Psyker main here, 1700 odd levels, Purgatus main. This is a bit of a rant.
I had been concerned that any potential Psyker rework would be lead and shaped by devs, testers, and players that don’t really like Psyker. I pay attention to the community enough to hear the opinions of Psykers that many of the players on the test server have. Looking at the new patch notes my fears are entirely confirmed. Most of the additions are there to accommodate playstyles that are far more comfortable to players that mostly enjoy other classes, ie, melee and clicking heads. If I want to focus on a melee based playstyle, I can play Zealot. If I want to focus on clicking heads, I can play Veteran.
I’m going to go through the relevant section of the patch notes, and point out exactly what I mean.
Big boost to gun Psyker, good for veteran mains that are used to suppression immunity. Malefic Momentum is mostly going to trigger from Assail spam or incidental soulblaze kills via perilous combustion, to the benefit of guns and melee.
This has the most potential for staff users who want to entirely ignore peril management. With enough ult cdr they will be able to sit at 100 peril forever. Managing peril is one of the defining aspects of psyker gameplay, but this change just adds a way to turn it off while still getting all the benefits of max peril.
Some extra damage for a melee psyker.
I am completely confused by weapon wield speed being placed over here on the left in what is presumably the staff side of the tree. It is the gate to the other staff based talents, but seems perfectly useless as staves already equip and fire pretty much instantly. Maybe a gun psyker would dip for this point if they were over this side of the tree to path through Perilous Combustion and Psykinetic’s Aura. The two staff focused talents focus on the primary fire, the most gunlike aspect of the staves, and so are likely to appeal most to players who enjoy a clicking heads focused playstyle.
Great set of new talents for visiting Zealot mains. Souldrinker being placed behind melee attack speed I guess is an attempt to help give them a bit of toughness sustain and a familiar crit chance boost.
I guess every other class gets some base rending these days, so we wouldn’t want Psykers being left out. A large reduction to peril generation, good for players struggling to manage the core mechanic at the cost of less toughness. If the ‘toughness replenished’ only applies to coherency, which seems probably as the wording matches the old +10% toughness replenished, then it barely has any cost.
Guns guns guns, welcome in veteran mains.
And just in case you don’t like the mechanic of being punished with a down for failing the core mechanic, you can now turn it off.
We get access to new weapons, but guns and swords. Where are the new staves? We get some new blessings on staves, but they are either useless, or bland power/rending buffs, but nothing to add an interesting dynamic to how you might play.
My conclusion is that these changes are not for players that actually enjoy Psyker, they are for players who primarily enjoy other classes that want to dip their toes into Psyker while retaining familiar playstyles. I’m not fundamentally against the idea of the class being more accessible to players that prefer other playstyles, but the fact that players who actually enjoy the unique aspects of the Psyker playstyle get nothing is extremely disappointing. It is clear that the people driving these changes do not actually enjoy the unique aspects of the psyker playstyle and this is the sad but inevitable result.
Just to make it clear, imo the crux of the Psyker appeal is high risk vs reward with dynamic management of a renewable but small pool of resources. The talent rework last year mainly worked to minimize risk while increasing reward, effectively diluting the Psyker’s mechanical identity and appeal. This patch merely continues that trend towards a bland class identity that is a designed as a comfortable alternative for players that are bored of their clicking heads/melee mains and want to add a touch of warp spice to their experience.