We should get psyker enemies

just hear me out, alright?

there are two types of psyker that could be added. normal psyker like the ones that were powering the wall in the 3rd carnival mission and more powerful psykers that actually summon demons and stuff.

here’s how i think they should act.

normal enemy psyker.

attack 1: stub-gun.

the enemy will shoot at the player with a stug-gun of some kind(preferably a stub-pistol), dealing damage to them and debuffing them on crit.

attack 2: warp energy.

the enemy will throw a ball of warp energy that does AOE damage. it’ll also fling any player that has no toughness if they’re hit directly by the explosion and not just caught in the shockwave.

utility 1: warp shield.

the enemy will make cover for other enemies, but the psyker enemy will not be able to attack. however, the other enemies will be able to attack through the psyker enemies shield.

utility 2: warp teleportation.

the enemy will use the power of the warp to teleport to another place, however, this causes them to be vulnerable to attacks because they can’t move or attack while activating the teleport. the teleport also gives off a green glow while being activated. once it is fully activated, the psyker will disappear in a flash of green light and will appear somewhere else with another flash of green light.

that’s it for the normal psyker enemy.

BOSS PSYKER!

attack 1: WARP VOLLEY!

the boss will throw out a ton of warp crystals that will hit the player or the environment, at least 15. none of these will track the player due to how many are being chucked out. (inspired by assail)

attack 2: SUMMONING RITUAL!

the boss will try to summon an enemy to assist, specifically a rot fly. they will only do this if they are being completely destroyed and only if there is a large amount of fodder enemies around. to summon the rot fly, they will kill all fodder enemies and then use their souls to summon it. it will have the same amount of health as 3 mutants and the same damage as a shotgunner at point blank, but it’s not great for anything really.

attack 3: FORCE SWORD!

the boss will charge the targeted player and will swing a twohanded force sword charged with warp energy for MASSIVE DAMAGE. the boss will only do this if they are in phase 1 or phase 3. phase 1 because they’re cocky and think “this is easy, i’ve fought against more than this!” and phase 3 because they’re desperate for any advantage available, thinking “i need to use this, if i don’t, i could be killed!” and really it’s just fun like that.

attack 4: WARP-SPLOSION!

the boss will use warp energy to explode a large area, flinging players away from the explosion and dealing a large amount of damage. (only used in phase 3)

utility 1: TELEPORT!

it’s exactly like the normal enemy but much quicker.

utility 2: FORCE WALL! (also an attack in phase 2 & 3)

the boss will hold up a wall of warp energy and use a lazpistol to shoot at the players until they are either killed or they get behind the wall, at which point the boss will go back to being a normal boss fight (normal for a psyker that is.)

that’s it for both attacks and utilities for both psykers.

now for how they’d look.

the normal enemy would have 2 appearances, the first is male, the other is female.

the male would wear all yellow, basically just looking like one of the ones from the ritual in the carnival. however, he would also be wearing a bag on his hip and holding a stub-gun, along with having a holster on his hip, unless his gun has a sling.

the female would look much more like a flamer, wearing green and yellow, with her face covered. however, she would also have a bag on her chest with a knife on her hip and the same holster/sling rule as the male. the only visible parts of her would be her hands (which would have nurgle symbols on them) and her feet (which would look exactly like the males).

for the boss?

she’d have her force sword in one hand and use it as her focus, much like a psyker uses a staff. she would also have a lazpistol in her off-hand that. she’d be wearing armor covered in bones and skulls and would also have a ton of admonition green, yellow, and white fabric and paint on her and her armor. not a single piece of flesh would be visible, as she is fully protected. she also wouldn’t have a refractor field, just a shield of warp energy that she loses after it first goes down.

the reason our rejects and the base admonition psykers don’t have this? simple. a lack of skill.

if i get force pushed by an enemy im closing the game

5 Likes

cope.

no i dont want to cope with forced enemy stagger. BoN swallow, chaos spawn pounce are some of the least fun parts of the game

4 Likes

I could see an Enemy Psyker Lord of sorts being able to “shriek” in a similar fashion to Scab Captains when they knock the Player/s back.

For a Force Push on a Psyker Specialist? Well… it’d have to be a noticeably weaker one in order to remain fun to fight against, akin to a Bulwark’s Slab Shield Push.

3 Likes

not really stagger, more just an explosion that launches you away from your fellow players/the bots. if you’re good enough, you could possibly use the explosion to your advantage by using the blast launch to blast you closer to the boss.

:sob: :sob:

also really annoying

2 Likes

for the record, this wasn’t intended as a “shriek” or anything, more like the psykers staff ability where they slam it down and it causes an explosion in an area.

3 Likes

So it isn’t enough that we have to deal with those freaks in our squad? You want us to fight them, too!? (Jk, my alt is a psyker).

To this suggestions, I’ll say yes, but Darktide is currently so focused on elite/special spawn spam that I believe a Psyker enemy would be best used as a boss in a boss room who, instead of spawning adds, could split/create low-hp fake images of themselves to confuse and force players to destroy all the fake images to find the boss as a mechanic.

I know this has been done many times in other games (and movies), but we can’t have an enemy Psyker start blasting us to Kingdom Come (Deliverance) because that would be too karking annoying.

3 Likes

I mean, they could do that and shriek “You shall not pass!” /s

2 Likes

i completely understand where you’re coming from and i kinda agree, maybe this could be part of an alternate psyker boss, much like how the alternate scab boss has a shotgun instead of a plasma gun.

2 Likes

i still prefer the boom.

2 Likes

Please! We need more mechanical diversity between each of the Lords we fight.

Examples:

• Dreg Champions shouldn’t just be reskinned Scab Captains.
• Scab Captains in Chasm Station and Magistrati Oubliette shouldn’t have identical Boss Fights.

@Amelia had a really good idea for giving the Scab Captain in Magistrati Oubliette their own distinct Boss Fight:

3 Likes

okay, i’m gonna make another suggestion about an assassin boss fight with this ability. it’ll be a sort of anti-boss where it’s mostly trying to play keep away and trying to get you while you’re distracted. it’ll make people VERY mad but it’s so worth it for fun and stuff.

boss rework one day hopefully :smiling_imp:

3 Likes

just finished a boss suggestion using this AND a new (and unique) mechanic. i’ll be posting it when i finish the other parts of it.

1 Like

Those are just Cultists, not Psykers…


There are quite a lot of things they could do with Psyker and Sorcerer, but not overly keen on those specificities tbh

would be funny if they use brain burst on us.

1 Like

Excellent idea, byt will it ever be added to the game? No :frowning:

I was just thinking of one example. A psyker channeling brainburst to one of the targeted players.
The mob would serve as a “sniper” and would need to become a priority target for the rejects.
A visual effect could surround the target’s head to signify the urgency to the team… but, whatever, what am I doing sharing ideas… Fatshark doesn’t care about players’ feedback, and they clearly don’t want to add new mobs.

Do people realise that enemies don’t necessarily have to use the same stuff that we do ?

No Ogryn enemies have Ripper gun, rocks, Kickback…

1 Like