+1
exactly that
plus some other stuff regarding psyker weapons.
- all staffs secondary are pointless without warp furry to make em work since cast times to apply meaningful effects are far too long, and force swords require deflector to make em useful or make sense, both should be a default and not a blessing (or just have staffs cast times buffed in general and keep the warp fury blessing while force swords should always have a build-in deflector).
- both force sword and staff should have the same peril passive quelling as none force weapons do, in fact it would even make more sense to have em passively quell better than none force weapons and have it scaling with quell speed modifier, its just silly to run around with a book or medpack in hands to passively quell faster while keeping up with the teams pace or to use none psyker weapons just so you have something to properly quell with.
- surge and trauma staffs cast times are too long even with warp furry to have acceptable trauma size and lightning dmg.
- trauma should have bigger epicenter scaling more with blast radius modifier or get rid of epicenter and apply its dmg to the whole circle.
- surge should have its chain lightning hit some more targets since its meant for crowd control and far more targets when spooling up longer by scaling with spooling time.
- surge needs some dmg buff in general so its not completely useless against hordes but instead just less effective than the other staffs since it should in turn crowd control more.
- surge should cast its lighning through fences and alike just like purgatus does, it not a design decission but just doesnt because it doesnt find a target to lock on like when brainbursting because the fence is a wall in line of sight while a crate for example is not, so thats a flaw in programming fences and not the staff itself.
- also since were on it of course all staffs primary attack should fire through fences just like guns do, same flaw as of how fences are designed as walls probably.
- purgatus staff should spill flames for a bit longer per spoolings, and not only the flame spilling time should scale with spooling amount but also its dmg output in some way, like applying its souldblaze stacks faster the more you spooled up for example.
- souldblaze stagger effect (talkin about targets burning from purgatus staff here, but the same should go for every souldblaze affected target in general too imo) should reflect that the target is actually burning so it shouldnt only have an initial stagger effect but a continuous ticking stagger effect. that way we could also get rid of the purgaus primary attack and instead have its same stagger on the initial secondary attacks flame on a short burst or an initial souldblaze hit and have a lesser stagger from later continuous ticks, so that way we could get the same kind of long range primary attack that the other saffs have and dont stand there useless till enemies get in range (at least as long as we dont have the same brainbursts casting speed and peril cost and quelling possibilities as we had in the first beta when the purgatus primary attacks downsides would have had less impact with how brainburst was back then, of course i would still want the souldblaze stagger effect changes then because they are f*ing burning and should reflect that by acting accordingly by constantly getting staggered with dmg ticks imo).
- purgatus range should be slightly buffed to not make it feel inferior to the flamethrower in terms of range.
- voidstrike should have its spool scaling effect buffed so its minimum spooling already starts where about one quarter spooling is now, meaning the secondary attack should even at minumum spooling always be stronger than the primary attack. right now you would pay more peril for a minimum spooling while the dmg is less than the primary atttacks peril cost and dmg, and theres almost no impact or staggering effect then either (even missing a proper impact sound effect), making it feel like a failed shot and wasted cast time (talkin ms here) and peril cost.
- voidstrike beeing the single target dmg dealer staff and only a mediocre horde killer and crowd control choice because of its smaller explosion radius compared to the trauma staff it should have its max spooling dmg buffed to reflect that. maybe even using the the epicenter mechanic here instead of on the trauma staff would make more sense in that regard (even tho i wouldnt like it but it just would make more sense in the way both staffs roles are meant to be imo).
- all staffs projectile speeds should be slightly faster.
- all staffs projectiles should properly pierce through enemies hitting enemies behind, maybe using the hit mass mechanic like in cleaves. imo every projectile should use that hit mass mechanic anyway, and psyker weapons should do it even better.
- force swords push attack should hit more targets at a wider angle, like a proper mini version of the push ulti, so it doesnt just feel like any weapons push with just more power but something special instead.
