The new change to kinetic flayer, which limits its use to elites, specialists and monstrosities, is still not good, because the underlying issues of unreliability and uninteresting use have not been addressed.
It still has no guarantee of giving value, since it is still random and uncontrollable. It cannot be selected to be saved for more important specials elites or monstrosities, for example, it just is randomly used.
It is not worth the 1 point spent on it.
It is mathematically likely to be wasted in some form or fashion, since the 10% trigger chance means that the target has highly likely already been damaged multiple times before it triggers, resulting in overkill. Or the target was just simply unoptimal for the ability. Not to mention that when it triggers it may just save 1 more swing of a melee weapon or 1 more shot, once per every 15-20 seconds since the 10% chance to occur does not guarantee use-on-cooldown.
I would say that the use of 1 point to have a random chance every 15-20 seconds to do an often useless burst of damage is not worth it.
Far better would it be if the players controlled the ability. This can be done easily, for example, the Brain Rupture ability has no use for the Weapon Special input option. It can be programmed so that Kinetic Flayer triggers on next attack once a player wielding Brain Rupture uses Weapon Special. Then once the effect triggers the cooldown starts.
If the trouble of this is that the ability is now too strong, because of the added player control and the higher value that the ability can achieve this way, the cooldown can easily be increased. But one needs to remember that the ability still costs 1 point. So even with this change, the 15 second cooldown seems fair to me.
The original value of Kinetic Flayer, when it was created, was the fact that it was tied with the Warp Charge ability. This was before the class overhaul. Kinetic Flayer allowed you to trigger Brain Rupture without needing to cast it, allowing you to refresh the cooldown of Warp Charge. Since Warp Charge is no longer a universal mechanic, and I dare suspect it is the least picked keystone option, I would say that Kinetic Flayer being as it was (if slightly modified) no longer serves the same purpose it once did, and is a redundant mechanic now, due to it no longer holding the value it was, which was the ability to maintain Warp Charge stacks without casting Brain Rupture.
Furthermore, Kinetic Flayer was stronger before the class overhaul, because Brain Burst was stronger than the current Brain Rupture. Brain Rupture is a nerfed version of pre- class overhaul Brain Burst for 2 reasons:
- The amount of damage Brain Rupture does measured in enemy health-% is lesser than the damage Brain Burst did before class overhaul
- The removal of “Cerebral Lacerations” as an option for Brain Rupture.
Cerebral Lacerations was an ability that caused a Brain Burst target to receive 25% increased damage from non-warp sources, making it a really useful tool for psyker’s to support their own damage but also their team’s damage.
The addition of the 3rd node to Smite, Charged Strike, begs the question as to why Cerebral Lacerations wasn’t added back.
Furthermore, as a sidecomment, the removal of Counterfire from the Veteran is a similarly baffling decision, limiting player build diversity for no real reason. Especially now, since the Relentless talent node was removed, there is very little reason to not reintroduce it in the space where Relentless was.
Addendum:
As @Mezmorki wrote, another option would be to have Kinetic Flayer work as such:
“Hitting a target you have Marked causes them to be Brain Ruptured. This can only happen once every 15 seconds.”