I really don’t understand when some people say that it’s hard to manage Psyker’s Peril, in my opinion it’s easier than it was in Vermintide and I really like it.
What do I mean by that - is that for example with Brainburst you can go up to 100% Peril and still not explode, and to cast one more, you don’t need to cool yourself to 70% or something, you need to lower it to 99%(I could only lower it to 95% with hands), literally hold R for less than a second to not die.
And well, to actually die to Peril, it needs to go up again, after it reaches 100%, for some time, that is close to the brainburst’s charge time. And for some backup if you didn’t see your Peril go up in the heat of the moment, you can ULT to go out of this dying state. Also, cooling yourself off don’t deal you damage, which is awesome.
In conclusion, the Peril is easy and fun to manage, adds some unique game mechanic, I like it.
Yeah, I honestly do not understand the people who claim Psyker is constantly quelling or something and that Peril is some unmanageable resource. It’s so easily to get tons of Peril resistance and you can spam extremely potent abilities for days. The activation cost of Force Swords straight up doesn’t matter and many people will admit that.
Brain Burst costs a lot of Peril but it’s warranted considering it’s the grenade alternative and completely resourceless otherwise. It’s an incredibly strong innate ability. The lv30 faster Burst is aboslutely nuts and makes it take virtually no Peril at all to cast, and with Communion you can keep it up at basically any time you would need to when playing high difficulty due to the amount of Elites.
When you quell with your staff out it’s nigh instantaneous to plummet it down. Huge difference compared to the clunky and slow reloads of most of the stronger weapons in the game when you can virtually tap R and get half your resource pool back. If anything it’s the other classes that I feel like I’m stuck in some kind of helpless state reloading or something, not the Psyker.
None of this is a complaint of course, Psyker is ridiculously fun as a result. Just that whenever someone talks about how passive it is I really do question how they play the game.
I don’t understand where this treads motivation comes from in the first place? I would understand when this would be the answer to someone that claims anything else in an ongoing discussion.
But since the buff to peril quell, there was not a single psyker claiming the peril to be hard to manage.
The thing is more that to many people are that much afraid of high peril, that they tend to play their psyker without coming anywhere near its maximum dmg potential.
keeping up the warp charges and constantly holding the peril around 80 to 90% is the way to go.
Sure the vision and sound is annoying. But there is already a mod to tone that down.
While I understand that most of the people know that and don’t have much problem with it, I just wanted to say that it’s easy to manage and some other things, maybe somebody didn’t know that.
And, I can’t really say anything on what you said next, I don’t know many people who play Psyker, but I thank you for sharing that info.
Psyker is indeed very fun and the Peril management feels really good.
Also, want to say that different people find their different ways to play Psyker, I for example really don’t try to manage the Peril and stuff, I just kill things and try not to kill myself with the way I described above, and maybe people who play as Psyker more passively are afraid of high peril, as Lion-EL-Gubson said.
And in my opinion, this fear may come from not knowing how exactly Peril works, such as not knowing conditions of exploding with 100% Peril.
Well, anyways, anybody who plays as Psyker often knows the ways, so ploblem goes away
Its not that its easier, it just doesn’t take up so much time anymore, imo. It was easy before. The only times a seasoned psyker overloads is, if one doesn’t pay attention or using a new staff that one’s not used to.
I find the biggest problem now it’s actually keeping a high peril level for the damage boost because it immediately passively falls again so quickly the moment you stop generating it.
this thread arrive after several large buffs and tweak on the psyker.
Original psyker was a pain on many points. It was still easier to manage peril than in VT but you had to do so more often and it was longer. Mostly due to the prolonged long range fight in DT compared to VT.
You’re right. After Open Beta they muffed up the Psyker’s peril big time. But they fixed it and it’s 100% better. Maybe the OP didn’t know that, and at this point they’re correct. It’s not bad and it works well now.
There is a very clear stopgap at 100%, that prevents any peril at all. The only way to overshoot it right now is to use any Psyker Warp ability or weapon while already at 100% peril. Otherwise nothing happens.
It’s almost too easy, in fact. So I give OP and the follow-up poster an upvote
I’m really not sure why that stopgap is there honestly, might have been a quick fix for a bug but it really makes no sense.
It essentially makes all warp abilities only cost 1% peril once you reach the upper limit, you just have to make sure not to push a button when it’s at 100%.
They should add in a short alert timer like a warp scream alerting you to immediately stop otherwise you’ll overheat when you reach max, while still allowing you to go over the limit while you are casting.
I agree that Psyker’s peril is very easy to manage, so much so that anytime I blow myself up I always feel like it only happened because I was being careless/reckless.
My thought was that perhaps the players that are saying peril is hard to manage (although I honestly haven’t heard anyone say this) have had a lot of experience playing as Sienna on Vermintide, and don’t realise that there is no health penalty for quelling at high/critical peril, so they’re overcharging themselves to +90% and then just waiting around for it to dissipate passively. This is the only scenario in which I can imagine peril management being difficult, or perhaps they just have really low-grade weapons with terrible warp resistance stats.
Its been changed so much by now that you need to be actively trolling or something to mismanage it, especially if you run inner tranquility.
I kinda of doubt this. Most of the better psykers i know have actually been massive sienna mains and those who don’t care about the class at all have been playing something else like kruber.
You would actually think its easier when you never have to go melee for some thp to be able to vent without taking green hp damage.
Literally the only times blowing up happens to me is when I am using Trauma Staff and aiming at something far away. The fact that you have to aim up so much just severly f*cks with my UI perception in that case. Other than that it is a sign of recklessness if you are blowing up constantly/regularly.
Agreed. Might sound a bit snob, but I actually find myself in the opposite situation.
I have a harder time to maintain the high peril for the extra dmg perk when I change to melee combat. Pretty useful and allows to one shoot horde mobs with one swing of the force sword when peril is high enough.
What is clear to me is psyker is much more enjoyable to play than Sienna because of this. The problem with the class is the small variety of staffs and weapons, and other range weapons should be adapted to them even more, similar to laspistol and its special attack when used by psyker. Give us proper special skill to others like magnum gun.