Psyker Assail patch 14 nerf

I just woke up i don’t think i’m following you correctly haha, but wouldn’t that increase tha spamminess though?

If you only have 3 charges that regen at 30 seconds each, you can either use 3 charges every 1 and a half minute or 1 charge every 30 seconds.

You can no longer just use assail from start to finish.

Right i think i get you, so how many shards per charge?

I said 4 or 5, but that’s more a balancing thing that only the devs could decide, my idea is just to change the overall functionality of the skill.

Okay cool, so one click would send out 5 shards at once? Or 5 clicks then you lose a charge and have to wait 30 seconds? Tbh if they were powerful enough to make up for the lack of consistent use it might not be such a bad idea. But then again shards atm on damnation they’re not as OP as people think.

Yes, like a grenade of shards.

Yes, that’s why I think the nerf was a bad move.
They wanted to change how the skill is used, but just changing the numbers won’t make it change its functionality.

Right i understand you better now. Being able to shoot them out as a cone AoE wouldn’t be so bad. Having to track them to different targets leaves you so vulnerable. Some people think you fire all 10 them forget them but for them to be useful you have to track them from target to target. i think it could be better fleshed out, as well as smite. They’re really good ideas but implemented in strange way that locks you in.

Edit: a negative could be the cooldown for sure, would be a weird departure for the psyker to have a blitz on cooldown for that long.

I don’t know if it would be a negative. Blitz, as the name implies, is a quick powerful action.

ATM all the psyker’s blitz abilities suffer from the fact that they use peril as a resource instead of having charges.

Brain Rapture has mechanical issues that make it extremely inefficient, Surge is an AoE stun that deal no damage and leave you vulnerable, Assail is the go-to skill because it does not have mechanical hurdles.

If by putting charges on these skill we can make them situationally powerful and overall easier to deploy I would not be opposed to the change.

You guys need to stop trying to take away the psyker‘s identity.

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But it wouldn’t make sense for the psyker to manipulate the warp without generating peril. Peril in a way acts like a cooldown since you have to quell.

I think assail is fine but could be done in a cooler way, like cone AoE for extra peril cost like BB. Smite is meh. And BB is fantastic right now. Adding any sort of timer would be beyond frustrating since psykers combat abilities are more utility abilities, and the blitz is where the power really lies. Like the psykers blitz to my mind are the combat abilities.

Have to hard disagree here, BB with shriek gives insane peril reduction, combine this with empowered psionics and you can pretty much spam BB. I have a build that focuses mainly on BB potential and its very efficient.

I think a lot of the discussion around psyker focuses on thinking they are equivalent to the other classes and they’re not. The psyker deserves to have blitz abilities that are powerful and can be used consistently since their ‘combat abilities’ are venting peril, a support ability, and a buff… the other classes have far better combat abilities so i think the psyker should keep the better blitz.

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I was not advocating to remove peril, I was saying that since quelling peril is so fast as a consequence blitz abilities cannot be very powerful.

Assail uses both charges and peril, it could be done with all blitzes.

BB is quite frustrating to use in my opinion, that’s because it is a powerful ability but they put the drawbacks in the usability (slow movement, hard to target).
I think giving charges to BB could open the way to make it more powerful, maybe adding a node to light in warp fire everyone around the primary target.

But this is way out of topic, I have not used BB enough and surely not after patch 14.

We agree on this…

A cooldown is what is needed. As it is done, assail one shot close to everything. So at least, a cooldown to make it less annoying for other players.

I appreciate there’s a degree of exagerration here but… what does Assail actually one-shot? With 30 stacks of Disrupt Destiny up, it’s probably a different story, but Sniper and possibly Trapper/Bomber are what springs to mind.

(I’m not considering chaff enemies here, I don’t think they’re a great measure here)

EDIT: On a vaguely related note… while I can’t see it happening, it would be kinda nifty is Assail could charge to prep more shards and throw them simultaneously, in a fairly indiscriminate manner of “Seek out the things in this imaginary square”

I get that, but when you quell would you not agree that you’re not doing anything else? And quite often, you have to be tactical when doing so since you may need to defend yourself or attack whilst at 98% peril. And as i say, psyker blitz should be powerful because lets be honest, the combat abilities serve more as a utility role.

Why would you ever want to implement this though? Are you seriously thinking about how much this would maim the psyker?

This is the main point i try to get across to people: You look at all the other classes and compare their combat abilities with the psyker, no contest the psyker has the worst. But when people look at the psykers blitz people then think they’re op. The vet can revive, give a shield, and buff the team with one ability and has grenades to boot. The ogryn can lay down an obscene amount of firepower and delete everything in front of him and has a nuke if anything survives. The zealot can become invincible for a couple of seconds and still has grenades or knifes at their disposal…

And yet for whatever reason, the psykers blitz is the main concern of a lot of people. I just don’t get how peoples perspectives can be lacking this severely in knowledge of the classes to suggest cooldowns on psyker blitz.

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What I meant was not to simply put charges on blitzes, but also make them more powerful because of that added limitation.

But that’s off topic, we’re just talking about the Assail changes.

On damnation, left click assail oneshots basically nothing anymore.
Even the weakest trash requires headshots, crits or even crit headshots for a 1hit kill.

Some people wanted assail to be cut in half.
With it taking mostly double the number of hits for a kill, this is effectively what we have, when it comes to regular enemies.

After patch 14, assail is still good against shotgunners and gunners, but pretty weak against both berserkers and terrible against maulers, crushers, bulwarks and reapers.

It is great against snipers, ok at dealing with some of the specials and bad at dealing with some others.

A veteran spamming an auto gun can compete with the full kit of an assail psyker on damnation+.
Anyone who still complains about assail is just delusional (or plays only low diff).

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I wanted 5seconds of Homelander eye laser beams. I’ve been told that isn’t lore accurate.

This is where you’re not seeing the issue: most people play on lower difficulties. Especially new people like me that are climbing up on the difficulties are taken aback by the impossible power the shards hold.

I dare say that once they cannot oneshot everything, the shards become underpowered because the second shot is a huge overkill.

It’s never been about how powerful the skill is, though. Argumentatively my proposal makes it more powerful.

They changed it with the goal of making it a situational skill, not a spammable one. They simply failed in that regard.

I am seeing it.

When ever someone brings it up and thinks that the entire ability should be nuked because it is too strong on low diff, this is my proposition instead:
Let assail damage scale with difficulty.
Damnation damage is fine.
Turn it down for lower difficulties.

That said, most of the time, people make general statements when they complain about it. People almost mever say „it is too strong on low diff“.

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Nope, just changed. It would still be powerful, maybe even more.