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I understand the purpose is "Glass Cannon", but the Movement penalties on most of the Psyker specific stuff just feels not fun.
Makes Psyker w/ Gun feel more like an option because of it - despite common protest.
I find psykers to be one of the most mobile of all the classes. c: Naturally a sprint oriented zelly does even better when it comes to efficiency and speed with nothing around, especially with Fury of the Faithful, but all in all psykers are easily able to keep up provided you use your tools and tricks well.
Dont even bring speedrunning into this. Im just asking for a bit of QoL to not feel like a turtle with dread weights on my ankles. Vet and Ogryn feel and are alot faster than base Psyker. Also investing in the 5% movement speed node all the way at the bottom right is a waste because there is hardly a difference.
But the main point here is the base values.
I have 80% mobility on the 2 weapons I use. Stamina/stam regen isnt an argument here as I state it's because of base values Psyker is so slow.
I can run 2 +3 stam curios and still feel sluggish, because guess what.. Stam runs out all the time. I'm not speed running but just using my kit, blocks etc. Psyker blocks eat stam to hell due to deflector usage.
I can run the best movement kits I can weapon wise with knife and movement speed node but I am arguing we shouldn't have to do that to keep up with other classes.
Most of the time I'm BEHIND the time and get got because they are running speed nodes or just are faster than a Psyker generally can be. It's not their fault. Fatshark needs to balance this so teamplay is easier for Psykers.
Ye the glass cannon argument is void when a Plasma gun vet can sit behind the team and nuke waves of crushers or shooters.
Psykers really can't do anything like that except for damage from brain burst on bosses which is beat by most other kits now a days.
These are all valid points, but not on the topic of Psyker's mobility.
Currently the single best builds in the game revolve around Psyker's ability to attack whilst moving and dodging. For Force weapon users this can be finicky because you have to charge your staff or sword whilst sliding: the swords have the benefit of 5 effective dodges, but the staves don't. None have the comparable dodge distance of Duelling Swords, but Force Swords do have the same i-frames, which can be buffed in the talent tree.
Psyker can't be a 'glass cannon' in Darktide, even if Fatshark want to pretend otherwise. There is the problem of cooperation and reliance on team-mates needed to be able to stay alive, whilst also focusing on attack and not needing to move or defend yourself. The answer so far has been to reduce reliance on team-mates, and that means building towards being invincible over doing damage.
The only way to be invincible is to be untouchable: dodge, duck, dive, and dodge. If you can dodge a wrench, you can stay alive indefinitely in Darktide. Just remember to let others take care of Poxbursters: you can't trust anyone to not shoot it if you decide to be the hero that tries shoving it backwards.
The problem is.. Other classes can do what a duck diving Psyker can just by holding sprint and W with a decent mobility weapon.
The base values don't add up when at the start of the round with friends that have the same mobility 80% on their weapon as me and somehow everyone except me is ahead. We tested this with blank talent trees as well to be sure. I was a few feet behind and felt so slugish compared to them.
Is it too much to ask for a bit more base movement speed? Or would the auric knife clowns ruin that too by abusing it?