Just for some context on where this feedback is coming from, I’ve got 276 hours total, mainly on Heresy but also plenty on Damnation. Psyker is my most played class, but I’ve also played alot of Zealot and some time on Vet too.
General Feel / Playstyle
This is really good. I enjoy that Psyker is a fast-paced class that is constantly having to switch between multiple tools, has to move around alot and rapidly adjust. I enjoy that its squishy and if you mess up then you die fast, but that to compensate it has a highly varied toolset that allows it to deal with nearly any situation. The only quibble here is that while it would appear to have been intended as a “glass-cannon” (having the lowest defensive stats of all classes), right now its mostly “glass” with not much “cannon”. All other classes can kill just as fast, while also being much more forgiving in how many hits they can take. In general, I hope that any changes going forward are to add to the “cannon” and not to remove the “glass”.
Brainburst & Warp Charges
This is the main topic that gets brought up around Psyker. In my opinion, in a vacuum Brainburst as an ability is fine. Great, infact. As a utility/grenade skill it is perfectly good as compared to the grenades on other classes. If you consider the grenades to be something that you occasionally use in specific niche scenarios, it does that job just fine, with a clear use-case for tackling bombers, bulwarks, snipers, shotgunners.
The problem, is that many of the other Psyker mechanics/feats don’t treat BB as a niche utility for occasional use - they treat it like it’s a primary weapon that you should be using every few seconds.
This disconnect needs to be resolved. Either the design intention here is for BB to be a niche utility, in which case warp-charges and feats should not be so dependent on it and BB should not be treated as such a core aspect of Psyker. Or the design intention is for BB to be a frequently used primary weapon, in which case the ability as it currently stands is not fit for purpose and needs to be reworked.
The reason why BB generates alot of flak is that it is really quite fun to use at low difficulties, 1-shot headpopping things is very satisfying. However, at higher difficulties, once you start having to use it 3+ times in a row just to generate one kill (and one warp-charge) it becomes incredibly UNsatisfying and frustrating. It is incredibly tedious watching it charge up over and over and over, and having to waste time quelling afterwards. The quick and easy fix here would be to reduce the charge-time and peril-cost, but I’m not sure that really fixes the core issue. Perhaps scale the charge-time according to target health, and tie warp-charge/feats to on-BB-use rather than on-BB-kill. Either that, or as already said just redesign the feats to decouple them from BB.
Warp Charges - the damage boost is too negligible to be worth worrying about, so most people just ignore them. Conceptually, as a resource you build in combat to then expend through Psykinetic Wrath is fine, but having them primarily tied to on-BB-kill makes them just too frustating to engage with. There needs to be alternative ways to generate them other than on-BB-kill or passive-feats.
Weapons
These all feel good to use, with the exception of the Trauma staff.
Surge and Purgatus are both fine as is. They have a clear useful role within a team, clear strengths and weaknesses. Voidstrike is mostly fine, it’s very satisfying to pinball heads with, but it could probably use a slight damage-buff to make it competitive and to give it a clearer role as the “sniper staff”. Considering its slow-cast-time, difficult aiming and peril-cost, it really shouldn’t take 3+ hits to kill a basic shooter.
Trauma staff… it just feels wonky. Particularly the targeting is very awkward. If you want to target medium/far distance, the target-reticule rises up above the circle-marker, meaning you have to almost look up into the sky. Just keep the target-reticule centred on the circle-marker please. Other than that, it just needs some numerical tweaks. The damage/stagger on it are fine, but the circle-radius is too small, and the peril-cost is way way too high.
Force-sword and Duelling-sword both feel great, no changes needed. Not an issue that I’ve experienced, but I’ve seen alot of people very frustrated that they haven’t been able to access the Deflector blessing because its never shown up in the shop for them. I guess this isn’t a psyker-specific issue, but it does hurt having such a key build-item unavailable due to RNG. If you aren’t going to make blessings more available and customisable, then maybe consider making Deflector just a baseline ability of Force-sword.
Feats
These are all really very under-whelming compared to other classes. As discussed above, too many are tied to BB and warp-charges. That might not be such an issue if BB wasn’t so unsatisfying and time-consuming to use. For the most part the “concept” or “functionality” of the feats is fine, but the numbers on them are pretty weak. Just compare Psykinetic Wrath (5-15% damage) to the damage-boosting traits on other classes. You could literally double that, and it still wouldn’t make Psyker be particularly strong. Another example, Kinetic Shield (10-33% toughness damage reduction) is nowhere near as strong as the damage-reduction feats on other classes (which would be fiiiiiiine if Psyker was actually a glass-cannon and not just glass).