behind the others here, it’s just a higher skill floor to utilise their survivability. Obviously avoiding hits altogether is harder to utilise than DR.

Staff Psyker also has infinite ammo, high stagger AoE, phenomenal finesse scaling potential, incredible crit chance boosting to go with it. This game mostly scales difficulty through enemy numbers, so yeah infinite cleave AoEs tend to scale exceptionally well.

You asked a question and people with more than 20x your play time are telling you you’re wrong, including scoreboards clearly demonstrating top damage potential. Despite admitting in your OP you struggle to even stay on your feet, you’re somehow still arguing here showing the most unfounded conceit I’ve seen in a while. Maybe consider listening to people who don’t die regularly :+1:

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:mag:weird, I’m looking at the thread and i don’t see you suggesting anyone.

Actually I looked at the thread even closer and realized I don’t want to be here.

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I disagree with you. Your argument that psykers have the best survivability basically revolves around the argument that dodging and never getting hit is the best. That’s correct, but its disingenuous.

Anyone who can play a psyker and dodge every hit and take zero damage in a mission can do it on any class. It demonstrates a fundamental understanding and extensive experience. At that point we aren’t talking about survival anymore, because the player is so good at the game that survival almost becomes a nonfactor.

At the point where “Don’t get hit” becomes your metric for survival, then you need to look at how many mistakes can you absorb (toughness, holy revenant, etc). As soon as we look at who can make the most mistakes and survive, all the other classes come out on top. Way on top.

So no, calling Psykers the most survivable class is wrong.

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Just as well I never said that then. I said they don’t lag behind the others, though yes they’re obviously less survivable than outliers like VoC Vet.

I could have been clearer though. I do think they’re less survivable generally, just by a much smaller margin than some make out. Lowest stam regen delay is very powerful, access to bonkers move speed makes kiting way easier, so I reject your “could do on anyone” statement.

The point of mastery is to make something that is hard look easy. Without enough experience to understand what you are seeing it should look like it was easy and that I wasn’t having much impact because nothing got out of hand. So I’m not surprised that was your take away, I’ll take it as an unintended complement.
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The first level of peril management is avoiding the downside of blowing yourself up. The second level is also using it for offensive advantage by edging into and out of high peril, with the handy side effect of regenerating a lot of toughness from the gain/quell talents. The third level is just consistently maintaining between 80-100 peril during engagements because you don’t need that toughness replenishment from edging peril. At 80+ peril I get the full 20% crit chance from the Warp Nexus blessing on my staff, the full 20% damage boost from the Warp Rider talent, and if I have my sword out, the full 20% power boost from the Unstable Power blessing. The 20% crit chance is often the most important in high Havoc because it pushes my crit frequency high enough to sustain Empathic Evasion and allow me to survive charging into packs of gunners that currently delete most players in a fraction of a second.
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At lower difficulties with thinner enemy density you are correct, Ogryn and Vets have much better single target TTK, and at significantly longer range, than my Inferno Staff. When there are few enough enemies they will indeed delete everything before I get a chance to have much impact. At higher difficulties with increased enemy density that very much stops being true though. For one, at Havoc 40 ammo pickups are reduced by -75%, which severely limits their ability to continually shoot everything dead before it gets close. For two, they can only click one (or a couple) head at a time, but my staff has infinite cleave in an 140+ degree arc. That means my TTK each target remains the same whether there is one or hundreds of enemies. Literally no other weapon or class scales up so well as intensity and density increases.

One downside of the Inferno staff to balance its infinite cleave is that it has by far the shortest range of any ranged weapon, which means I need to be on the front line or in the middle of the fight to be hurting as many targets as possible. Being on the front line increases the risk of getting hurt though, so maximizing my damage is about calculating how much risk I can get away with without getting punished.

Yes I played around the bubble when it was beneficial, but I would have been just as happy without it. If you pay attention you will see I push out of it to clear the gunners as soon as I was confident I could get away with it, or pushed into gunners first only to have it placed on me anyway. A few times I push into and clear a room of gunners without bubble just by relying on my crit rate and chained sliding secondary attacks triggering Empathic Evasion, the Inferno’s suppression, and when needed my Shriek’s stagger to stay alive. You can see on the damage meter I did the highest damage to both Ranged Lesser and Ranged Elites, the two categories of enemies that are considered the highest threat at Havoc 40.
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I, Rifthaven, the PoV in that linked video, was using the Inferno staff, and very much out damaged everyone, Voidstaff included. The Void Blast is great, but it doesn’t scale into density quite as well as Inferno. It is much safer though.

The funny thing is I actually topped boss damage on the run, I just didn’t do any flashy single/quick instances of high damage so it is hard to notice my contribution if you don’t know what to look for. I assume you mean the Beast of Nurgle (BoN) at 13:30 minutes, so I’ll talk you through my decisions throughout that fight.

I use Shriek before seeing the boss, but I now know there are only 10 or so close enemies coming in from the left with the Becalming Eruption’s stack count. Because I’m holding the front line in the choke point, I am the first to start damaging the BoN. I build up my Soulblaze stacks to the staff’s cap of 15/16 while it approaches. I dodge left and right and slide while charging my staff to avoid the incoming dogs and mutants disabling me, which would likely mean death in that position. I am trying to hold that choke point by killing the incoming horde with the intention of fighting the BoN safely in the bubble using my melee, but I decide to retreat as soon as I hear a pox buster approaching.

