Psyker is pathetically weak after nerfs

True, hopefully its due to them having so much to consider changing, buffing, perhaps nerfing snipers eventually haha. Patch notes seem like a good start.

Them switching out the revolver for the las pistol to start was a good thing. The revolver was a terrible starting weapon on him, because it already filled the role his ability provided, a special popping weapon.

You eventually get the revolver again, but by the time you get it, its so outclassed by his other weapons. I genuinely dont see the appeal of the revolver when stacked up to weapons like the void strike staff.

Really there are only 3 things that need to change with the psyker, an IMO he would be a perfect balance as a class really only the first 2, the 3rd one would be a nice thing for the psyker to deal with a very problimatic enemy in the game.

-Stacks of warp charges need to fall out one at a time, not all at once.

-Brain burst needs to be changed to one of the following: should be a flat damage % to a mob, not a number value, with brain burst being able to 1 shot any and every elite in the game in a single brain burst, with ogryn enemies going down in 2 brain bursts, and then to monsters doing a fixed % damage to them.
OR
Brain burst needs to have its cast time reduce by i would say 50%
OR
Brain burst cast time increases in casting speed, and is reduced in perils cost for each subsequent brain burst cast on the same target.

-Brain burst should stagger the Mutant while its being cast on him, this would just be nice thing to have at least one class able to do something to counter mutants

5 Likes

I still think the second stage of the push shouldnā€™t cost peril, but at least FS is actually playable now, this is a good change. Brain Burst got improved in the previous update, but I think its peril cost ought to be slightly reduced - maybe just by 5%, reducing its cost down to 40% - and after more hours of playtime Iā€™m only more sure that the way warp charges work is dumb.

Iā€™ve done a lot of complaining about Psyker but not really given many substantial suggestions. In my opinion, the following changes are needed:

  • If Fatshark really doesnā€™t want the ult to clear all peril at once, at least make it clear more than half, maybe 2/3 or 3/4. Also fix the ult not staggering enemies properly, I see this a lot (though this may have been fixed in the latest update, I havenā€™t tried it yet).

  • If you read between the lines of the dev notes, it seems like they stopped the ult clearing all peril to stop players from using it to spam BB, incentivising manual quelling. I know Iā€™m not the only one who thinks that it is better for BBs to use their own limited charge system to prevent spam rather than gimping every other Psyker playstyle by not making the ult clear all peril. Maybe there could be a feat to raise the number of BB charges, or to make the charges replenish faster, to allow players to focus on that route.

  • Refund some (1/3 to 1/2) of the peril cost of charging a BB if the target gets killed before casting is complete.

  • Make BB damage scale with difficulty so that the number of casts required to kill enemies is the same on all difficulties, as it stands it is near-pointless on diffs 4 and 5 as long as your teammates can aim properly. As the above poster said, you could achieve this by making BB inflict damage as a percentage of the enemyā€™s maximum health (not current health!) rather than a flat damage number.

  • Improve the targeting of BB, as I said before you could probably accomplish this by making it impossible to target commons if there is a targetable elite or special in a certain radius around your crosshair, thereā€™d have to be some testing to get this radius right.

  • Make Warp Charges be acquired upon completing a BB cast rather than killing an enemy with BB, incentivising players to use BB for its intended purpose (high damage against elites + specials) rather than mindlessly BBā€™ing commons to gain charges.

  • Make Warp Charges decay one after another rather than all at once. As it currently stands, you either have to deal with the tedium of constantly BBā€™ing commons (and risking having your peril wasted as people ignore the blue glow) or take the feat that gives a chance to gain charges on kill. Making Charges decay slower will make maintaining them far less annoying.

  • There could possibly be a feat (or a modification to an existing feat) that allows you to gain Warp Charges from kills with the special attack of the Force Sword, though Iā€™m not sure where this would slot into the existing feats. Either that or just make the special give charges on kill by default.

5 Likes

Since theyā€™re so against brain burst spam iā€™d like to see them just rework it rather than gutting it.

Warp charges enhance brain burst and are obtained from non-brainburst warp kills. While you have a warp charge, brain burst charges quicker and does more damage(kills everything but an ogryn with 1 BB). Also start new psykers with a trauma staff so they can generate charges.

Now you want to keep killing stuff with your staff/force sword to maintain your warp charges to nuke elites/specialists when they appear. Voila, no more BB spam.

2 Likes

getting warp charges from staff kills makes MUCH more sense imho, it would actually keep the class going pretty well

2 Likes

That and make warp charges more impactful than 3% damage a stack. Imo BB should consume a stack to deal more damage and cast faster, with stacks being gained by warp kills outside of BB.

Also BB should calculate its damage based on how long the cast has been going, and then immediately pop and deal its damage when the targetā€™s hp is less than BBā€™s current damage or the cast is completed.

For example lets say BB does 700 damage and a poxwalker has 350 hp. Halfway through the cast it explodes immediately due to the target being weak.

