Variability of builds (psyker edition)

Any time I see something too strong, it ruins my experience…
And this will last until they finally give a solo game mode… because until that, I have to play with the others players… so yes, in fact anything too strong impact HEAVILY and BADLY my gameplay.

But if they give solo mode I would be happy… it won’t change that I would still complain that they need to balance the game. This, because I won’t stop playing in cooperation.

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Okay. Well that makes two of you I suppose. ¯_(ツ)_/¯

The staff would be far more balanced because it’s no longer absolute ranged safety and the downside (range) starts actually mattering

Balance is a net positive. I know this has morphed into a controversial opinion among gamers in 2025, but believe it

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Why do you think I keep asking a true solo game mode?
Because Fatshark seems unable, or worse they don’t want, to balance this game. I just ask they give me the tools to not care of the balance.

So yes, as we cannot play solo (or with a downgraded game as we cannot have bots somewhat useful), balance matters as I am forced and forbidden to play the game like I want and configure my bots. Actually I have to play in cooperation and I can’t choose the class that the teammates will pick… I cannot choose their talents… I cannot choose their weapons.

So, balance matters a lot in such configuration…

Thank goodness. But I do agree they should add solo mode for those of you who so desperately want it.

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It isn’t absolute ranged safety, and Havoc previous to recent changes basically proved this by ranged utterly destroying everyone who dared peek out around a corner and turning Darktide into World of Cornershooting.

I’m sorry, but I don’t believe you. And I think your claims here simply doesn’t bear out in practice. You have nowhere near 99% uptime in real games, it isn’t total ranged safety except when you are continously faced with a wall of enemies at close range, and being caught out in the open when you occasionally have to move or don’t have massed targets in range to increase the odds of continously proccing consecutive crits, which does happen numerous times on all maps, will get you utterly destroyed by ranged if you get aggro on higher difficulties.

If it was total ranged safety, psykers running inferno staff should see no difference in survivability by running venting shriek as opposed to bubble builds, but the fact is bubbles massively aid survivability against ranged for the psyker themself.

Are we playing the same Havoc 40 missions? That is how those work for me. Even Auric Maelstrom this is more often than not the case, but it’s also less of an issue to sometimes get shot at without it up.

The base issue remains: Why should the infinite medium range crowd control staff have very high uptime ranged immunity tacked onto it? Can you make an argument for how this is anything but unhealthy for the game? The staff should leave you vulnerable to ranged enemies to be balanced. The idea that you’re giving up your ranged answer is the whole balance idea behind letting the purgatus staff be this strong in medium range.

Even if we got rid of this and no longer let the staff tap into crit talents for low investment with extremely good uptime, Psyker would still have bubble, which would still have north of 100% uptime on high difficulties because of Psykinetics Aura (I mean it, I often have 3 of the things up). The class is fundamentally broken and covers its own weaknesses seamlessly because of a couple OP talent and blessing interactions.

Soulblaze overall does need a nerf, specifically Blessings on equipped melee like Uncanny should not affect Soulblaze whatsoever. The second Inferno Staff is put away, Blessings should stop affecting Soulblaze.

Also Perilous Combustion needs to be reworked, it’s too strong and Soulblaze needs a hard cap overall at 16 Stacks. Talents that throw on extra Soulblaze like Perilous Combustion and Creeping Flames should refund Peril when that cap is hit instead of pushing past it.

That said, this is a very good point:

Consistent Crits also allow Inferno to get some benefit from the Disrupt Destiny keystone. Nerfing Crit Chance on Inferno would essentially lock out Disrupt Destiny when using Inferno, as it already can’t target weakspots.

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Maybe an inbetween solution could be giving it crit chains instead of single crit clouds, with a cooldown. Sorta like how recon lasguns work. That way you have enforced downtime of emphatetic evasion while still letting you use crit as a concept

Or Empathic Evasion could be given a slightly longer active time but a cooldown between procs.

It’s a pretty busted talent honestly, with a high Crit chance Blessing like Shredder on something that cleaves well, it pretty much guarantees immunity to ranged hits as long as psyker is lobbing a bunch of heads off.

So… after readin some of replies here:

Psyker is so op that nobody knows why so op class is dont soloin havoc 40.

Interestin why i dont see many psykers at havoc 35+…

LOL… you evaluate a class regarding its performance in a game mode made specifically to invalidate lot of builds?

Can’t say what I think about this without breaking rules

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I think they did the ogryn cdr balance good.
That said i do believe the main problem is the amount of elites and specials.

Reduce the elites and specials massively. Make them real dangerous. To the same for monsters., and from there you can balance the cdr talents.

(It would also be good for the rubberbanding)

For me it would also be fine to remove cdr talents and decrease the cooldown of abiltys accordingly.

I agree with the author, the psyker has become a very narrowly focused perk character, especially in Havok

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