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like the dude above me said, they can block bullets and still does good damage, it had too much for one weapon before
you won't even notice the "nerf"
Pretty much this. Only when you were being a complete spastic would you be able to leverage the infinite dodges. It's a complete nothing-burger "nerf".
I honestly rarely used it. Man..... :D
I play both: deflection/ dodge psyker & knife bleed zealot - doesn't feel any different.
The Darwin award.
"Won't even notice the nerf"
*Jumping into enemies constantly from muscle memory.*
I fixed this problem by changing he jump key from space bar.
I've mained 2 psykers on T5+ since release, so explaining the full story would just make this into another blog and I'm gonna skip that. Sufficed to say, I shared your views at first. Prior to patch #13 psykers were already crazy strong, but required way more skill than the rest to play well enough, and *way* more skill than vets used to. Psykers had already gotten tons of (unnecessary) buffs in the first 6 months since release. And with patch #13's massive buffs and super easy Smite & Assail, many of us main psykers grew concerned that with this new focus on making psykers the next vets - as in the super easy mode class -, they would have to nerf our core toolkits. So when they announced the removal of infinite dodge I wasn't surprised, but I was extremely worried that it was just the start of many many more nerfs.
But the continued nerfs to Assail and controlling the exploits, bugs and etc. without compensating buffs have restored my faith somewhat. I do miss my infinite dodges, but between 5 dodges + 1 and extended duration from Anticipation and Deflector I can live without them. Well, usually. :> Integrity and transparency is important to me, so I can't with good conscience claim that the infinite dodge was exactly balanced either. With even some proper peril management in skilled hands, as long as you paid attention to your positioning it made it nearly impossible to die, especially if you had something like Trauma that could handle anything aside from muties.
And fact is, the Force Swords (aside from Obscurus) are still crazy strong. Both Illisi and Deimos with Slaughterer IV and Deflector IV are absolute monsters that other classes can simply look at in awe and envy. Even the Duelling Sword IV that I've really taken a liking to lately can't compare despite having its niche in anti-everything crit stabs. :>
But, i feel that dodge in general could do with a buff. Especially a slight reduction in the time for the window from 1 dodge to the next counting to the dodge count. It really doesn't take much for most weapons to hit the dodge limit and when you have disablers being spammed at you it can feel a bit cheap to just be stuck unable to dodge.
Its one aspect of the gameplay where vermintide just feels better.