… with a twist.
First, shout out to @Khorne_Dawg for mentioning the Deepwood staff lockout. This got me curious in Vermintide’s Overcharge system, which I believe is particularly interesting in how it places reasonable limitations on staves that would otherwise have infinite usage.
This topic will begin by focusing on Passive Quell, then Active Quell, followed by how the “Overcharge” system would interact with Psyker’s two main offensive Combat Abilities and potential Talent additions towards the end that could spice up Psyker playstyles.
For the “Overcharge” system in Darktide, why not use an existing mechanic that already exists? In addition to being thematically accurate as the lure of Chaos entices Psykers with temptations of power, most Darktide players are already familiar with Corruption.
Anyway, without further ado this is what the proposed changes would look like:
I. Passive Quell - The time it takes to passively quell Peril is now doubled. This helps to balance out the infinite ammo aspect of staves, and makes it easier for Psykers to “ride the high Peril” in melee combat.
II. Active Quell - Actively quelling Peril above critical Peril (75%+) now creates Corruption. Active Quelling includes staff quelling, Venting Shriek, and Scrier’s Gaze uses above 75% Peril.
Corruption can be avoided altogether by actively quelling using any of the 3 above methods before a Psyker reaches 75% Peril, or passively quelling through melee combat after 75% Peril has been reached.
Venting Shriek and Scrier’s Gaze create 10% Corruption of the current wound (150 default HP, 75HP per wound × .10 = 7.5 HP Corrupted), ONLY when used above 75% Peril.
In Practice: For Venting Shriek, this translates to 7.5 HP on a Shriek above 75% Peril. Not bad, of course this adds up if Shriek is consistently spammed at 75+ Peril but still considering an 8 stack Creeping Flames is enough to burn away entire chaff hordes, it’s still a bargain for damage output.
For Scrier’s uses using Warp Unbound, .25 Corruption for every 1 Peril is generated during Unbound’s 10 second Overload protection period. **Corruption generation stops when the current wound is filled for the duration of that Combat Ability activation, or when a Psyker stops using their staff to generate Peril (**meaning Crystalline Will - details below - can hedge against Corruption).
In Practice: A Psyker with two wounds gets hit with 32.5 Corruption if they generate an additional 100 Peril during the 10s Warp Unbound period, up to a maximum of 75 Corruption (50% HP) if they really push it, which IMO is fair considering all the potential Finesse and Crit Chance boons Psykers get during Warp Unbound.
Corruption is also no longer just a negative status effect for Psyker, it now has increased function through various talents in the tree that lean into Psyker’s high risk, high reward style and potentially raises the skill ceiling for Psykers seeking additional challenge.
Corruption Related Talents:
Rack and Ruin: For every 10% health consumed by Corruption, gain 1 stack of Heinous Frenzy. For each stack of Heinous Frenzy, gain +5% attack speed. Max 3 stacks.
Blood Alchemy: For 5s after a push attack, your melee attacks inflict Bleed on enemies. For every tic of Bleed in 5m, .25 Corruption is turned into health.
Crystalline Will: Overloading through Perils of the Warp no longer knocks you down, but you still take the appropriate Corruption Damage. +2 Wounds.
Unchained: -8.5% charge time and +5% Peril generation on staff Secondary attacks for every 10% health consumed by Corruption. (This potentially frees up Warp Flurry, but at Talent Point cost and increased risk due to Corruption).
Dissapate: For every 10% of Health Consumed by Corruption, you now Quell 2.5% Peril on melee kill. Stacks 3 times.
How does it all fit together?
Corruption now punishes those who use staves recklessly and when combined with the proposed +100% Passive Peril Quell time will disincentivize staff spamming for newer Psykers, which is appropriate for staves that offer considerably strong ranged attacks with infinite ammo.
Again, Corruption can be avoided altogether by actively quelling staves before they reach 75% Peril, or passively quelling staves through melee after 75% Peril has been reached.
On the other hand, players who go into melee combat with just shy of 1/3 of their health missing can be generously rewarded with additional Peril quelling on melee kill, reduced charge time on staves, and increased melee attack speed - with a reliable means to manage the Corruption they take.
While it may not always seem like it, I know Fatshark actively reads the forums and I’m excited to see what the dev team has in store for Psyker, Veteran and Zealot Talent tree adjustments in the future, so with that said let’s hear some thoughts below! ![]()