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They can place the orb using skill button and when use "aiming" the view snaps to the orb and they can do things depending on the perks selected. Like shooting some beams (have to be aimed in the orb-view of course) or setting up a timed trap or mb set up some AOE zones with buff/debuff etc..
These would make their gameplay distinctly different from other classes and also put an emphasis on situational awareness and spatial orientation for the players (a psyker should no doubt be adept in both).
I wouldn't. I don't think it fits into this game. But if i absolutely had to, i would pick 3 abilities... like a Flamer (Witchfire), some AOE explosion (Witchfireball) and a Lance (concentrate Witchfire). Make people start out with the Witchfire... and in the personal perk tree (the very last line) you can select different shapes for your Psy Power). First Row would be an improved flamer... second Row would be an AOE Explosion ability and last row would be a Lance.
And otherwise it would be a 3 Armor Class, with Power Sword and Bolt Pistol. Maybe give it a Plasma Pistol as option.
Its perk Tree would largely resemble the Assaults, focused on regaining its ability use and making its abilities stronger, as well as being Tanky in Melee.
i don't think a psyker can even operate normally under the shadow in the warp, not to mention the lord of change mocking about.
Their problem is PIERCING the warp, not using abilities within that area. There are dozens of psykers on the ship that do their job just fine.
I like Tao's idea. Make Psykers the 'engineer' class, where they toss out their orb of 'fun' and then 'fire' it to use up their energy (ammo) creating various effects based on the Orb type they choose. When the orb is not deployed, they can use it as a shield, absorbing attacks with their energy until depleted. Energy is returned by kills with the orb, or by holding the orb and 'channeling' kinda like how it works in Darktide. Their sidearm is for emergencies only, basically. This way, they dont compete for ammo with other classes (like Darktide), and they play differently enough that they wont just be a SM clone.
where? i haven't seen any. are they mentioned in a dialogue?
There´s some inconsistencies in lore about this and how strongly it affects psykers, for example space marine psykers in lore rarely have problems using their powers when tyranids are around. The Thousand Sons sorcerers seem to have no problem casting powers either in game even when tyranids are all around the place. But anyways warp shenanigans are always inconsistent in the lore, some psykers head explodes when the hive fleet gets too close and some can still use their abilities, I guess it depends on the psyker and how strong willed they are.
Also, for all that tabletop ruleposting, you sure must not know much 40K Lore. EVERY SINGLE SHIP is piloted by a team of psykers, and battle barges have combat psykers as well.
1 Primary fighting Style - would start with the basics of a sword/shield combo that can be charged , a Heavy Pole arm , Short range Fire ,Long range Lightning , Shadow Sniping.
2 Secondary Support - Carry a pistol ( of the types we have) , Psy Grenade ( infinite uses but on a cooldown as you throw a ball of psy energy) , Rune of warding ( grants damage reduction of incoming psy damage) , Psy crystal ( makes charging your abilitys faster )
2 Offensive power -
Channelling circle , you put a circle on the ground and charge faster and more damage while in it.
Lightning storm , point at location bring down lightning,
Fire storm, channel to cause the ground to burn
4 Defensive power -
Shield bubble - creates a bubble that blocks shots,
shield wall, creates a large wall in target direction.
armour of faith - target ally gets +2 armour pods as long as you concentrate , breaks if you are knocked down or otherwise incapacitated.
few examples
Theres also Kill Teams twin stick shooter (that released alongside Space Marine 1), and Space Hulk Deathwing, from which to draw inspiration
They would be quite susceptible to the ruinous powers in later chapters.. Tzeentch would likely corrupt their souls
The game needs Tech Marines, Terminators, and Dreadnaughts too.. It desperately needs to expand the formula
You can do the same for Apothecary. Just use Helix Adept, we even have mini for him.
i simply asked if you were sure. from your answer i gather that you weren't.
really? you think that firing a handfull of slow projectiles is them operating with no issues? i mean they can't even recast their shield once it's broken.
i think that they are extremely weak. to a point where a goat on a platter is a more dangerous foe than a tzeenchian sorcerer.
the psyker you're proposing in your OP sounds much stronger than that. to me at least.
regardless of how saber houserule shadow in the warp i still think that a playable psyker doesn't really fit into this game. imo he will be impossible to implement properly.
if he's balanced - people will complain that he's too weak. if he's lorefull- people will complain that he's too strong. you can't offset his infinite ammo with squishiness because he's still a marine in the same armor as others; or with lackluster melee because, like you said, force sword.
i just don't see any way for a librarian to exist in this game organically.
that is ofc not to say that, if there is one and saber know of it, it wouldn't be cool to have a playable psyker.
but i'd rather not have a psyker and have something else, than have him and be disappointed in his implementation.
i say let saber use their time on something that can definitely work. like a tech-marine.
Space Marines.
I know I know, you never heard of them.
That's how the Inquisition likes it too.
other classes would need changes aswell. For example librarian's shield would render bulwark useless, aswell as apothecary class for main healing. Bulwark would need some taunt ability instead (rapping weapon against his shield), and banner giving defence and attack boost for X duration, not affected by radius.