Hey guys!
Really loving the game so far, its pretty easy to look passed the issues you guys are working on and have a lot of fun! Donāt take this critique as a sign that I am not having fun with the game, I really love it, and thatās why I am commenting. I want to see the game be the best it can be!
Making this post to comment on the Psyker, specifically the brainburst and warpcharge mechanic.
Brainburst is somewhat effective on lower difficulties (3 and below) but due to lack of scaling doesnāt really preform on 4+.
The larger problem with Brainburst in my eyes is a conceptual one: The core loop of click target, wait 2 seconds, get kill, is not only not very fun. It is also not very good. It takes you away from the great melee and away from dishing out spectacular void strikes, and brings you to waiting around behind a box for the enemy to be killed. On difficulty 4+, you no longer even 1 shot most of the enemies you really should be in charge of taking down. It takes 2 casts and almost all of your perils for Ragers, and dogs notably.
It also take you out of the fight, often times to kill a random pox walker so that you donāt lose your warpcharges, when you could otherwise be helping the team, making psyker a pretty big liability in combat. To add insult to injury, a lot of the talents are built around this loop, which nearly forces you to interact with the loop or you lose a lot of power off your class.
I think the best course of action would be to see the brainburst scrapped entirely in lieu of something that supports the preexisting combat loops. Something that allows you to interact with the already established and well made combat mechanics. All of the other classes have abilities that contribute to the solid and fun core mechanics of the game, psyker shouldnāt be any different.
Iām not one to gripe without bringing up suggestions though so heres a bit of what I have devised, If brainburst is going to stay. These are all solutions, one or a combination of multiple are intended, not all. I reccomend some blend of 5, and 7 or 6 if brainburst must remain. That being said, the problem with brainburst is a conceptual one. So you can fix the problem with numbers tweaking numbers, but itāll be an imperfect solution. The core problem will always remain, itāll just be less annoying than it is now. To fix the core problem it would need a complete redesign that incorporates it into the melee/ranged loops of the game.
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Allow warpcharges to be generated outside of the brainburst loop more reliably. Allow us to completely ignore it if we so wish, as playing the game in the other standard ranged/melee loops is way more fun and interactive. We have some talents that allow this but they are inconsistent. Removing the 15 sec CD on the melee one and maybe instead of doing a 4% chance on kill, 100% chance on elite kill in the team, something like that.
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In lieu of more consistent warp charge generation, allow warp charges to degrade more slowly. Have them degrade sequentially instead of all at once. 4>3>2>1>0 Instead of 4>0. Allowing for more time to cast the brainburst inbetween combat so that during the fight you can actually help your team more meaningfully.
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Another option is the scrapping of warpcharges, and taking a more traditional talent approach, sidestepping the mandatory interaction with the brainburst loop.
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Increase damage, decrease cast time, and perils cost to make using it not screw over your time economy so much.
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Make the charge time dependent on target health. So Reapers would take say 1s longer that current, and a pox walker would take say 25% of current.
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Discard the charge functionality of it, and allow it to be instantly cast on a cooldown, so that using it doesnāt screw up your time economy.
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(and this is a good one) have brainburst VENT perils instead of building it. Allowing you to vent your perils in a more aggressive way, instead of having to choose whether or not to use your staff, force sword or your brainburst, encourage players to swap between the different options.
I am a game designer so if any devs want more feedback from me feel free to reach out and Iād love to provide more input on any or all of the classes as needed.
Closing notes: For the love of the emperor and my beloved, support the amazing mechanics you already have in the game! Get rid of brainburst! Grenades are a more interesting and fun mechanic for my beloved sake!
Thanks so much for creating one of the most bad ass games of the past few years! look foward to the actual launch, keep up the good work!