We’ll breaking from the hardest class to the fun-est suggestion revamp, the Psyker already has one of the best tree structures in game along with Veteran. Here are the talent reworks for mostly weak talents, making them more competitive will force new hard choices and make for the most varied playstyle of any class.
Numbers to be tuned down or up depending on power. Having weird posting issues attempt to repost…very strange something about the quote highlights interrupted the polling maybe too many features in post.
Mind in Motion: Quelling peril increases movement speed by up to 20% based on current peril, peril no longer slows.
Current: Your movement speed is not reduced while quelling peril.
Reasoning: Right branch melee focused; talent would be more competitive with Malefic Momentum. With extra speed mobility at cost to exposure while quelling.
- Yes
- No
- Something Else
Perilous Assault: Up to negative -20% charge time on secondary attack based on current peril
Current: Up to 50% wield speed based on peril
Reasoning: This left section is the staff corner, all staves wield very well / fast baseline this is a better boost to focusing on staff damage.
- Yes
- No
- Something Else
Soul Drinker: Critical hits cause 1 stack of soul blaze, killing an enemy with or under the effects of soulblaze (or would be under the effects if alive) grants 1% critical hit chance for 5s stacks 10 times.
Killing an enemy with soulblaze restores 5% toughness and grants 5% critical hit chance for 5s
Reasoning: This right section is the melee corner, most enemies die from our swings rather than soulblaze so this would make more sense and useful to melee focused Psykers while removing toughness portion and adding crit proc of soulblaze it because a weaker psyker scourge with range capability.
- Yes
- No
- Something Else
Anticipation: +50% Dodge duration, at dodge ineffectiveness generate peril instead of dodge loss while below critical peril.
Current: +50 dodge duration and increase dodge maximum by 1
Reasoning: Another peril management tool to halt decay and utilize peril in melee heavy builds. Amount of generation to be determined; could be escalating on continual use.
- Yes
- No
- Something Else
Kinetic Prescence: +7.5% damage against specialist and elite for you and allies in coherency.
Current: Just elites
Reasoning: Just makes more sense to include both enemy types and more inline with Warp Siphon.
- Yes
- No
- Something Else
Warp Rupture: Venting Shriek increases power by up to 25% based peril.
Current: Venting Shriek deals 100-200 damage based on current peril
Reasoning: Creeping flames seems to be the better direct damage branch, this will provide a different damage boost against heavier targets rather than direct damage of creeping flames against light targets.
- Yes
- No
- Something Else
Puppet Master: +50% increase to your coherency aura radius and toughness regeneration.
Current: Just radius
Reasoning: I think all these coherency talents need to be centered in one talent to compete with new/other toughness regenerators.
- Yes
- No
- Something Else
Warp Siphon: Killing an elite or specialist gains a warp charge for 25s, stacking 4 times. You may use combat ability, up to 30% early, consuming warp charges based on current cooldown, 5% per charge.
Current: Consumes all warp charges to reduce next cooldown by 7.5% per charge. Warp charges last 25s
Reasoning: This keystone can be self-defeating gathering charges to lose on ability use that then increases next ability use and lose charges again. Instead the cooldown reduction is nerfed from up to 45% reduction on next use to 30% reduction if used early proportionate to reduction needed charges will fall off.
- Yes
- No
- Something Else
Crystaline Will: Overloading through peril no longer knocks you down, but will cause 1/2 wound of corruption. Immune to damage while overloading, damage & radius increased by 100%
Current: Overloading through peril no longer knocks you down… unsure if it will kill you.
Reasoning: This talent seems more like a safety net for inexperienced psykers here it could create fun new playstyles as well as nearly double effective wounds due to overloading with good synergy with corruption / wound curio and zealot aura. Damage boost also maybe boosted based on difficulty unsure of actual numbers.
- Yes
- No
- Something Else
Kinetic Deflection: Blocking and sprinting below critical peril generates peril.
Current: Blocking generates peril instead of stamina cost.
Reasoning: More utility to include sprint but also more risk in maxing out peril.
- Yes
- No
- Something Else
Tranquility through Slaughter: Non-Warp ranged critical hits quell 4% peril. Warp ranged critical hits generate 50% less peril.
Current: Only non-warp bonus
Reasoning: Warp related builds lack a solid choice in reaching disrupt destiny, this change with give an alternate option to peril block talent.
- Yes
- No
- Something Else
Surety of Arms: On reload completion generate up to 50% peril based on % of clip restored, reload speed increased by up to 50% based lack of peril, cannot overload on reload.
Current: 25% reload speed while below 75% peril, generates peril based on clip % restored up to 25%
Reasoning: No restriction on gaining reload bonus, stronger peril generation and reload speeds based on lack of peril or greater clip restore.
- Yes
- No
- Something Else
Disrupt Destiny: Precision bonus increased to 5s
Current: precision bonus is 4s
Reasoning: Perfectionism to be more reliable.
- Yes
- No
- Something Else
Lingering Influence: Doubles duration bonuses
Current: Only precision is currently extended, movement speed of +20% for 2.5s seconds would be effected.
Reasoning: fun counter choice to pure damage.
- Yes
- No
- Something Else
Purloin Providence: Death of enemies marked by disrupt destiny quell 3% peril
Current: Killing enemies marked by disrupt destiny has a 20% chance to quell 15% peril.
Reasoning: Sex Panther…guaranteed quell much better plus if ally accidentally kills marked will still count.
- Yes
- No
- Something Else
Cruel Fortune: Gain precision stack on death of marked enemies, allies see marked enemies as well though less prominent.
Current: Weakspot Kills grant 2 additional precision stacks.
Reasoning: Guaranteed stack is better than burst stacks, less competition / frustration when allies kill target and team locate ability when dark/foggy.
- Yes
- No
- Something Else
For something else ideas please post in comments… voting for yes cause I don’t like reopening every poll for results… and shelfish reasons.