Psyker is weak. Not particulary because it’s less effective than other classes, but because as a Psyker the player has to do more work times over what’s required for other classes. And then be mediocre at everything.
Psyker has to manage peril. It’s much better done than heat management in Vermintide 2, as it’s much harder to accidentally explode. Though the consumption of it is too quick, I’ll tell more when I get to staves.
Now fix literally everything else.
Exessive and unrewarding managment:
As well as peril Psyker also has to manage warp charges. A tiny picture with an even tinier counter down under the health bar shows the number of current warp charges and roughly how much time until expiration.
It’s impossible to keep track of this icon in combat and extremely inconvenient to switch to Brain Burst out of nessecity to keep the timer alive, instead of doing something about, well, I don’t know… THE HUGE HORDE COMING AT YOU! Good thing the Brain Burst is so slow, your Veteran already dealt with all the elites. Bad thing is that it’s so slow, you can’t get a single charge because your team keeps killing your every target.
And all this effort for what? 12% extra damage? No. To finally extract some use out of your staves.
Brain Burst isn’t even strong enough to oneshot most elites on Heresy difficulty, not only becoming an inconvenience from that point on, but also not giving a warp charge either.
Staves are underwhelming and inconvenient:
Inner Tranquility talent is a requirement in any build, featuring any force weapons, as it gives much needed up to 24% (36% with Warp Battery talent) max reduction to peril usage, depending on the amount of loathsome warp charges. Thus rendering Psykinetic’s Wrath talent (yes, it has the common name with Psyker’s ability still, even the game is too confused to switch descriptions when you hover over one and then the other) completely useless.
Side note: Wrack and Ruin talent doesn’t even look like it does something, no one can ever defend it.
STAVES! Meh…
Trauma staff obvously lacks damage zone. It doesn’t even show the real, smaller damage zone, the “epicenter”. It is the only thing that’s important for explosions, as damage beyond it is cosmetic even for ‘infested’ armor class (anything that doesn’t say ‘unarmored’ is an armor class, test armor dependant blessings - you’ll see what I mean).
Surge staff is the only one with a unique use. It is a universal support tool, that can stun multiple targets, no matter the armor. It lacks damage though. Spamming lightning has much more damage per second, more crowd control and is more peril efficient than actually charging it.
Purgatus staff is Zealot’s flamethrower, that requires more babysitting in exchange for unlimited ammo. This one is the only one I have no problems with. It is what it is and does what it says of the tin.
If it wasn’t for the management hell that are warp charges!..
Voidstrike staff is a 42-nd millenia’s slingshot. It hurls an explosive ball, that passes though small enemies, dealing “epicenter” damage to them. Hitting a big enemy or terrain creates an explosion, damaging target hit with “epicenter” damage and spit damage + medium stagger to everything in the rest of the explosion zone.
However Voidstrike staff is very inefficient, taking more peril for worse zone clear than that of Purgatus staff, yet it’s range advanage is an illusion, as the projectile is so slow, shooters will already go out of the way when it reaches them. It is only good as a horde clearing tool and it is inferor to the Flamestick™ at that.
Voidstrike also has an illegularity with other stave’s mecanics. For an unknown reason it releases the ordnance when it’s charge is interrupted by enemies, instead of losing the charge.
All staves charge very slowly while still draining peril, the charge being lost on health damage feels exrimely unfair, especially when it also drains last peril with a chance to accidentally explode, because of an attack buffered in that exact moment.
Staff-bound blazebolt is useless. It is hard to hit point-blank, not to mention it’s performance at any distance. It’s slow and weak. And peril expensive.
Force Sword is also here, because get it. It has same function as Assault Chainsword, but it’s worse in every way. It trades light and heavy attack damage, zone, cleave and stagger, stun-into-push, with push costing some extra peril, instead of push-into-attack and an added peril cost on special for a double-ish increase in special attack damage (compared to Assault Chainsword, I should remind you). Oh, and it has ulimited effective dodges, but it hardly matters as dodge doesn’t have invincibility frames. You’ll be finding yourself in a situation, where you don’t have anywhere to dodge, because you can’t kill enemies fast enough to make yourself some space, and remember: you can’t push unless you have spare extra second (you don’t) and spare peril (you’ll run out in a blink).
Spoiler alert: this trade-off isn’t worth it. It is almost useless against hordes, it’s special outclassed by Brain Burst because of It’s reach and a guarantied headshot for not-so-much-less base damage, same-ish charge time and less mobility restrictions, and no ping related whiffs.
So just use chainsword.
Talents, finally:
Warp charges have to go. And with them gone, the talents, that rely on those, have to be revamped.
Toughness talents should be triggered more reliably and separate from downtime (I’m looking at you, Quietitude…), simillar to all other classes.
Almost all talents of different levels don’t interact with each other. Other classes’ talents have indirect interactions that make players try new combinations. Everyone knows about the walking shrapnel storm that are some Veterans.
Talents that have zero use as of right now are (including warp charge ones, just in case): Level 10 - Psykinetic’s Wrath, Wrack and Ruin; Level 15 - Cerebral Lacerations; Level 20 - Kinetic Deflection; Level 25 - 1) Kinetic Overload, 2) Kinetic Flayer; Level 30 - Quicken.
They’re either outclassed by other talents (L10, L15, L25-2) or need additions to functions or replacement to compete (L20, L25-1, L30).
End note:
Psykers have been done dirty. That’re my observations and conclusion. Playing a psyker is pain and misery, It’s hard and not rewarding. They do better with regular swords and guns, than with their cool-in-lore-but-not-here armory, that consists of what? 5 pieces of gear?..
It bores and saddens me.
I hope this page is comprehensible enough. Have a nice day.
P.S. For people who would even think “GIT GUD” after my warp charge rant: Being born with better attention or reaction development limit is not your achievement. I can’t get better genes either.
edit: I also want to point out, that Psyker doesn’t have a definitive role in the team.
In Vermintide 2 my best girl Sienna Fuegonasus had THE role of horde obliterator. In Darktide this role is filled by the Ogryn.
The universal elite killer and a hordebreaker is Veteran. The berserk, that would take Khorne in melee and be back for dinner is the Zealot. What is Psyker? Not a support. Not a healer. Duct tape? Duct tape deez guts back in.