I quell a single tick of peril as I slide away to make sure I have enough distance and peril overhead to safely spam primary against the Pox Burster. I would have used the barrel to stagger and damage the BoN, but my sibling had the same thought first. I get a little unlucky as the BoN gets me with its slime that it cast from just outside of the bubble, but I’m holding ground with primary stagger spam to make sure the Pox Burster doesn’t get around the corner. The slime debuff means I MUST stay out of melee range or the BoN will swallow me up and almost certainly kill me, so once the pox burster dies I continue to retreat. While giving ground I use Venting Shriek at high peril soon after it is off cooldown to over stack my soulblaze on BoN up to 21 for a good damage boost, as well as adding 6 stacks to 9 other something targets also coming through the choke.

When I’m far enough away to not be swallowed I start to cast Brain Rupture (BR) to add some spike damage from a safe distance while my soulblaze is ticking, but instantly discover my teammates are fighting a horde that has come from behind. I switch to my sword to aoe stagger everything around me and buy a safe moment to switch back to my staff to clear that chaff with sweeps for maximum stack application in a wide arc, which allows the Zealots to focus on the BoN. I also make sure to maintain my soulblaze stacks at their cap on the BoN, and then use Shriek again the instant it comes off cooldown to over stack back up to 22 for maximum damage. The Shriek also hit 5 other targets, one of which I know is the flamer I can hear winding up a flame attack that gets interrupted by the high peril Shriek’s stagger.

By the time the Zealots engage the boss in melee I’ve already taken a huge chunk of its health off. I try to join them in melee within the safety of the bubble to maximize my damage as my stacks are already high (I have +unyielding dmg on my sword for this purpose), but get pushed back (a mistake that lowered my dmg contribution, but didn’t damage me). I see a blue stim and decide my highest damage potential now that I’m far out of melee range is to use that and chain BR to finish it off. I only manage to get in one BR for the killing blow, but if more enemies had shown up to distract the Zealots I would have been able to quickly finish it off by myself regardless.

So despite appearances I actually did the most damage to the BoN in that 46 second fight, while simultaneously cleaning a lot of horde and helping to keep the fight safe for everyone. My soulblaze was ticking constantly through the whole fight, probably about 62 times (every 0.75 sec), many of those ticks while at high stack count and boosted by various damage buffs.

Unless you understand the mechanics behind what I was doing, it probably does look like the melee zealots did the most work. Hopefully though my step by step explanation of the fight helps you understand my constant decision making process to work out how to maximize my damage while making sure I didn’t get hurt, and how that resulted in me actually doing the most damage.

This is the sort of thing I mean by ‘high skilled’. A less skilled or experienced Psyker wouldn’t have made those decisions or executed those mechanics. They would have either probably died by being too aggressive, and/or output less damage by not taking calculated risks or using less optimal attacks at each moment. They also probably wouldn’t even see how much impact my decisions and actions had in that fight.

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Not a huge fan of running away as a way to play any class in darktide, but I will concede they can probably run away about as good as a zealot or vet, better if they are doing mettle + scriers. And sometimes running away is necessary.

I still think Psyker has a noticable disparity in toughness regen compared to other classes. On a zealot or Ogryn my toughness replenishment is bonkers. On a Psyker my talents have an anti synergy that can actually hurt my toughness replenishment. Psykers get punished very hard for mistakes. I’m of the opinion that they probably get punished a little too hard comparatively.

On the psyker I’m a big believer of taking as much toughness DR as I can get, as well as empathic evasion and the talent that augments my dodge duration. And as i said in a previous post, i really think they bumped psyker toughness up (for which i am very grateful) because in havoc it became very clear to the devs just how punishing it can be to play a psyker.

I’m not a super amazing player, but i think i have enough experience to really feel the differences between the classes, and I’ve definitely clocked the most time on my psyker.

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Ogryn toughness gen is bonkers no question. Zealot is very variable on weapon and build. Yes there are means to have pretty insane toughness regen via ability spam, toughness on dodge etc but they’re not consistent across all builds, less consistent than Psyker’s toughness gen options at the top of the tree anyway.

Regardless I don’t particularly want to argue this back and forth with you. I think our viewpoints are close enough to amiably agree to disagree on the fine details.

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this entire thread is bait.

psyker has shriek which acts as a delete the screen button.

psyker can put on vraks iag, scriers, and crit across the board and click on any enemy to instantly delete them.

psyker can get blessings on voidstrike to have a plasma rifle-lite that fires faster for free with double damage or rending etc.

psyker has the fastest stamina recovery of every class to the point of being able to constantly push without fail, so combining slot system with a wall, you can sit there and endlessly push without consequence and thus get out of nearly any melee scenario. their incredibly fast dodges help too.

psyker has toughness regen all over the place that dont even require outright killing things, although you can also get toughness regen for your screen deletion with soulblaze shenanigans too.

psyker can take any rapid fire gun and get guaranteed crits to become immune to all ranged fire alongside getting insane toughness and movement speed. recon las is disgusting on psyker.

the only things psyker players have to learn is to spam their dodge, spam their push, get the hell out of melee, and use anything else. hell, even in melee they can do work, just slam agile on a dueling sword and don’t use any braincells beyond timing dodges on mauler/crusher overheads.

that’s not a complete list, i hope this helps and i will not be replying any further.

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OP should have name the thread ‘please buff Psyker’ and get straight to the point instead of pretending to discuss.

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