And you’re still not understanding that for Zealot and Ogryn survivability is their schtick, while for Veteran it’s ranged play and Psyker a wild combination of those.
I’d say, that’s not doing you any favors.
It’s a pretty basic concept that’s been around in all of Gaming since games are games.
The “mage” gets the highest crowd-control / burst damage potential and he is the squishiest. The melee gets to be the tankiest (Ogryn) or the dodgiest (Zealot).
That your Psyker is the squishiest is only fair, because he has ranged and AOE options all the others do not have or don’t have in that capacity.
Best an Ogryn can do for AOE is his Rumbler. But it comes with limited ammo and long reload time.
Best a Zealot can do for AOE is the Flamer. But it comes with limited ammo, long reload time and unwieldy bracing time.
The staves of the Psyker do not have ammo. Yes, they have an overheating mechanic. And if you can juggle it well you have spells and AOE like nobody else currently. Of course you do not get to be as tanky as the other three. You’re the mage. The squishy nerd who gets squished (but not really, because you can still melee dance better than any other mage in any other RPG-lite game).
So what’s exactly the problem here? The problem is YOU want all these classes to be more samey. You want everyone to have a T1 talent line that greatly enhances toughness / survivability. And that’s absolutely missing the point.
Yes, the Psyker should get a lot of buffs, but not in the survival department. He needs to be more mage-like and needs more options to keep flinging spells quicker and less cumbersome. If there should be anything defensive, then the ability to cast defensively. THAT is what he needs improvements in, because that is his schtick.
And brainburst also needs some sort of rework, because it’s a single-target attack in a horde-shooter that takes far too long to charge. But that’s about it.
But don’t think the Psyker should have survivability at the level of a Zealot or an Ogryn, whose entire point is being enduring in one way or another. That makes zero sense. ZERO.
Name a psykers best crowd control weapon and I’ll tell you one that’s better on Zealot. Hint, its the Maul. Burst damage like… a bolter on auto? The rest has been said ad nauseum, you’re arguing that you deserve to be a tank but also get all the benefits everyone else gets. We all fight on the same field. We have an arsenal that shares something like 50% commonality. You aren’t a special snowflake because you’re a zealot. You deserve to be just as vulnerable and get punished for mistakes just like everyone else.
Have your 75% DR back and take a -50% damage dealt debuff. No? Didn’t think so. You have some weird trinity philosophy where psykers deserve be to squish because you think they are the “mages”. No where is that stated, by anyone, anywhere. That’s just a label you’ve arbitrarily put on the class and then said that they should adhere to the classic trope. Once again, Ridiculous.
Deal with the nerf. You’re going to be hardpressed to find people who are going to disagree that 75% DR wasn’t way over the top, and that it wasn’t picked by almost every zealot pre-patch.
Now I’m going to go play my zealot and slide to victory.
How is the maul a better crowd-control weapon than the Psyker staves? You’ve completely lost it, man. Here I will list your “inferior” crowd-control options:
Trauma: Targetted AOE that’s purely crowd-control. How would I buff it? → It needs more radius and a faster cast speed. Is it better than the Maul in CC? → Yes.
Surge: Stuns several targets in a cone in front of you, regardless of their mass. How would I buff it? → Should target 1-3 more targets than currently. Is it better than the Maul in CC? → Yes.
Voidstrike: Throws a fireball-like projectile that explodes How would I buff it? → Should have more explosion radius and more splash damage. Is it better than the Maul in CC? → Yes.
Your argumenting is seriously biased. Psyker is the crowd-controller and damage burster of this game. He just doesn’t stand out enough with it yet, which is what I already said. He should get buffs. But not in survivability. The classes need to differentiate each other more strongly than current, not less.
And that this one talent trait was picked by everyone is simply down to the other two being this much worse. But that’s a problem I already pointed out earlier with “The Meta” build existing for all four classes. You get one option that is strong and the others lag behind. The way to fix this is to buff the remaining options, not nerf what works.
Yes… yesterday I tied several weapons
MG Ia… Not totally garbage… Problem is that I had no ammo 50% of the map.
MG IV…hmm… well worst than MG Ia
Laspistol (in malice) was great… Malice was not as easy as it was… I wonder if it has a link with the weapon
Revolver good enough. The only problem is that I depleted the ammunitions on the map… Great for the other players…
Shotgun same as revolver. The great point of this weapon is that, at contrary of a real shotgun, it is extremely precise at long range… (Lol) Even x2 ammo would be a minimum in my opinion for this weapon
Well, let’s return to the weapons used by 95% of the players. As zealot it is flamer, bolter, brauto. So much variety!!!
On my Zealot, I use the Antax Axe with a shottie. Would love to replace the shotgun with the revolver but not in it’s current state. As for other Zealots I’ve seen, maybe 2 or 3 out of 10 that I encounter are using the flamer.
Oh, and I also use the axe on my Vet. Can’t be bothered to power up the PS every time I want to hack at something.
I like the braced auto gun so I can ult crushers in seconds because it’s fun.
That said flamers out right the best zealot weapon if you have some long range team mates.
Flamers biggest weakness is getting shot trying to take it out, long range fire fights are impossible, you see pox bursters you just run or hope your netcode let’s you push them back and it’s so slow to single target kill you can’t quickly swap to it then pick off a special or shoot a dog off a team mate.
It’s the most powerful because you can clear a massive area extremely quickly and your team can just finish objectives while you lay down massive CC.
Yeah, the autoguns are a good option too. Tried the flamer and the bolter but didn’t like it. Just didn’t fit the flow (ie. too long to get the weapon ready and/or reload).
In a private party, we try to cover each other’s weapon’s weaknesses but in a PUB game, allrounder is better for me.
Since this patch, the feat honour the martyr show the description: “Martyrdom has now 8 stacks”
While I would love such move (cause it would make it great), this is not exact. The feat increase the limit to 6 like by the past.
Rather than bemoan the things I don’t like, Ogryn nerf, I’d like to focus on the positives. The WC change for Psyker is something I have whined about several times. And it’s nice to see some changes for the better for that class. It’s definitely not perfect, but it does signal that FatShark is working on things. So, I appreciate the on going work. Please don’t stop working, eventually this could be a good game and I think much of the negativity is frustration with knowing that.
You have to give Fatshark credit where credit is due. As much as it bothers me, the system of only providing imperfect stat rolls (with any individual stat going up to 80 max) means the emphasis on reaching breakpoints is that much less important (or possible).
This alone lets you feel more comfortable about bringing what you want to bring imo.