Am I the only one that, for the Psyker, want those two nodes to be swapped with each other ?
Like, right tree feels way more based toward ranged with guns (not staff), while the left one feels more based toward melee/crowd control.
This is frustrating me immensely as i have no care for 10% ranged damage for my build, this is just such a wasted point right now and i’m forced to have it.
gun psyker is more reference to equip choice, nobody is using it to larp as vet unless they’re bad. it’s much better for exploiting the on crit range dodging and move speed to bedazzle enemies in melee and break combat. gun is there for the same on demand specialist removal/boss spiking you have at all times only without the need to bleed off your peril to use it (since melee psyker wants to be as high peril as possible for buffs). that’s also why its quite well placed where it is.
Melee Psykers use Disrupt Destiny more often than Warp charges, thus the placement of melee node. Warp Siphon is the most used keystone for all stave-centric builds, so it makes sense that it gets the ranged node, since all staff Psykers barely melee.
I kind of disagree, as i had more success with Warp Siphon as a melee Psyker than with Disrupt Destiny, as I dont want to just run after marked enemies like a rabid dog and end up getting focused by other unmarked enemies.
And I also don’t want to rely on a percentage for enemy to be marked as, even if it’s every second, there’s still a chance that an enemy don’t get marked, and another chance that the enemies that get marked aren’t even in range of your melee, it’s too much gambling on higher difficulties when you have to deal damage faster than you need to wait for your stacks to… stack.
But hey, peoples play however they want. Everything work.
At that point i’d rather have operative modifier that give anything but damages, as there’s already so many passive that boost damage in many different ways, but way less passives that would give stam, toughness regen, dodges and such…
Hell, i’d even take modifier that give revive speed so I don’t have to fully rely on curios for it.
I don’t have enough experience playing melee Psyker with Warp Siphon keystone to argue that Disrupt Destiny is better, but if you check builds on gameslantern which is almost an official wiki for Darktide, most people are running Disrupt Destiny with melee builds.
In my experience Psyker relies on crit in melee since it’s their main way to restore toughness (again, in melee) and Disrupt Destiny compliments crits the best by giving more crit damage.
The problem with Disrupt Destiny for me is that all other nodes around it rely on crit’ from actual gun or non warp damage etc, whereas soulblaze is what i rely on the most and apply the most…
It’s just an all-rounder build that work really well for me. Sword work well against carapace and anything else, and the staff for hordes and groups of elites/specialists.
Also I don’t use gamelantern for full on builds, only when i have some doubts about weapons blessings or perks. Cause I don’t like playing in whichever way peoples want me to play, I’m the one playing, I should play however I want, especially if it just work.
Plus I find the toughness regen or damages buff more reliable with Warp Siphon than Disrupt Destiny, as it’s much faster to build, use when I need to use my ability, then rebuild.
Also, unless there are really specific breakpoints I don’t know about, there is no class in the game atm, which could complain about lack of damage nodes.
Yeah, while I think ‘swapping them’ isn’t entirely the way to go, I feel like these two nodes find it hard to ‘find a home’ now in the Psyker tree. before you didn’t even have a melee node and the range node was 5% and placed before scriers (and was often skipped to grab other things), but now with all of that being replaced with a 25 toughness node, they wanted to give them a bit more after that, but now it’s like ‘ohh you are a ranged person on the left side and a melee person on the right!’ and it’s like ‘….no, like, not even in the slightest’.
Like sure both sides gravitate that direction, but I feel what should likely be done is swapping all the ‘generalist nodes’ with those nodes, and then connecting the ‘lowest nodes’ with the keystones (stuff like Penetration of the Soul and Tranquility Through Slaughter and such). So you got a line of ‘5% DR, 1 Stamina, 5% movement speed’, and then just above them are ‘Ranged damage, -10% Peril Generation, Melee damage’. Now while you still have a bit of that problem, you can at least ignore the bonuses and pick one of the other two talent nodes if your build doesn’t care about it (in this case, going for Penetration of the Soul for some sort of benefit depending upon what melee you’re bringing), while still having generic options if you want to get to the Keystone easier. But now you’re not locked in until you’ve made the decision to be so, verses now where ‘Ahh I’m going venting Shriek, guess I also am getting a ranged damage boost…cool’.
Think that would ‘solve’ the issue, or at least make it less apparent without really effecting people who already like how it is, instead of just swapping them and having people come on and say ‘hay why’d you do that I liked them where they where?!?’ xD.