Nerf Staff Psyker

Except the -85% active quell speed penalty in h40 exists already, and has basically no impact on a good Psyker because they only quell one tick at a time anyway.

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yea
i played with you before in some havoc 40 in some oubliette time ago, and you were constantly exploding like many many multiple times through the entire game. i ressed you multiple times. you did not even get hit by enemies at that point. just exploded

good psykers actually don’t get hit that much because they know that it is very important, and good average for auric games it is below <300 damage taken, seen also very good psykers in havoc not going down once and having very low damage taken, because entirely of their melee skill. which not all psykers have because they often use staves as primary weapon.

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Yep vent speed is such a joke -100% doesn’t even hurt as a penalty.

i mean it’s a very simple equation to solve, if you build for when everything is going smoothly, your team mates are in choesion and you are in a good position what you are doing is setting you up for failure

i’m more sympathetic towards those YouTubers that ditch all their support perks expecting their team mates to die so they can clip their solo clutch for likes

So in addition to nerfing the dps indirectly by increasing peril generation by a factor of 5 and increasing quelling times by a factor of 3, you want to nerf further by incentivizing psykers to take talents away from damage/survivability/utility talents by putting points into things that help peril management too, to try to compensate for these nerfs.

Yeah and it’s not like the entirety of civilization is built on cooperation. Wait… :laughing:

Maybe I’m not all bad then.

And competition, some of the biggest advances have also been in war time desperation.

Or ideas through debates and arguing.

philosophy, lovely, how about not depending on others as a goal to acheive then

i don’t consider randoms as human beings anyways

its funny to me because i consider myself a team player, but the attitude i walk in to a game is that i’m supposed to complete the mission by myself

You don’t get it, they nerfed quell in general to remove exploit, in times where i would quell previosly without ball spam, i now press R and it does not quell and i am blowing up. And psyker not strongest class. Zealot still stronger than ogryn.

i do get it, i play psyker. you are encountering what is known as a ā€œskill issueā€
and no, zealot is not stronger than ogryn

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  • Psyker has no proper gameplay loop just braindead spam
  • Staves are boring and need redesign
  • Sienna V2 gameplay > Psyker (yes even with flaming sword heavy spam)

Imo venting should deal corruption damage, and all blitz skills should clear it. So you have a cycle gameplay. Also rework smite.

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Sure, and fear can be a great motivator to spur people into taking action. Though wars are of course fought by large groups of cooperating people called armies. And competition almost always happens in a societal context, even between individuals, with each party actively relying on a supporting structure of at least friends and family behind them. The more people work together the more they can achieve. The sentiment that you are competing against other groups can certainly help motivate and drive you to achieve more. If you’re a an active sportsman you need to eat more to fuel all your training and competition, which means you need to rely on others having produced that food for you. If you had to work to collect and prepare the food yourself it would take time away from your training and rest.

so wide a net you may as well say people progress when they are people

I like this suggestion.

It took some getting used to, but I will admit I had a transition phase where I blew up quite a lot when they put that delay on quell because I was so used to just sort of ā€œfeelingā€ how long I had to quell before I could start attacking again without looking at the numbers.

What I didn’t know is that peril actually secretly quells in chunks (when you quell peril it actually doesn’t gradually decrease from 100-99-98-97… etc. like the number indicates, it removes peril in chunks of 20 or so), so it was this internal ā€œtickā€ I had somehow internalized by intuition. And this tickrate and delay is quite latency sensitive.

I recommend getting the mod PerilGauge that displays your true peril, which will also reveal how quelling actually works behind the scenes. Many times before I could have sworn I had quelled to a safe number, only to then blow up when I attacked because the UI did not correctly report the true peril number.

This just isn’t true. Ogryn is bonkers. Zealot can survive mostly by running away at high speed and wearing stuff down slowly over time, but I wouldn’t characterize that as stronger. Ogryn has insane survivability and damage output now.

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Or melee kills could clear it, good to push Psykers towards melee.

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imo i would just make quelling take a butt fudge much longer just to push people into picking venting shriek. i’m getting really tired of seeing most pub psykers crutching on dome in even maelstrom games, on civvie no less :person_facepalming:

Well i categorize survival by running away as strong, mobility is key to survival, run away from enemies, run to regroup with teammates, run fast to save them from net or something else, that’s why mobility superior, why dueling sword(aside from it’s absurd damage) considered by majority of players as superior weapon and knife 2d best weapon. Most solo challenges made with these high mobility weapons or zealot. My best attempts to survive always were on human classes with high mobility weapons or talents.

I don’t deny that ogryn became very strong, in past i did 600k ± on average in auric malestorm, now 800k+ is average(unless whole team is good ), but damage is not all there is on path to victory. Ogryn absolutely superior to all classes when it comes to boss damage, pseudo twins in havoc not ready for heavier pickaxe variants with crunch and other other damage buffs.

Thanks for mod, i will try it out, i almost stopped playing staff psyker after update and play most of time only melee/gun psyker now, so if staffs get nerf, be ready for whining about gun psykers with moonlight sword.

No, Staff are totally not over powered

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