Hello there Fatshark! I hope a game designer there sees this, or one of the kind community managers could forward this to their attention!
Here is a compilation of thoughts and suggestions, ranging first from poor tooltips or nonfunctional abilities to my own thoughts and ponderances about ludologistic approaches.
Here is a list of Psyker ability issues:
Psykinetics Aura does not give the psyker cooldown back during scrier’s gaze.
Seer’s Presence does not give psyker cooldown when using scrier’s gaze
Warp Siphon does not give psyker cooldown when using scrier’s gaze
Precognition does not say that it only grants the weakspot-kill-counted-as-1-second only after scriers gaze ends
OR
Precognition does not give psyker the benefit of the weakspot-kill-counted-as-1-second during scriers gaze.
Disrupt Destiny does not state that it only targets Non-Ogryn Elites, Shooters and Bruisers.
OR
Disrupt Destiny does not mark any enemy, it does not mark specialists, monstrosities, ogryn elites or horde.
Disrupt Destiny does not state that its duration is refreshed on hitting a marked creature
“Ludologisms” and other Psyker Suggestions/Grievances:
Balance:
Assail and other blitzes.
-Ethereal Shards makes assails ability to kill everything overpowering. Damage should be lowered by each enemy passed to make it reasonable.
-Assail shards are supremely good for all situations barring fighting crushers, but fighting crushers can easily be alleviated by using uncanny strike on a force sword or a dueling sword or by using an armor piercing staff or the revolver.
-Charged assails have similar performance against gunner and shotgunner groups as well as specialists as brain rupture, whilst retaining all the other benefits of choosing assail. Assail vastly outperforms brain rupture in a few ways:
One assail shard is enough to stagger a rager out of animation, weapon switching and throwing a dart takes a fraction of the time what a brainrupture requires to achieve a cancelling of a rager flurry, since brain rupture does not stagger until the end of casting. Assail shards also can easily be used to stagger shooters and gunners and reapers. Assail can also be used to stagger open bulwarks, which I find to be a cool skill-based move where you use the control of the camera to guide the shards, but that is another point to assails overpowering nature.
Suggestion: Reintroduce the ability for Brain Rupture to stagger when the psyker uses Lock Psychic Power To Target, that existed in the Open Beta, allowing psykers to choose a new way to play, which is using brain rupture as a stagger tool. This could be a perk tied to brain rupture, and as such balanced, it could also have a set amount of uses and a cooldown, if that is desired.
Also, smite suffers from similar problems, as a committed crowd control ability, I find it frustrating that smite requries accumulated stagger to actually start staggering real threats. Smite should stagger enemies instantly, to make it on par to assail in smite’s intended forte.
I hope that you at fatshark can understand that some people want to quick-swap to brainrupture/smite to use them as clever tools of hybrid combat.
Venting Shriek:
The Venting Shrieks Warp Rupture ability is terrible at higher levels, since it does not do enough damage to be considered worthwhile when the other option sitting next to it, which it is mutually exclusive with is just more damage for no extra thinking, which also just combos with wildfire.
Suggestion:
I suggest Warp Rupture should be buffed, and I have a few ideas for that, It could use a psychic ability that exists in at least the Dark Heresy Warhammer Roleplaying game, where a psyker ruins the inner machining of their enemies guns, breaking them. This could be a cool ultimate, which forces all ranged enemies to lose the ability to shoot with their guns. To make this balanced, you can of course make the ultimate have a longer cooldown, you can also have it be a random chance ability, that scales with peril for uniformity. You can also have it be temporary, which does not make much realistic sense to me, but it is an option. All Ranged Enemies have melee attacks, so it should not be a problem in that sense.
Suggestion:
Another idea, which I would enjoy, is that warp rupture gets a new option, which changes venting shrieks aoe stagger it to a beam of energy/Lighting Bolt that pierces enemies and as such can do a small fun amount of hordeclear, this way giving psykers a fun big damage blast ultimate option. It could be called Venting Beam/Grounding Bolt, but that is just flavour. This again could require a longer cooldown, and perhaps lose the ability to save a psyker from exploding, if you wanted to have that. Comparable to the use cases of Bounty Hunter’s Pistol back in vt2. I myself would like a beam more, but eh.
Scrier’s Gaze:
The Scrier’s Gaze is an odd ultimate since based on the name one would think that it is a divination/prediction type of mindreading ability, but it seems that it uses abilities of biomancy such as Warp Speed and Endurance. I suggest you add a path for it to be able to show non-horde enemy heads through walls, which could be mutually exclusive with Warp Speed and Endurance for balance reasons. This could use the Brain-Rupture head effect, with slight size change and maybe a more purple colour and the game just drawing the effect onto the screen so that it shows over everything, akin to veteran’s executioner’s stance. Let us call this idea Scrier’s Hunt, then Scrier’s Hunt could allow another node, let us call that “Psychic Huntmaster”, which allows the vision of the heads be seen by other characters in coherency and it could share 10-30% of the benefit that your scrier’s gaze has.
