Then what do you see people using? I literally only see Fire/Lightning with that balance being at 80/20. I saw one void staff in the last 2 weeks. I average 2-4 hours a day in Auric.
Keep in mind I don’t play Havoc at all so maybe it’s different over there
My point is, the only reason you and many other people think Psyker is OP is because you see Fire Psykers obliterating entire screens with minimal effort. Let’s take the fire staff away from them and let them try to do the same thing with literally any other staff and they will be dying left and right. HP pools were buffed and the only staff that didn’t make a difference on was the Purgatus. Take away Purgatus and what do you think happens?
The people who have crutched on it to the point of not actually learning the basics of the game would, but anyone who has wouldn’t. Voidblast is also incredibly strong, and someone who uses it well could get close to the same amount of results with a bit of effort. melee psykers have some of the best melees at their disposal with tons of damage buffs, and electrokinetic pairs well with the same format of build, capitalizing on a lot of the same components. Stuff like these can get pretty close to inferno when utilized by someone who knows how to use em decently and puts in the execution effort. A lot of the other options are still pretty good, most of them being on par with other good options from other classes or a bit better still. The problem is the overwhelmingly higher potency of that one option not just in relation to the rest of the class, but also the rest of the game, the safety it inherently provides, and the fact that you get both for no effort whatsoever. Can you not see the problem this is creating? Why the psykers who use only that are suddenly fish out of water when they dont have it compared to everyone without it?
under his opinion, if X is strong, but the archetype is weak cause “squishy” then it is ok!
when literally it is enough being aware how to do dodge and never stand still and then the squishy part just disappears and you are just only strong as psyker, if you know how to play
he prob a purgatus user and he afraid of purgatus getting nerfed
They shouldn’t though. It’s not fun at all to be netted through a sea of Carapace. If the Trapper’s net was quicker, and she would shoot while further away from the player then I think the devs could make it the net unable to just pass through enemies while keeping her threatening.
It would have to be tested thoroughly before getting implemented though. I wouldn’t fancy getting sniped by nets going at Mach speed.
I reckon what’s made Packmaster in Vermin2 a supreme disabler is that one heard him always when on the move - with the unnerving skull rattle accompanying his approach.
Trapper does that to an extent, with the net springing into “ready to shoot” state in the netgun once she’s close to the person she wants to catch, but it’s not nearly as effective an audio cue.
I wonder if it’s because they couldn’t fit into her design anything else (visually/into the model) that would mimic how the Packmaster works audio-design wise, or just leaning on a simpler design…
I think they gave up on designing the trapper like halfway through, like why does she just stand there after netting a player? It would make so much more sense for her to drag you away, since she wants to make you part of her “collection”. Her standing there looking around just looks dumb
Where Packmaster and Assassin succeeded in VT2 is that they were based on what made disabler design in L4D work, since:
Assassin is just Hunter - high speed, high damage/burst damage disabler that’s relatively non-durable but evasive,
Packmaster is a combination of all other remaining disablers - Charger (relatively tough, approaches players in close quarters), Jockey (small, may be hard to pick off from a crowd, takes away player’s controls to put them in a potentially bad position and deals mild damage) and Smoker (long-range compared to Jockey and doesn’t approach, but otherwise uses the same ideas).
In Darktide - with Trapper in mind - what seemed to be the limiting space is… frankly, the featuring of Ogryn, because there’s no way they could have made a figure with Trapper’s frame capable of dragging a mountain of flesh like that. And Fatshark certainly wouldn’t want to do two behaviours: 1) for humans and 2) for Ogryns, so they settled on just one.
Human models I could feasibly see follow the same behaviour as VT2 Packmaster, only with some different action following the “dragging” phase (other than hanging the target on the packmaster’s pole-trap that is), and Ogryns following the present rule of just being caught and left where the trapper’s pulled them.
Maybe another point to bring up for that would be that they wanted Trappers to have less downtime than Packmasters after catching the target, with gameplay formula generally following a quicker pace for all things combat.
Why that’s the state of things will probably forever remain a mystery, if we don’t follow the efficiency suggestion that “it’s more efficient to prepare an unilateral behaviour for both humans and Ogryns, since otherwise we’d have to spend more time on producing two behaviours, and we don’t do that”.
Everytime people describe this scenario, the sea of carapace that blocks your sight of the trapper shooting the net directly through it, I’m always just thinking “are you walking a straight line?”
if you press your dodge even slightly at a diagonal the net ends up whiffing you entirely. There’s been far more times where I’m caught by a trapper from behind than anytime a trapper is actually behind a wall of enemies. Mostly because trappers that are behind me are in the direction I am actually moving, rather than, you know, the direction away from where I am moving.
The current problem with the trapper is that the net hitbox is ahead of the net itself on ping. The request of “just make the trapper shoot further away and faster” is incredibly out of touch with how the game actually functions whatsoever. Regardless, specials in this game are far less threatening than any other tide game. The point of their existence is to compliment the horde and force the player to split their attention across multiple threats, and ignoring them can mean a lot of trouble for you and your team. If just the presence of a horde makes the trapper moot, what’s the point of the trapper? Just a little gremlin that snatches you for no reason while you’re waiting for the next horde to show up?
The only thing I would prefer about trappers is giving them higher stagger resistance like they used to have while shooting a net, shooting a second net shortly after the first, and a shorter reload time. Outside of sniper I think they’re easily the most forgettable special in the game.
they should make also that once it nets you it pulls you away dragging slowly away from the team just to simulate a bit like in vt2
btw yea i agree with everything, people don’t know how were threatening specials in vt1/vt2, assasssins were deadly but very rewarding when pulling off pushes when overwhelmed by horde cause real skill, and same with packmasters dealing with them dodging precisely even with horde/bosses, which were also way more annoying than trappers
all i see recently is people just wanting quick time events for DT when it is already a quick time event simulator already with how trivial it is the game