- force swords special on none elite enemies should cleave instead of single target attack so it doesnt get you killed during animation time when you accidently hit a trash mob next to the elite you were trying to attack. also its dmg should at least get applied even if the animation gets interrupted, like when hittting a mutant that during the animation grabs you the dmg isnt applied because its applied at the very end of the animation and also the enemy should be stunned till the animation is finished. (goes for every other melee special attack that acts that way too like the chainsword)
also obviously all force weapon kills should grant a warp charge, including force sword special attacks, at the very least with a procc chance, that would help with a lot of problems here like so many in so many threads already mentioned.
and heres some idea about other melee weapons in general, why not have every melee weapon in a psykers hands have the deflector and push back and push attack that the force sword has? that way all the other melee weapons in the shop wouldnt look like useless crap when i only want psyker weapons in there and fatshark wouldnt have to design a dozen of other force sword variants to give us some choice when chosing a melee weapon.
after all the psyker does his force sword blocking animation and the push back and push attack with his hands rather than with the weapon itself anyway, its his power, not the swords. the only thing the sword itself does i think is the special attack, and even that kinda looks like hes doing it with his hands, applying force to the sword rather than activating it like the veteran does on his, so in theory probably every melee weapon in the psykers hands could become a force weapon with the force special attack instead of the weapons original special attack, which would be a lot of fun and open up choices. even tho that would make the original psyker force sword become not the weapon of choice anymore if it wouldn get something special to it instead or on top of that.
and another idea because i personally have a (rather small) problem with that but id undersand if nobody is feeling that way is, why the heck would i have to change to my hands in order to brainburst something? i have a free hand when using a sword, even when using a staff, why cant i cast without swapping to hands? would be so more fun to quickly (well or not so quickly considering the horrible brainburst cast times) pop a head by holding the brainburst key while having my sword in my hands or even while fighting. could get rid of the whole hands animation thing including quelling with hands while on slowmotion speed, or switching to hands for head popping and back to melee or staff to make use of quelling speed modifier when quelling after the popping.
but thats just me probably, just feels so awkward with all that switching when i use my hands for head popping anyway and feeling less immersive to switch and stand back for a moment during a fight, especially with all that switching problems or input lag or whatever that is.
and for the whole useless souldblaze topic and its failed skill synergy it could have had, i dont remember exactly because it been a while that i calculated and tested all souldblaze related stuff and i completely scrapped afterwards because it just doesnt work properly, so from my head i cant exactly tell which skill could have had such good synergy with which other as i could have told you during my testings, but i remember there were several skills that would have worked just fine when they had some percentages and timings buffed or other numbers and some criteria changed.
it also seems like its meant to be played in synergy with the purgatus staff since its fire dots are souldblaze stacks too, so in theory it could have been some really nice dot and flame builds, but imo playing any souldblaze build is completely poinless as it is right now. it has more problems and inconsistencies and design flaws than any other build and staff combination even tho it could have had the best synergy of em all.
if i dont do it maybe somebody should look into the soulblaze stuff and post flaws and suggestions here too, but seems everybody already gave up on that topic since its most broken.
in general psyker weapons shouldnt feel weaker than others but should feel stronger. players should be happy to have a psyker on their team instead of rather have some other class double because a psyker seems so underpowered and useless compared to others to most players.
whats the point in having to deal with peril management and paying attention to numbers and bars and all the mechanics and environment and taking the risk to blow up if not that psykers feel strong or especially good in certain things and offering proper crowd control? like a friend of mine said âwhy would i play a psyker and deal with all that rather complex bs when i can just play a veteran and shoot at things or priest a priest and bash at things and kill more enemies and deal with more situations more easily?â, thats not how its supposed to beâŚ
the whole psykers were so overpowered (while whoever that said never played on damnation) and now they are so useless on everything above malice thing is so stupid, there were design flaws from the beginning rather than an overpowered problem and that didnt change by just nerfing brainbursts and quelling. hell the whole game has design flaws you cant just quickly fix with such simple nerfs or buffs, but thats a problem you get when you push a game out too early insttead of testing and playing some more and have a early access phase to have proper player feedback after having players test an idea or change while theres still time to overhaul whole concepts and implement proper more complex changes.
cudos to the devs but fatsharks management and marketing guys decissions obviously suck! especially when you expect stuff thats even better and more thought through since they already made vermintide 2 before and learned a lot there, but then you get halfbaked stuff thats like 10 steps back and seems they forgot all the lessons learned in vermintide, but thats another storyâŚ