Brain burst does not feel like a fun mechanic to me - in fact it feels more frustrating if anything,- and has poor synergy with the class.
Pros
- high burst damage
- doesn’t require line of sight after initial cast
- grants a stack of Warp Charge on kill
- unlimited uses
- very long range
Cons
- no distinction between trash, elites, specials and monsters in cast time
- grants a stack of Warp Charge on kill
- it is easy to “waste” up to 20% peril if someone else kills your target, generating frustration.
Fix
Change Brain Burst as such :
- Deals 20 damage and adds 2% Peril every 0.2 seconds of cast time
- Deals 500 damage and adds 25% peril at the end of the 3 seconds cast.
- If the target’s health falls below 500 at any point, execute the target, dealing 500 damage and adding 25% peril, ending the casting.
Lower passive Peril quelling.
Trigger explosion from ‘overheating’ Peril at a virtual 125%.
How is this better ?
There are three scenarii here :
-
- Enemy has less than 500 HP → they are executed, costing 25% Peril.
-
- Enemy has between 500 and 800 HP, say 700 → you start casting, dealing 20 damage every 0.2s. After two seconds, you have dealt 200 damage and the enemy falls under 500HP. Enemy is executed, costing a total of 45% Peril over a 2 seconds cast.
-
- enemy has more than 800 HP → you cast for 3 seconds, dealing 300 damage and then attempt an execute, dealing 500 damage for a total of 800 damage and 55% Peril.
Numbers need to be tampered with to scale with difficulty, but the idea behind that is that scenario 1 is for killing trash, allowing you to stack Warp Charges quickly and actually use that talent.
Scenario 2 is for killing elites and specials, allowing you to be reactive enough to actually get a dog or a suicide runner before they get to you by shortening the cast time ; even more so if your team is also targeting the same enemy as you.
This reinforces cooperation because allies firing at your target helps you get them under the threshold ; you are not wasting Peril and it is overall less frustrating.
This would also reinforce the Psyker’s role as elite and special handler.
Third sceanrio is mainly for bosses and monsters, keeping a high damage ability for a greater cost.
Passive Quelling should be reduced for two reasons : first is to prevent players from spamming instant head pops on trash ; second is to actually give worth to Battle Meditation.
I like that you changed Battle Meditation since the first Beta, it is better now, but is completely overshadowed by the speed at which Peril passively quells.
The 125% virtual Peril instant explosion means that if you start casting Brain Burst at over 70% Peril, you will explode if the target’s HP doesn’t drop below the execute cap by the end of your cast - otherwise leaving you at 100%. This ensures players will have to quell peril more, making BB less spammable.
In other words, if your target’s brain hasn’t popped by the time you reach 100% Peril during the cast, release LMB or die. This is a gamble players will have to play around when attempting to pop brains while above 70% Peril.
Casting anything while at 100% Peril blows you up as usual, of course.
Warp Siphon would apply to the damage part during the cast, but wouldn’t change the threshold so would only allow Brain Burst to reach “one cast kill” breakpoints on enemies with 836 HP at full stacks. (500 + 300 x 1.12)