New Combat Ability Description (Telekine Shield) (Feedback) Replies are welcome

So I read the Telekine Shield on the “Talent Trees Deep Dive” page, and the ability seems to be both incorrect and incredibly situational to the point where it would almost be useless. Since it only projects forwards and we do not know if it remains stationary or if we can move the shield; I can say that if it is stationary it would be useless. Only blocking in one area when shotgunners and most of the heavy ranged npcs will try to either flank or get close to you will make the shield situational only and not as useful as any other combat ability in game.

Besides it’s situational usefulness it is incorrect. The original Telekine shield is in the books and even on the wiki’s is this.


(Telekinetic Shield)
You erect a field of telekinetic energy about you. this field functions as a force shield, granting 1 Amour Point on every locations in addition to any other armour you are wearing by spending a Full Action to activate this Psychic Power, you may opt to cause the Telekinetic Shield to vibrate at a colour frequency of your choosing (golden yellow, skull white, ice blue, and so on). Note that whatever its hue, that shield only produces a gentle shimmer in the air. It is not opaque and cannot block your opponent’s line of sight.

Overbleed:For every 10 points by which you exceed the power’s Threshold, you increase the Armour Point by 1.


From that description alone and how they implemented it in most of the video games; it essentially is a shield that can block range, and even melee attacks until the mind grows weary and you become vulnerable once the shield fades. It has functioned this way in almost all of the video games from dawn of war to even Warhammer 40k Space Marine where even meleeing a psyker would still reflect damage until it’s mind was weakened and it became incredibly vulnerable.

Since the psyker is a fragile target a personal shield that works off of your perils and if you get hit too many times will break the shield and make you vulnerable to all sources of damage for a short while. This would probably have been a better if not a lore accurate choice. Since the psyker is not forced to use force weapons. it can be a helpful combat ability for psykers who want to keep using their warp powers and use what ever weapons they want. Even with Force weapons the shield can be used to help you escape dangerous situations by quelling your warp activating the shield and using your force sword mainly as a crowd clearing tool and as long as you don’t take too many hits you may even be able to activate some force abilities without overcharging yourself and causing perils or breaking the shield.

If anyone has any comments about this feel free to reply and give your input. There are other ways the shield can function from a protective dome, or personal shield, but this is the most basic way I can describe a fitting function. Feel free to give details on what you might think it’s functions should be.

Have you seen the Gameplay?!
The Shield is a Bubble…

watch 35sec

but yes there is a other shield like 1,08min aswell!

If you take a talent, otherwise it’s the square shields, where with other talents you can increase how many you have

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Man, stationary shields manage to be useful in overwatch against real players and we’re here criticizing an ability we haven’t seen in game yet in a game we know is chock-full of choke points.

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I think the major points about the shield have been covered already, but consider that with the “flat” shield, (1) taking advantage of a suitable choke point (of which there are many in the game), enemies will be much less able to flank and (2) the closer you are to the shield, the greater the angle it protects. If you’re standing right beside it, the enemy would have to be nearly parallel with the shield to get a shot

And for visual clarification, probably not necessary but I felt like putting it together

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Alright I’ll take your word for it. I just hope it’s as useful as it seems in the long run.

For what it’s worth, the positioning is a bit buggy for the flat shield, and uneven terrain can make it spawn rotated 90 degrees (in which case, it’s pretty useless :joy: )

The times it does work, it’s felt rather nice - dropping a wall in front of a charging Mutant, being able to create space from unexpected gunners/shotgunners, letting you (or an ally) deal with data interrogators without being gunned down.

I have seen showcases and gameplay with the shields from content creators and it feels incredibly situational to me.

On the top of my head; the shield would be useful on the gauntlet map where you use Servoskulls before moving on to the next gauntlet where you take those cylinder things from the center at the bottom to the 3 spots at the top.

In the first gauntlet with the Servoskulls on this map, in Hi- STG, things can get pretty hectic as Bombers, Gunners, Hounds, Trappers, Hounds, Flamers, and Mutants start spawning, and that’s the point where I imagine the shields would work.

The problem for me with the shield is that it has a relatively long cooldown on a class that almost wants to be able to spam their ultimate in every fight in Hi- STG, constantly plus, it doesn’t do damage.

In the more difficult modifiers of Darktide, damage usually equals survivability, since you want to remove the threats before they have time to do anything

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