Psyker REQUIRES a complete redesign

Fair, so what difficulty level you are playing at. This seems to be missing here?

EDIT: right @Sulferon, you mentioned Heresy.

First - don’t obssess about brain burst on Heresy+. Try out force sword and staff combos. I would stay away from other melee and ranged weapons. One melee weapon I might give a chance is the dueling sword, as the attack speed should translate into more free brain bursts, but I had no time to try it out yet. Leave non-force weapons to non-warp users. I prefer voidstaff over others as it is a decent compromise between close range and long range damage / stagger. The force sword benefits from Psyker’s talents (second row).

If you insist on building warp charges before a fight, fair enough, but in most cases you will need them only when a proper waves comes and then the passive warp charges build up talents are fair better for that.

I would not try to compete against veterans with brain burst. They will kill singular elite/specials/basic ranged faster, but I would use your staff to help out with killing & surpressing ranged enemies. Basic BB is still decent against some specials, as you can pre-charge it, track around corners etc.

Where situation allows for it focus on spamming clumps of enemies around your front-liners with charged voidstaff. If anything manages to get close to you, specials and elites - special attack, everything else melee it down if you must. Force push on the force sword is your friend if you need to manage too many trash enemies.

Focused channelling is a good blessing to have if you find the interupts frustrating. A good blessing for the force sword is the one which allows you to block ranged shots, mind you won’t block the sniper fire afaik.

If you insist at helping out against elites with brain burst, pick the last talent which lowers the cost and speeds up the charge time. Ascendant Blaze isn’t bad even on voidstaff, as thanks to Psychic Communion you WILL get these stacks passively thanks to Psykinetic’s Wrath and Psychic Communion.

You can build around the other staves also, but as I mentioned I really like being flexible and having decent range.

The main issue for me with Psyker is that its gameplay loop feels clunky and exhausting.

When you get into combat, your peril will hit 100% very rapidly. Not out of greed, but just because absolutely everything you do as Psyker drives it up, very quickly. Once you’re at 100%, every action turns into switching to your staff, pressing reload to quell, performing one or two actions, then switching back to staff to quell again. This repeats constantly and is incredibly off-putting and tiring.

I understand the thematics of quelling for psyker, but it doesn’t feel like you’re pushing the limits of your connection to the warp; it’s more like a constant nuisance. For that feeling to be truly present, quelling would need to be something you do much more rarely, and hopefully something you don’t really need to do in a fight because it puts you in danger. To that end, there should be more natural ways of reducing your peril that don’t involve this behavior. Killing several enemies at once is one way, yes, but obviously not enough to prevent this from being a constant issue.

Brain Bursting is another issue, but has much the same issues with its awkwardness being tied to how often it requires quelling and also being tied to gaining warp stacks. Using BB lowers your overall damage compared to just attacking; gaining warp stacks to raise your damage accomplishes nothing in this regard since you end up losing more than you had gained. Adding a 25s timer on top of this means using BB to gain stacks is especially stupid since you’re in a constant panic to kill at least one unimportant enemy to retain the bonus you aren’t even really benefiting from. BBing should be something you use on important enemies, not on garbage fodder just because a timer is running out. This was a poorly conceived system.

These things considered, I think Psyker-Kin should have several changes to its mechanics.

  • Gain warp stacks primarily from doing its job, with less emphasis on Brain Burst. The Psy-Kin’s intended job is CC with occasional elite sniping, from what I can gather. I’d recommend changing the bonus from warp stacks to a smaller number and increasing the amount of stacks.

Make gaining stacks something fundamental to CC behaviors: for every enemy above 4 you hit with one attack, or something similar. Not kills. Only effect. You place too much emphasis on stealing kills. Then BB can gain one stack. This way, your crowd control behaviors are what you’re primarily using to circumvent your lack of basic damage by ramping up your damage through controlling hoards. Warp Stacks can then be lost somewhat quickly over time. Using BB shouldn’t reduce them at all, as you don’t want to discourage players from doing their job.

(The Penance involving warp stacks is toxic, and should just be removed. Penances in this game are another issue entirely.)

