Survivalist Nerf was good

To be honest, all the auras are immediately gimmicky and negligible, but that’s down to how Fatshark does their RPG elements and game balance (they’re meeeehhh).

That said, Survivalist used to be semi-useful and now it’s not. Case closed.

First of all, this isn’t a side A vs side B discussion anymore and it hasn’t been for a good few days.
Second, this is obviously not about how many side A threads there are vs B threads to see who’s actually got the correct take on this. Not that that’d be a good way to form conclusions anyways.

The actual point here was, and I know you know this too, it’s been discussed to it’s logical conclusion. Nothing will be gained on either “side” by creating more threads about it.

It’s been said so many times, I won’t even repeat myself anymore.

So true. The last skill nodes for special ability might need you to do something gimmicky to activate them against natural playstyle.

What’s next in store I wonder - Do 360 in less than 50ms followed by 5 tea bag to boost damage.

I feel personally attacked!

If I had a brain I would be very upset…

Jakal posting never gets old. The hottest take, the most contrived arguments and the most ill-timed responses.

Every post it’s own original copy pasta. I feel we should enshrine him in these forums as some sort of legend. Not a good one, mind you. But still.

In fairness, even though I’m with you on the Survivalist change, I don’t think the “gunspyker” concept was ever particularly well thought out or implemented by FS.

For my own part, one of the Psyker’s greatest strengths is that generally they reduce resource consumption and stress on pickups. A Psyker with a Stave isn’t competing for grenades and ammo resources with the rest of the team.

A Gunpsyker however does compete for pickups, adding additional resource stress, without bringing anything to lighten that load (no Survivalist, no Lucky Bullet, etc). In return, all they do is act as a Critmonster, offering high weapon DPS but no real new utility or capability. There’s no ability to shoot around corners or through obstacles, guide projectiles to weakspots, or engage in Equilibrum-esque Gun-fu that you’d think being a Psyker would offer.

I think that’s a more fundamental issue with that character concept than Survivalist is.

I don’t think left tree Psyker has a character concept issue at all. Disrupt Destiny and Scryers Gaze fulfill the fantasy of “Magic Warrior,” well enough. Additionally, almost all of your buffs affect BOTH of your weapons, not just one or the other. (I literally think only one buff effects only ranged).

It’s probably one of the most hybrid classes, and can preform exceptionally in any situation if you play well.

For sustain? Don’t consider the class “gun psyker.” Consider it Psyker with a gun. It’s not your main tool, it is another part of your kit.

Playing gun focused helps you learn the playstyle, especially with how vulnerable you can feel at times in melee, but once you learn it more it can flex into any role.

Edit: if you are still having problems with sustain, run crit Voidstrike. Hitting headshots with 15 stacks of DD will do some pretty nutty damage, and you can save Scryer’s for either clutch toughness regen or if you want to go off in melee.

I’ve been playing gun psyker and gunlugger and zealot in general since the update and I’ve not struggled at all, skill issue. Try not magdumping single poxwalkers and you’ll be fine. Tired of pretending like this game doesn’t throw ammo after you even without any vets at all. It’s all over the boxes man. All you have to do to have ammo is

  1. open boxes and pick it up
  2. don’t magdump single poxwalkers while your teammate is running at it swinging

that’s it. Suddenly you can play all game long and mostly ranged no matter what class or talents