Another example is a crusher that just got shot by a plasma gun. Lets say he has 1350 hp and the plasma gun did 1000 damage, leaving him with 350 hp. Under these circumstances BB would finish him off with a 1 second cast time just like it would also have a shortenrd cast time vs a poxwalker.

This makes shooting a target the Psyker is trying to pop actually helpful. They could even remove the cast time cap and have a Psyker channel for 10 seconds to do a huge chunk of damage to a boss if he isnt interrupted.

Protect your casters and all that jazz. Suddenly that penance doesnt sound so bad and fits Psyker a lot more too.

5 Likes

To be honest Iā€™m just gonna wait until they make it a pleasant class to play again, if they do.
Compared to closed beta, it just feels wrong and not fluid to play and the UI for high peril keeps on popping ALL THE TIME.

This UI issue shows they really donā€™t play their changes and have no foresight on their changes really.
Shame.

1 Like

I just wanted to add what i said on another post. 10% to head pop is too low of an amount i think 15% would be fair as even with an auto las that can shoot 96 times it rarely comes out now apply that to regular hits how many times will it come out then or lower the cool down o auto head pop from 15 secs to 10.

I like these suggestions. I love the class, with the new updates its back to being my main and favoured class to play. The force sword changes have made it a bit easier to deal with some melee engagements, but the toughness regen is still quite abysmal, even when you kill mobs the toughness regen is so pitiful you may as well kite/shuffle, avoid tough melee at diff 3+ and use force attack from staff to regen. Although sometimes this is not viable and having to be beaten up a bit is what needs to happen. It still is very glass cannon with little cannon besides the surge or voidstrike staff. The force sword special is dangerous to use when mobbed so i treat it like a last resort.

I like where youā€™re going with this. The peril quelling of the ult should at least allow for two more BBā€™s instead of one (you could squeeze two out yet thatā€™s assuming youā€™ve only used BB), as it stands you can safely get off 2 BBs at 0% peril, 3 if you quell for a second between the BBs to ensure you donā€™t explode. Using the ult should allow for more use of force weapon attacks and/or BBs, Psyker isnā€™t good in melee iā€™ve found and the current Peril cost of abilities almost forces you to engage in the manner in which the class does not do very well, especially on higher diffs. Getting hit in the back twice can force the psyker to attend to this instead of elite/special killing due to how severely weak the psyker is atm regarding toughness.

Few of my own suggestions:

  • Make the force sword special count toward warp charges not just BB, since when using this attack, the head typically pops in the same manner. This would help greatly to maintain stacks, currently, to gain 4 stacks of warp charges it can take at minimum 15 seconds if using ult to refresh, which is half the time warp charges are active for, youā€™ll also most likely be at very high peril levels after this. An alternative way to gain warp charges would increase the psykers viability at higher diffs.
    Edit: Gain a warp charge from force sword special kill instead of attack.

  • Allow the talent/feat Psykinetics Wrath (not the ult, FS should change the name of this) to increase the light and heavy attacks of the force sword in a more substantial way to help make psyker more of a viable class to defend itself in melee at high peril levels. Iā€™ve tested this and at 85-90% peril you get a plus 10 dmg on malice, with heavy attacks its around 15 -20 dmg, which depends on the initial dmg of the LA or HA, varies depending on enemy.

  • Make playing a high peril psyker more rewarding by tweaking largely unused or overlooked talents such as quietitude, psykinetics aura, kinetic shield and kinetic deflection to increase the toughness regen when at high peril levels by a suitable amount, and also introduce an AOE dmg field around the psyker (soulblaze) that passively drains health of all enemies (or perhaps just mobs) when at high peril levels.

If the consistent problem is high peril levels, then FS should at least make this a viable strategy to use. This would allow us to have more playstyles within the class to use and actively want to stay at high peril. thereā€™s a fair bit that could be done and the potential of the class makes me hopeful. But if the BB and warp charges are going to stay like this then FS should offer us an alternative experience instead of having high peril be majority a pain to deal with.

4 Likes

BB is worthless past tier 3 missions

Force Sword is very, very weak. Iā€™d be happy if Force Sword was unlocked far later and was just more powerful in general melee

The whole warp charge mechanic is a chore in itā€™s current state

2 Likes

I can only say, that after putting 21 levels in the psyker I have very mixed feelings about it. On higher difficulties it is just not-fun.

I consider personally his whole mechanic of farming Warp Charges the antithesis of fun and satisfaction. Chaining BB feels like digging dirt in Minecraft. After a while it gets so repetitive that pressing ā€œGā€ makes me retch. Sherries on top are the weird targeting, long charge time, busted secondary charge (if you try to trigger it a split second before the charge is full, it resets itself) and the inability of BB to one-shot dangerous disablers on higher difficulty levels. Why even bother then?

Personally I would see that BB should be powerful ability charged f.e. through killing enemies, scoring headshots etc. (so that the player would be rewarded by skill and healthy risk) and once the bar is full, you can insta-pop one nasty head or make somebody explode into gory explosion of soulfire. There are so many options to make psyker a fun and varied class that can be specced with builds for vastly different roles!

