Nerf Staff Psyker

Yes has been an old suggestion of mine too as well as fixing the weapon special to at least something more useful like a lattern usage of staff at small peril generation… you quell it and jump scare heretic appears on relighting!

Staff primary more tuned to the general theme and even having more variants. I’d love a flame staff that could snipe even at less damage then other snipe staffs. With added Psyker burn to light attacks.

Lightning staff with added shock damaged, Void Strike with shot gun variant on light attacks…ect

Psyker already weakest class in game, they actually nerfed quell, so no i am overloading, because there’s delay where it wasn’t before, there’s nothing to nerf.

Lawl, you mean the quell cancelling, macro nerf, his peril drops so fast i recommended peril sustain talents to keep it from dropping off for melee boosts.

Psyker has the most damage, the most base operative modifier toughness TDRs 25%, 10%-33% Peril based TDR and Scrier 20% TDR if you want to go full turtle…not to mention ignoring range through bubble or crit.

Its incredibly easy not to overload, my only cases are of assail spamming or surge spamming… Smite even prevents you from overloading on capping peril.

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weak like how? squishy? weak cause they don’t deal much damage? :thinking:
good psykers don’t get hit, so you can’t be weak if you don’t let enemies hit you and you can also do insane damage, way more than zealot. there’s stuff to nerf.

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i really can’t stomach this school of thoughts, you just can’t avoid getting hit in some environments and you are not in control of every situation, psyker’s survivability should not be touched

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Key word there seems to be ‘good’. The fact is everyone does get hit and it simply varies how often and how punishing it is when it happens.

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True, and you might even conclude from this that it is intended.

I actually agree that a more dynamic and adaptive playstyle would make for a more interesting psyker, but this generally doesn’t make for a very effective psyker in comparison. There’s way too few talents that reward that style of play and the class is overall rather squishy and vulnerable to hits to really effectively compensate for it if you’re not playing some sort of staff.

This combined with psyker mobility and stamina regeneration implies that the devs really do intend for the psyker to be some sort of nimble glass cannon that can output a lot of damage at range and using movement to stay out of trouble and avoiding damage, but then taking hits will destroy you.

And yet there are people who want to nerf psyker staff-based damage without suggesting any sort of compensating buffs to survivability, utility, melee, or tankiness. In other words they simply want to make psykers worse because they’re largely obsessed with damage numbers and synthetic constructions with massed maulers that almost never happen in-game.

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Why in the world would they ever make it so when you quell at high peril
You take on corruption? They should
Never do that and youre supposed to ride high peril thats how you play the class. I love riding high peril switching between a low warp resist deimos and my staff.

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Specifically venting manually, the stress of combat and forcing your peril down brings the corruption of the Warp to Psyker as he slowly succumbs to the madness tapping into chaos in battle.

You’re assuming that people would quell to 0% and not just cast indefinitely still. 16 stacks of soulblaze on horde trash and elites with a chance to clear 5% peril per kill will allow inferno staff to cast multiple times since the threshold for killing yourself is like 97%. Also, the skill tree has plenty of talents that manage quelling and peril generation, as well as abilities that negate these mechanics by bleeding 50% peril anyway. This effectively nerfs people who use it to tag bosses and horde altogether and bubble psykers, as bubbleshield is the only ability that doesn’t quell peril. This also means that if your team’s dps is low, they can’t just rely on you to completely negate this problem by letting insane damage, suppression, and stagger from an infinite cleave weapon kill everything while they kite and not do anything inside a bubble.

I rather electrokinetic’s primary shot become a lightning machine gun suppression tool as a counterpart to its secondary being a stagger tool. This makes it an ideal support staff when pushing into gunners rather than its current iteration, which is somewhat boring and slightly more effective single target damage smite.

Trauma’s primary shot should be like bolt pistol. Slow, unsteady, but high damage. It’s a good counterpart to its aoe stagger capability on hordes.

Voidstrike is fine and can stay the same.

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So basically a cometic alternative to Blazebolt for the Electrokinetic staff? Blazebolt already fires pretty fast and suppresses plenty as is.

Then a higher damage shot but slower for Trauma. Sounds interesting.

That’s misleading. I was talking about CAing out of Overload, not just Quelling.

No wai think of his staff idea as a braced autogun fire rate, ease and supression

this is wrong, the weakest class in the game is veteran. they nerfed an exploit (quell cancelling and the macros used to do it faster)
in terms of strength, it’s: ogryn, psyker, zealot, veteren
though i feel like psyker and zealot could be interchanged at any given point

They deal “way more damage” to multiple weaker enemies, this type of damage really doesn’t matter at all, since any class can be built to handle hordes. Let Psykers be the queens and kings of crowd control who kill hordes the best, who cares.

You say it as if Zealot can’t oneshot/twoshot Crushers with many weapons, not just DS, has the weapon with 1st or 2nd highest boss damage in the game, has blitz that kills most specials without any additional buffs in Havoc (unlike brainburst btw that takes 2 charges for same targets), and is the only class in the game that has oneshot protection at base.

Zealot was literary designed for melee through and through both survivability and damage-wise, while Psyker on release had something like 2 talents across all skills meant for melee playstyle. And even now with the few melee talents that Psykers have you’re comparing a class that is INHERENTLY designed for mainly ranged play against a class that was designed to spend 80% time in melee.

Nerfing staves equates to destroying a great deal of Psykers identity, and would require the redesign of the entire class AGAIN.

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“A weapon/talent/playstyle is good if you don’t get hit”.

Meanwhile you watch ANY content creator (even the same highly regarded players from this forum), and who would have guessed? Even the wins they post on youtube are more often than not very messy with multiple deaths or downs per run…

Great myth.

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Third option: Umm, No. Psykers were ignored for far too long. Also remember, they are squishies.

Fourth option: Buff them.

100% Zealot is high damage on easy mode hardly any risk at all with all the TDR he has available and Crit/Invocation. Quite limited in terms of build options though.

That’s true, the more I read through replies, the more adjusting Quell speed seems to be the most pragmatic first step towards balancing staves.