Warp stacks... are not fun to manage. At all

See, Streven7… that’s a problem within the kit itself. There shouldn’t be that kind of reasoning to begin with. We require some form of passive combat generation of Warp Charges. Either through Warp damage via Force Weapon attacks and/or staff skill damage. But we shouldn’t be required to tediously maintain stacks by stopping what we’re doing to spend 40s popping heads to gain the benefit of our entire kit. That is the dumbest design decision I’ve ever come across.

They had it perfect with Sienna. Generate stacks of bonuses through HEAT % and DAMAGE. None of this “Oh, gotta kill a thing to do anything useful” nonsense. It’s shameful that they couldn’t implement that kind of logic to the Psyker.

imo, your ideas are better than mine, but passive generation is something I’m going to drive until it hits home. The devs did this class dirty. Same with Sharpshooter. Half its kit is worthless. The feats you can choose are all lackluster in every sense. Preacher too. Haven’t messed around with the Ogryn, but I’m going to guess it’s not much better.

I’d rather be rewarded for skilled play like killing enemies while at critical peril generating stacks which each increase your next brain burst by 5% or 10% dmg without a timer on them.

That’s still not a good mechanic. Requiring kills to generate stacks of anything that elevates your kit is TERRIBLE design. That works in games like Diablo. Not here. Passive generation > Active generation.

I agree the warp charges mechanic isn’t too good at the moment. All of the classes need some work to be more fun but probably Psyker the most in my opinion. Need to play it a bit more still, but the warp stacks were the most frustrating part so far for sure.

I think it depends on what you want to incentivize with your system. Passive regeneration of any resource incentivizes the player to adopt a play style where they spend that resource at the same rate as they passively acquire it. Passive regeneration simply means that resource availability is bounded by time.

Generating resources in some active way that requires you to make progress through the game is not worse, it just incentivizes a different style of play. Instead of forcing you to adapt your pacing to the speed of resource generation it forces you to adapt how efficient you are with the resource while making the required progress to replenish it. It simply makes it so that your resource availability is governed by progress.

For example health in Darktide is entirely generated by progress. You need to reach healing stations or find items to gain health, and that means advancing through the level while using less health than you gain along the way.

That just means that instead of having a set amount of health available for a specific interval of time you have a set amount of health available to reach a specific goal.

I suppose. But there needs to be the option if that’s the argument that’s to be made. Otherwise we’re just getting an inferior version of Sienna on every count. :confused:

They need to work on the warp charges. At the moment they just suck to maintain. I don’t even bother to mess with it anymore

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Yep. That’s the biggest issue. And well over half your feat talents RELY on it. It’s such a bummer. If they were generated via damage instead of kills it wouldn’t be so bad… but requiring BB kills is just such a bad system…

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