5 Likes

Anyone else also have issues with some of the staffs?

  • Conflag - does itā€™s role alright as a replacement for a veteran grenade
  • Voidstrike - does laughable damage based on testing in the meat grinder. Essentially itā€™s charge is a light attack (which is relatively low damage) that pierces and staggers some enemies around.
  • Lightning - Iā€™m not sure what this one is use forā€¦ looks cool. Damage in testing doesnā€™t seem to make sense, it will one shot one pack of trash, but do less than half on another. Seems to be a stagger staff to stun enemies?
  • Flamethrower - itā€™s a much worse Zealot flamethrower.

I hope Iā€™m missing something, but currently it feels like you should play with rifles instead of using a staff.

Also, BB is nice up to L3 in low levels, but youā€™ll quickly get completely outshined by the guns in the game on the other classes. As soon as you donā€™t one shot the elites, you start noticing that the other classes are able to burst the enemies much faster than your two casts of BB.

1 Like

I canā€™t speak for the voidstrike and flamethrower as I havenā€™t tested them, but it seems the main use of the lightning staff is stunlocking huge amounts of enemies at once while doing moderate damage. It actually pairs really well with the trauma staff (conflag) if you have another psyker on the team using it; use lightning to stunlock enemies in place so that the conflag can obliterate them

Agreed that lightning staff provides a decent combo of AOE damage and CC to the psyker kit, been enjoying its use so far.

you areā€¦ everything except the flamer has gigantic amounts of CC
my opinion:

  • flamer staff is trash, its only point is killing lowest tier trash mobs fast
  • palpatine staff is reliable wide area CC with low damage, but cant pick targets and its random and only stuns a more or less fixed number of semi-randomly chosen mobs, melee dudes love it because the stun is incredibly obvious, shines in uncoordinated pub games
  • blast staff is expensive to run, but deals okayish damage and stagger, watching bodyparts fly is absolute top tier entertainment
  • voidstrike is piercing very reliable CC in a ā€œtunnelā€ shaped area of unlimited range that stops only on hard surfaces, cheap to run, efficient, rips gigantic holes through crowds especially in narrow spaces, CAN HEADSHOT, can kill smaller elites fine and staggers the armored ones, absolutely brutal in a well coordinated team, still pretty damn good if your pubbie teammates have half a brain

BB is an unfortunate necessity, dont bother with it when you dont have to use it

2 Likes

I havenā€™t had a chance to acquire a voidstrike staff (itā€™s only appeared once in the shop for me and when it did I couldnā€™t afford it), but in my own use of blast/conflag/trauma staff and lightning staff and from observing other psykers using the flamer staff, it seems like trauma staff is the best out of those three.

Itā€™s expensive peril-wise and takes a while to charge up to the maximum, but as long as you keep an eye on your peril and have a solid front line (or another psyker running lightning staff) you can just keep mashing charged attacks to exterminate hordes very quickly. It doesnā€™t have the best elite or special damage but it can still heavily stagger them, though it canā€™t keep enemies continuously stunlocked like lightning staff can. Itā€™s particularly good at killing (or at least knocking away) bursters and staggering dogs.

I feel what really makes trauma staff best of those three is its ability to interrupt enemy ranged fire at a distance and the ability to hit enemies behind cover by cheesing the blast radius. Itā€™s really good at stopping enemy gun lines from shooting, either by staggering or simply killing them, and can do so at a further distance than you might initially think.

It is also easily the most satisfying staff to use, and I feel like that is pretty important too.

1 Like

i run a psyker with Force Sword and Autogun(got a master crafted one that does crazy damage) on tier 4 and itā€™s passable so long as the team all stays close to me for buffs. Still not nearly as good as another Bolter.

As a psyker who reached 30 and was underwelmed, i truly believe its a numbers thing and a rework on gaining charges, this does sound like a perfect solution tbh. This does require some feats to be reworked too. Maybe have a feat that makes ult grant a full stack of charges, helping during prolongued bossfights.

Also, I really like the playstyle of the surge/lightning staff, itā€™s just really underwelming compared to the other stavesā€¦ I feel like it needs a lot more cleave to be even useful in diff 4 and 5. Damagewise it is kinda lacking too. Even if itā€™s purpose is to mostly stun, I still feel like it should oneshot weak horde enemies on a partial charge

3 Likes

feats need to be reworked either way
personally im a fan of the gaining charges for using staves and ā€œspendingā€ them on BB idea

not to mention i want staff based traitsā€¦ and hell, more stuff to cast, that staff whack is just a useless button anyway

2 Likes

They need to make a way for staffs and force sword to reliably give warp charges without making every psyker pick that 10% brainburst on hit talent.

It would be nice if brain bursts charge did half the damage a bolter can do in the time it takes to get one brain burst off.

3 Likes