  • Peril gain should be a longer term issue as opposed to the constant reload mechanic it is now. In the same way I’d like warp stacks to gain from doing your job, peril loss should also be tied to your job and not just reloading. Battle Meditation has a minor affect on this now but its random nature doesn’t solidify the Psy-Kin’s job.

More to the point: peril is a punishment mechanic, and right now it doesn’t punish anything besides basic gameplay. What do you not want the Psyker to do in combat? Get hit. Wade into melee. Be directly near elites. They’re mage style, ranged support units. Peril building should come from using your powers near enemies or being hit by enemies while using your powers.

So, my suggestion for Peril and Quelling is to have using your abilities generate almost no peril whatsoever unless enemies are nearby, or if you’re hit while using them. Conversely, peril should automatically quell in small increments from the same thing you gain warp stacks from: CCing enemies and killing elites. Your peril should build up slowly over a longer period of time, and once you approach 100%, it should be a much bigger concern than it is now. To that end…

  • Psykinetic’s Wrath should be your most valuable tool for getting rid of peril, with these changes, but reduce it the most when hitting a lot of enemies. When you use it on nothing, it should be far less effective. It should also have difficulty recharging outside of combat, although right now most of this comes down to feat selection instead of being a basic feature. A lot of this should be baked into how the class works. This is an ongoing problem with the design of most classes, but most feats don’t do much of anything and the ones that do should should often just be core mechanics. Veteran is a better example of this.

  • Staff quelling is the biggest antagonist to smooth a psyker gameplay loop. You have to get away from this constant pester mechanic. I’d recommend (again, not on its own but in this scenario of my other suggestions) to make staff quelling take longer (and again being far less needed and frequent) but exchange some of your peril for a buff that hampers its gain. But also to make this process interruptable by enemy attacks to again discourage front line use. In this way, again, more emphasis is placed on doing your job well over a longer time as opposed to just sitting at 100%, indefinitely quell-reloading every 10 seconds.

Hopefully these thoughts at least paint a clearer picture of why the class feels the way it does, and what is needed to get away from these problems.

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I don’t find managing peril to be tiring. It’s a balancing element in the class that I personally enjoy. I main’d Sienna for a substantial amount of my 700+ VT2 hours. Many builds draw their strength from maintaining a high level of heat (peril), and the psyker is the same way.

HARD DISAGREE

The psyker is, and should be (and must be really), a fully capable melee character - as should all of the classes to a degree - it’s part of the nature of the game.

I’m ALWAYS playing aggressively and one of the first on my team to dive into melee. If psyker were to become some sort of ranged support class only I’d be ticked off.

I play a high peril psyker to take advantage of +15% damage from having high peril. I want me peril to be high,.

If you want high damage in melee as Psyker - take any other sword and free yourself from peril management completely. Chainsword and sabers are at your service. Actually, forget swords. Mk V axe will suit your playstile perfectly.

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Have you ever actually used the lvl 30 talent or the purgatus staff?
If you stack soulblaze, the damage gets really good and it actually kills basically everything except big boys.

Problem with soulblaze is, the other talents and the weapon blessings apply so few stacks, that THEY are useless.
Soulblaze with lvl 30 talent and flamethrower staff is great.

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The passive quell speed when wielding a “non force weapon” is actually really good.
It is quite weird that force weapons have a worse quell speed… If the psyker had that good passive quelling with all weapons, it would be pretty much fine.

Also, i find that building up and quelling peril relatively quickly (as it is now) is much more beneficial for active gameplay than your suggestions regarding changes to peril buildup and quell speed.
However, the active quelling inhibition upon reaching 100% peril (sometimes) since last patch is absolute dogshit. I hope it is a bug and gets fixed soon, because it ruins the class.

You know it… doesn’t actually give you 15%, right? Not even at 100 peril. Just one more broken mechanic.

Well it had better do something, because it’s the only staff the talent tree lets you build for at all. If you want to use any other staff, there’s no talent that will do anything meaningful for you.

