*** Overview**
for intents and purposes psyker currently /only/ has two viable abilities at each tier (Combat, Blitz, Keystone). this is kind of a crappy position to be in. i love playing psyker, i love tinkering around with builds on it (specifically odd ones) but holy manjango is it limited beyond all scope right now, partly because of bad design and partly bad execution. this is not intended to insult, just observation.
design - Psyker is a mage unit. the thing that makes a mage a mage in video games is one of two things. either high levels of utility and flexibility in the use of their skills⦠or a wide variety of skills available. psyker has neither. the psyker has the same number of abilities as the other characters, but on every single tier (sans aura which is just⦠an aura) one of the abilities just flat sucks. the ability is just objectively worse than either of the other choices.
Execution is mostly the psyker has little to no synergy outside of Peril, which means that you are actively discouraged from using guns. this can be fine but does create issues with the concept of ācreating a buildā as it requires some coherency to function. you are taking disparate elements and trying to create a tool for a specific purpose (including being a jack of all trades) but if theres nothing to tie them togetherā¦
*** Analysis**
- Scriers Gaze
scriers gaze is right now the hands down worst combat skill the psyker has. The fact its a steroid is fine in concept and general effect, but theres ādetailsā about the skill that make it literally trash.
first, its oriented towards being a gunner skill which isnt all that likely to play on a psyker seeing as it makes it effectively a bootleg as hell veteran that literally cannot compare. even ignore all the support perks that the psyker is missing (considering its built to run off peril in major ways)
before modifiers -
Scriers Gaze -
10% damage
20% critical
scales up to additional 30%
Executioners Stance -
25% ranged damage
25% weak spot damage
spread / recoil āgreatly reducedā
all special units are highlighted for direct targeting (including through visibility reduction effects)
thats not counting upgrades, which for SG adds different buffs to the steroid to make it more rounded, and vetās just increases the utility of the skill up to and including making it functionally infinite duration.
Scrierās gaze is ābuggedā with Warp Charges and virtually all other cooldown based abilities because it is a channeled ability so cooldowns arent registered at all until at least the first part of the ability (where peril is building) is finished. this generally means the two core abilities for CDR builds on psykers is completely useless with scier and in fact extending the duration of scrier at all results in an extended cooldown as well.
the two key nodes which relate to CDR are psykineticās aura (5% cooldown on elite or specialist kill) and the warp siphon keystone, both of which are going to apply the CDR during the phase of SG which doesnt /have/ cooldown and therefore it is completely nullified
- Disrupt Destiny
disrupt destiny sucks on a bunch of different levels⦠i like the idea in general but theres three core problems with it.
DD only designates /one/ target at a time
DD only activates if /you/ kill the target
and a personal peeve of mine it activates on a target within 25m which means it can literally designate someone in the next room or something equally stupid if your not using a gun /with a scope/.
- Brain Rupture
among the Blitz abilities, the worst hands down is Brain Rupture / Brain Burst
deals a high amount of damage (i believe ignoring armor) to a single target⦠after channeling for 2-3 seconds and building up 20-30% peril
its modifiers are⦠kinetic resonance makes it viable at all for 10 seconds after using an ability by reducing the cast time to 25% and cutting the cost in half. if paired with venting scream its semi viable with venting taking out a horde then using rupture to pick off specials⦠but that still sucks. and kinetic flayer is terrible. i use it all the time (because again im beating my head against a wall trying to make a viable melee psyker for high difficulties) but its unreliable as hell (10% chance to trigger on any hits) but can only trigger once every 15 seconds.
- Telekine Dome
Minor commentary here, mostly in that the Dome being fixed position is terrible as this game is built largely on mobility. Theres a number of units that can and will force you to leave the dome; specifically Maulers, Ragers, Crushers, Bursters, Arsonists⦠and the bosses. thats just what i can remember offhand. your only real ability to survive in this game is to avoid damage not just tank it. Even an ogryn with a riot shield has times (far fewer) where they absolutely have to move.
- Purloin Providence (Disrupt Destiny)
This ones a little weird as its a modifier for DD and DD has its own issues. basically DD is inconsistent as hell in terms of being able to use it, and adding more instability makes it even more frustrating of an ability. Iām not putting this one in suggestions only because if the baseline instability of DD is addressed in some way the problem is fixed, but otherwise the percent chance to trigger quell needs to go away. Make it guaranteed to quell instead.
*** Suggestions**
ignoring the synergy issue which i have no clue how to fix⦠Noting that the suggestions are not meant to all be done, its various spitballed ideas that address either aspects or the entirety of the issue(s) i see with the node
- Brain Rupture
outside of a rework or replacement⦠the only thing i can think to make it viable at all is to reduce the cast time to like a second or so. basically the same amount of time it requires for an Assail snipe shot.
- Kinetic Resonance
this would need to be looked at in that change, but im not sure it would actually need to be touched as I could see utility in gatling Ruptures.
- Kinetic Flayer
I can think of two modifications for the ability that are independent of the Rupture alterationā¦
the first possible alteration is to just remove the cooldown and shift the percent chance to trigger to crits. meaning if you crit something the brain pop will go off period end of story.
the alternative route is to tie it to warp damage and remove the percent chance to trigger. meaning if i hit something with any warp damage it /will/ trigger rupture. keep the 15 second cooldown but in return apply half (or full) Peril cost to the usage.
- Disrupt Destiny
- Allow DD to designate multiple units in range. just reduce the odds of designating units to compensate such that only a handful of units are marked at any one time, scattered across the entire group
- Give the DD bonuses to the psyker even if an ally kills the DD target.
- Allow the players to reduce the range of DD such that the targets marked are within a reasonable distance of the target (say maximum Purgatus range)
- Increase the movement speed bonus to the full duration of DD
- Scriers Gaze
- Remove the āchannelingā aspect of SG. This will allow CDR to work on it as is.
- Set the cooldown as a stored variable in the channel and apply all CDR to it so that the actual time is reduced. just make sure to put a safeguard in the transfer so that it cant set the cooldown to -50 seconds or something equally stupid.
- Telekine Dome
- Tie the dome to the player at reduced size and/or duration.
- True Aim
- Change the guaranteed critical to any attack, not just ranged.
thats all iāve seen so far in my tinkering.
thanks for the time and hopefully this helps.











