When you had a decent amount of quellspeed yes. If it was “a bad staff”, it was similar to passiv quelling on melee weapons.
Of course there was obviously. But if you just think about it, it doesn´t really make sense that non-force weapons are passively better than force-weapons, which are class exclusives and actually rely on peril.
If anything it should be the other way round since BB and force-weapons share the same peril-pool.
I get your thoughts about the “why”, but i personally disagree with the reason you claim behind your thoughts.
Yes feats about peril and quelling are useless with guns, but there aren´t many. The most work around the ultimate, BB and warpcharges. You can play pretty much everything on Psyker without much drawbacks or huge differences. And it´s highly welcome to me compared to e.g. a Zealot or Ogryn where the bleedperks are a predefined way to play and have a clear metachoice when we talk about the weapons.
That´s one of the reasons why i call Psyker a great but balanced allrounder with more variety than the others.
Yes pressing R will always be needed anyway, but i think too many poeple underestimate Quicken.
There is no extra damage or so, and yes you´ll lose your warpcharges. But the extra damage you lose is outweight by the amount of attacks you can continue to spam with your force weapons. And with Psychic Communion and Kinetic Flayer it´s not really hard to get your stacks back. Some BB inbetween on gunner or sniper will be a thing anyway.
Also it´s not just that you play around your peril with it. Used correctly then you´ve like the double amount of ultimates up per run. This is a lot of cc helping you to get out of trouble, helps your mates to push etc…
Poeple tend to forget the amount of utility coming with it while just looking at the numbers i guess.
Dunno why you would play FS with Exorcist while using guns tbh… I mean, i play FS with SMG so… there is absolutely no need to quell at any time unless you spam BB across Khasma bridge or so.
Otherwise yes, nothing has changed but it´s just about options if poeple really struggle without the passiv quelling from non-forceweapons.
I don´t want to convince you by any means. As i´ve said, it was just obvious to me that this can´t be intended, because it doesn´t make any sense even if i keep your gunpsyker thoughts in mind. It got fixed now and i´m sure we´ll see other fixes or changes in the future aswell, maybe even for dodgeslide.
And tbh… i tried it this morning with trauma and i think it´s fine. I can get that this is a mentionable change for poeple who´ve played this the last 2 months. But if you break it down, then you´ll only minor-adjust your gameplay, which either last in a bit more melee-combat or active quelling…
Don´t get me wrong, i do get your point, i mean everyone have to deal with one or another change in modern games. But i´m sure this change will become irrelevant in a week or so, especially since the circumstances ingame force you to adapt between melee / range differently from run to run anyway.
It´s just a change you think too much about right now and you´ll automatically adapt for sure.
(You can proof me wrong in the future if you want, but it´s normally the case with such minor-adjustments in games.)