I think there is something to the idea that peril is not a very well implemented mechanic right now. Peril should be a resource you manage carefully, and running yourself up to 100% peril should be something you do out of desperation, not something you do a hundred times easily during a game.

Thematically psykers lose control when they are pressed to channel more power than they can handle, but in Darktide there is really no such thing as using your powers carefully and deliberately. You’re always working right at the redline, because you generate peril so quickly that it’s really the only thing you can do.

I feel like that wasn’t the intention of their design, hence why quelling was much slower in the earlier beta phases. The issue is that force weapon builds were stupid in beta, because they did nothing but deprive you of opportunities to us the, then much more powerful, brain burst.

What you would really need in order to do peril as a mechanic justice is not just the choice of how often you want to use your powers, because of course in a game the answer is “all the time”, but how much power you want to unleash.

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While I certainly agree that peril mechanic isn’t terribly complex, I really don’t think it should be. It’s merely a replacement for reload, it doesn’t have to be overblown.

Warp charges could use a better approach - there’s way too much distinction between taking the passive BB perk & 4% on kill chance perk and not taking them. With both of those, warp charges are quite fine, without perks - gaining charges is a WAY too complicated ordeal, especially on higher difficulties. One of the major weak points here is that we’re gaining charges one by one, but we’re losing them all at once (be it with a special or with time).

BB not scalable with difficulty is an extreme oversight.

Staves could use some small-scale tuning, but generally they are okay. OP’s claims about Force Sword being weak are a complete joke, on the other hand.

It is 100% working correctly. See post below:

People are bad at math and checking their assumptions. You get a 5% damage boost at zero peril, so if you use a baseline with the feat active it won’t look like it’s a full 15% higher at 100% peril because you’re calculating it based on an already increased baseline. Need to turn the perk off and then compare it.

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This talent actually has some hilarious applications like being able to block deamonhosts infinitely with Duelling swords or if you lucky enough with the RNG then you can nearly infinitely block ranged attacks with a force sword.
I’d personally say its one of the better talents on the tree if you build around it.

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Ah fair enough. Hadn’t tested it myself but believed the testing of others.

I tried a recommended soulblaze build with a decently rolled purgatus (80% damage and burn, 70% burn area) and it didn’t feel much different to just using the staff with my normal build.

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Having tried Essence Harvest together with Psychic Communion now, I think the syngergy between these two talents in terms of toughness regen - allowing you to regen during range and melee is acutally quite valuable. As you said Warp Stacks through Peril would put the spotlight more on staves again effectively destroying that synergy… I need to dwell on this more. Thanks for the pointer.

Considering that the volume of Special sound cues does not noticably change depending on proximity, anticipating when they’ll come around the corner is as much a gamble as risking someone else popping your target.
I still think BB should deal its damage linearly throughout its cast time. That still seems like the best solution against someone else popping your target.

still waiting for psyker buffs/rework. bump

Are you aware that the blazing ult can 1shot horde minions, when used with 5-6 warp charges?

Didn’t say it was weak. Said it was outclassed by it’s regular counterpart - the chainsword. With difficulty rising the difference becomes more dramatic.
Speaking of dramatic, I might have been too dramatic about it… But a unique in the game and dangerous in the lore psysword should do more than be a glorified dagger.

I must admit, not allowing myself to get pincered is a focus of my playstyle, so I have probably overlooked all of the better applications of this talent.

Here is my feedback to improve the Psyker:

• Revert recent VFX changes to Surge Staff and Force Sword
• Remove ranged weapon stability loss/suppression at high peril
• Reduce Psykinetic's Wrath cooldown from 30s to 25s
• Scale Brain Burst damage to be a percentage of enemy health
	○ Base on damage Brain Burst does in Malice difficulty
• Change or buff feats:
	○ Wrack & Ruin
	○ Cerebral Lacerations
	○ Kinetic Overload
	○ Quicken
• Buff Trauma staff
	○ Increase range
	○ Improve upward vertical aiming
	○ Increase low range charge rate
	○ Slightly reduce secondary warp cost
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