Been a while since I saw any mention of Telekine Shield, so I want to revive the topic to hear from others about the current state of the ability and share my own idea.
Darktide has increasingly become a move or die type of game. Waves of armored enemies can push you back and split the team, while gunner packs can stop the team from moving forward. Shield is a static object and has a niche use VS gunners. You mostly won’t get the full benefit from it because your team gets pushed out of it or runs past it to deal with said gunners.
My question is, should both forms of Telekine Shield, travel with the Psyker (Dome shield moving around and covering the team as they advance on gunners) and fallow the aim reticle? (flat shield faces whatever the Psyker is looking at)
Would this change help more people to use this ability outside of certain builds / be more fun, or is this just power creep?
That’s the point though, the shield gives you tons of utility, up to being absolute necessity at higher difficulties - but as you need to move you have to leave its safety, and it balances the thing out somewhat.
P.S.
And the fact that you are not inside the Dome still doesn’t mean it won’t protect you. It’s an obstacle for all range attacks, including enemies on the other side of it, or inside of it. So placing it wisely still make it useful even if you are not inside.
That is a good point. The shield being static does make it different than the Veteran’s shout and book Zealot. The shout and book have a shorter duration too.
The Wall’s main flaw is that it’s completely impossible to compare with the Dome.
There may have been an attempt at making the wall a “skill shot” defensive ult because it’s only niche was stopping mutants and dogs, but the players that appeals to is way too few. The wall got a massive buff last year and it’s still very much only for blocking mutants. The only way to make Wall have a similar pick rate to Dome would be to add guns and pinups of Rannick to it.
You don’t agree that complete protection from from ALL range attacks (that’s not just gunners btw, but also snipers, flamers, trappers; even grenades will bounce off the Dome, and in case of fire grenades it really matters) and ability to shut out a squad of gunners by placing the Dome over them (a way to use it offensively) IN ADDITION to dome healing your squad’s toughness while you’re inside - is tons of utility? I can ensure you most players of higher difficulties won’t share your opinion.
Oh no Gunners or oh no snipers, bombers, flamers, and shot gunners is the same thing. One band aid button to stop many kinds of enemies from doing the thing they do is the same utility. The other utility is to give toughness replenishment and 50 toughness DR when the shield pops. That DR only applies if the team was in the bubble when it happened.
Quite often the two situations overlap and the Dome is a good option for any team to buy time and space or even make a risky push to deal with the problem. Thus
Semantics aside, it does not matter if anyone agrees with me since my original post was intended to get people talking about Telekine Shield. That goal is already met. thanks for the comment.
Not really, that’s same as calling a classical debuff you cast on enemies in some cRPG game “defensive”, just because it doesn’t cause damage. It’s them, not you, who are affected in this case, so it’s definitely offensive move, just not the one intended to kill them.
Your right, a debuff that does no damage can still be offensive (Think Brittleness), however dome does not apply a debuff. This isn’t a bad thing, in some ways its better. throw a shield at a gunner spawn and then kill them. More might spawn but the shield is still there to block shots. No debuff, just a wall.
If dome did apply stacks of brittleness or another effect, to enemies while they are inside it, then I would be willing to call it offensive.
Flat shield does debuff specials that pass through it, 20% everything else, so it is offensive.
On top of that, the Dome Shield should be nerfed so it can’t be spammed. That would bring it into better balance with the Flat Shield and create more viable choices.
A. lower its duration ( from 25 to 15 or 12 ) This is off the top of my head but it needs to go lower than what Warp Charges and Psykinetic’s Aura can do.
I forgot to mention Seer’s Presence / between 20 and 21 seconds is the fastest cooldown before teammates like Hivescum get involved.
OR
B. increase its cooldown ( from 60 to 90 ) It can be the new Point-Blank Barrage.
Honestly I think it’s duration could go lower if it tanked more damage.