Hi all,
I’m a longtime contributor over at Steam forums who joined the Darktide community there back in Nov 2022 when the game released. I’ve played 2 psykers and one of each of the other classes exclusively on T5+ (Damnation and Auric / Maelstroms only since they came available) since around Dec / Jan, with well over 1k hours in the game so far. I chose to register here specifically to make this topic. Hopefully I’ll become a part of the community here too, but that’s not why I’m here right now.
I apologize for the long post, but I want to make myself as clear as I can here since to me this is a very important issue. I sincerely hope Fatshark or at least fellow experienced psykers have the time to read this. If required, I can happily elaborate on why psykers were previously strongest and what tricks and tactics and tools they really have, or what I mean by vets’ powerful passives prior to this patch or anything else. But I’m trying to keep this main post as concise as I can.
Ever since I started Darktide, I was instantly taken to psykers. While they had the least passive defenses of all classes, they had by far the best toolset and countless tricks that made them perform on a completely different level. But each of their tools and tricks had to be learned. Each had to be deliberately used for the right thing at the right time. Because a single mistake on T5+ could end your life then and there. Psykers were the tactically deep, challenging, hard to learn and harder to master class with the highest overall potential.
Meanwhile veterans were their opposite. Filled with powerful passives, the veterans were easy to play reasonably well. This resulted in a skewed perception by average players, who would find themselves incredibly weak as psykers, and very strong as veterans. Yet at the same time the good psykers, especially with Trauma staff were so strong that no other class could match their overall clutch / carry potential in T5+. There was no situation in which they did not have a tool to deal with it. Virtually every time you died was because you made a mistake. Not because you got overwhelmed. From Jan to the beginning of Oct I believed this was a deliberate design choice by Fatshark. Most games have the same design: some classes / heroes are easy but have lower overall potential, others are really hard but require an expert to reach that full potential of theirs. This is what made me fall for the psykers as my favorite class in probably any game in a very, very long time.
But the new patch changed things.
While the patch as a whole was absolutely wonderful, bringing tons and tons of new abilities and interactions and needed weapon balance adjustments and blessing changes… I do not like what it did to psykers. Especially given the preliminary future patch notes of what we’re about to get next.
Ever since the gradual buffs psykers got from the start of this year from the Trauma peril efficiency buff, BB buffs, various talent adjustments to vastly better Force Swords, us experienced psykers have been worried. Buffing a class that is already incredibly strong in ways that make it easier and stronger without having to learn to use it has to come at a price. Because otherwise the good players will become overpowered. And the only way to address that, is by nerfing their tactical toolset and remove those difficult to learn expert abilities and tricks instead.
The patch gave us Assail, which is hardly even getting nerfed. It’s far from even strong on T5+ and easily overshadowed by a skilled staff user, yet it is very easy. It gave us Smite, which even without its bugs is 10x easier to use and manage than the old Surge was, on account of having much more AoE and automatically canceling on 100% peril. And it gave us the current Voidstrike, which while already popular and perfectly viable as a ranged horde clear weapon, was for some strange reason now given so much more damage, penetration, CC, charge speed and peril efficiency through the buffed Transfer Perril that it literally outperforms every single other staff on everything they’re supposed to specialize at and more, 2 shotting crushers and knocking down anything else nearby, while killing everything else on the way there with each shot.
Not only does it look like the upcoming patch is not addressing these issues sufficiently enough, but it’s also removing the infinite dodge from Force Swords, and introducing an extra delay to the staff primary fire, thus removing both our infinite dodge as well as at the very least nerfing the fire+quell+fire trick that is immensely useful for all staves. Two expert tactical options down in the same patch. Options we’ve had since the game released. There might be more, these are just what I noticed on the first of the several patch note posts. This is all on top of the various talent reworks including the new Warp Charge keystone which removed a lot of the tactical layer of managing the charges to build up power for those breakpoints, making it an easy RNG version of its former self instead.
This alone won’t ruin psykers of course, but I fear that these are but the first steps. What is next? What other core psyker tools need to be removed to support this new design of an ultra easy and accessible next generation veteran, with its spammable autoaim horde/special/rager killer Assail, infinite ammo cleaving Plasma rifle Voidstrike, near-infinite “CC everything in the screen by holding a button” Smite, and more?
Psykers are the main reason for why I play this game. They are thematically and technically the specialists, the master tacticians, for the players who want to enjoy extremely complex gameplay and challenge, while reaping the benefits it brings. Please, do not destroy our identity and reduce us into the last thing us experienced psykers want to be. I do not want my favorite class to become the new veteran - or even worse. That is not what I want to play.
I mean no disrespect to the countless casual and average people who have every right to enjoy the game as much as everyone else. I have no animosity towards those people, and I have no problems with a class that is easy to play, just like vets used to be. But don’t do this to psykers of all things, please. If such a class is required and it’s not veterans, then make a new class designed around that instead. Don’t ruin the one that until now was the polar opposite of that ideal since the day the game was released.
Thank you for reading.