I barely use my blitz and always pull top scores. Most people that share your opinion either mindlessly spam assail or smite and think that’s all there is to it.
There’s more than enough ways to build a psyker. The builds are mostly dictated by your ranged weapon/staff. We’d have more Psyker builds if we had more staves.
its actually a very accurate take,
getting the green circles literally means nothing in this games community, its way more likely to believe that you are just an okay player and your teams are filled with very bad players. If you really are as good like you say, then you’ll likely perform even better on another class. Pysker is by far the weakest class in melee and will always be behind vet in terms of ranged firepower. Like I said, you are more than likely wasting your time on pysker if you are barely using like blitz
I’m not sure if it’s been mentioned, but the talents centered around soulblaze seem to do very little damage, as the few stacks they apply or spread do not affect enemies that much on their own.
The Psyker Tree doesn’t have the obvious issues that the Veteran tree has (a lot of nodes that aren’t that strong, but useful enough you want them, but then you can’t because there’s so many of them and it’s hard to traverse), but I agree that it could do with improvement.
I can accept obvious design choices, like having to effective choose between crit and peril generation reduction. I just would prefer some more options to build that I’d in the past would have hoped to see in a new class.
F.Ex.:
There’s very few melee options, besides the general “on crit” or “on high peril” things that are both par for the course and work just as well with ranged.
There’s no way to specialize in really long range, or suppression, to double down on anything that isn’t ‘crits and weakspots’ or ‘stagger and/or burn large groups’. And even those available options have precious few variations - nemy’s right about a lack of staves.
No real options to really lean into Peril as a mechanic, the way Sienna in VT2 could lean into heat.
Yes, theoretically, we can get a talent and a blessing for increasing melee damage at high charge, and a staff blessing for crits, but peril vents rather quickly, making maintaining high peril more effort than staying low often enough. It never gets that feeling of riding the razors edge whitout feeling like you’re wasting effort.
For Reference: Each of the three careers had unique Interactions with Overcharge.
C1 had charge speed based on overheat and faster venting if not casting for a while, resulting in a nice cadence of a few strong casts, then a break.
C2 had crit chance based on overcharge, with optional offensive bonuses on high heat.
C3 had extra melee power on high heat, with no heat penalties and venting on block.
Disrupt Destiny: It’s been mentioned enough. The ability just feels bad, unless you have equipment that allows you reliable, quick kills at range and a team that isn’t more quick and reliable than you are, and even then it’s dependent on luck. There’s been plenty of suggestions made by plenty of people, if not quite as many as for Brain Burst. No, I’m not even gonna go into Brain Burst again.
The subnodes for the actives are at times a bit uninspired. Shields are ok, if a bit powerful, and for Scrier’s Gaze I’d love some modifier nodes, but Venting Shriek is the one most standing out as being a bit uninspired. You have one sub-node, and either you take it or you don’t, and then two exclusive choices, one of which has offensive utility value and the other is completely pointless.
Even the “you just have 2” of Chistise the Wicked feels like a more meaningful choice than that.
Personally, I consider the interaction between warp charges and SG a bug, and not a design mistake, so I’m waiting that out.
By the by, maybe Fatshark should add some subnodes to notable talents?
I’d love to have the option to spend another point on True Aim to reach up to 10 stacks, and then volley off two criticals in a row.