Brain Rupture
I miss the days of the 25% increased damage to enemy targeted with brain rupture, at least that would make brain rupture be good compared to assail by allowing the psyker to have the party do more monster damage. Something similar could be reintroduced, maybe not 25% but it could be something like 15% - 20%
Suggestions:
Add a node to Brain Rupture that brings back the 25% increased damage against creatures hit with Brain Rupture.
Another fun idea for a node for Brain Rupture could be “Skull Fragments” which causes a fun small aoe explosion of damage to the nearby enemies when an enemy is killed with brain rupture. This could be balanced with the casting time being made longer or something such as that. This could also get some mutual exclusivities with other options.
Kinetic Flayer:
I think Kinetic Flayer’s current iteration is unfun, as it is so uncontrollable and lacking in thought.
Suggestion:
Change Kinetic Flayer to instead add a function for the psyker to use Weapon Special whilst holding Brain Rupture, where the psyker then has their next attack also do a Brain Rupture, this way the psyker has control over the event, and it is not hard to implement. It could still have the same cooldown. If this is too powerful because it allows psykers to control kinetic flayer, it could have a longer cooldown and a casting time to prepare the ability with Weapon Special Button.
Also, about Kinetic Flayer’s current iteration:
The ability has a chance to cause poxbursters to explode on you when using a force swords holding m1 bash->bashattack combo, since the force push that the psyker does causes 0 damage, but it still has a 10 percent chance to use the ability, it makes Kinetic Flayer even more unfun.
Smite:
This is not as important in my eyes, but if one is to add more nodes to brain rupture in the name of more fun builds, Smite could get a node that is mutually exclusive with other, aoe focused, options, allowing you to use the m1 or the m2 fire mode as a chargeable lighting bolt for a long range single target damage option, which does not however outperform brain rupture just an idea.
Build Variety:
Node connection issues:
I know @Somberyu made a post similar to a few of these points but no matter.
Psyker is indeed not as tinkerable as “the most tinkerable class would have one believe”
Psykers cannot use Mind in Motion or Malefic Momentum with Brain Rupture
Psykers cannot use Wildfire or Psykinetic’s Aura with Assail
Psykers cannot use Anticipation and Unlucky for some with Seer’s Presence
Psykers cannot use Empathic Evasion and Anticipation with Kinetic Presence.
Psykers cannot use One with the Warp and Unlucky for some with Prescience.
Psykers cannot use Prescience and Venting Shriek
Psykers cannot use Kinetic Presence with Scrier’s Gaze
Suggestion:
These can all be fixed with a few horizontal lines between nodes, if the new options become too powerful, add nodes as tax.
Peril Generation issue:
If a psyker takes Brain Rupture and Venting Shriek, they are forced to take -15% peril generation nodes, which hurts a lot since psykers want to be able to generate peril. Psykers want to create Peril for the purposes of abilities like One With The Warp, Warp Rider, Quietude and Warp Expenditure. This doubly hurts since they are not things like -15% toughness damage taken (Opportunity Cost).
Suggestion:
The psyker left side could have an additional node path, that allows a player to not take peril generation, instead taking toughness damage reduction. This does not even need to be 5%. The nodes could give psyker no actual benefit, and I and a few players I know would pick them still, since the benefit is that they can play brain rupture and venting shriek without suffering the penalty of -15% peril generation. So, it can be balanced by making them something like: +2.5% maximum health/toughness damage reduction.
Warp Siphon:
-Warp Siphon is behind far too many tax-nodes for it to compete against the two other options. The other two get their full benefit for far less cost.
Suggestion: Move the nodes around to allow you to go to warp siphon faster, maybe making them a side-option.
Cool psyker concepts:
Militarum Psyker:
A line of nodes for psyker that has a heavy tax of points to allow you to equip some heavier weapons from the other classes, such as the braced autoguns and shotguns. (Of course you need to build the weapons for the psyker character, but similar to vermintide with career exclusive weapons you cannot equip them without taking the node) This offshoot nodeline could also have some things that allow the psyker to use Peril whilst using alternate fire with firearms, similar to guardsman Deadshot but with peril, maybe giving the psyker a little rending for their ranged weapons. And perhaps a node that gives psykers some more ammo reserve, or ways to get ammo or save ammo during the game. No need to be comparable to Veteran’s or Ogryns +25% increase. This way gun psyker is supported more.
Psychic Dash:
It could be fun for a psyker to get the ability to perform a short range teleport/quick dash, similar to sienna’s firewalk. This could be implemented in, for example, the Venting Shriek, as a mutually exclusive option, or I thought that it could be a fun node, that has an internal cooldown and could function for example by the player holding their jumping button down, allowing them to enter a short levitative period whilst their teleport reticle shows up and allowing them to then click attack to accept it or stop the button press to release. This could all cost peril as well. This could also be somewhere beyond a node tax.