#psyker-class
1 messages · Page 297 of 1
Ya think Masozi has enough days leave to take as much time off as Fatshark?
The patch is taking so long because she's the one delivering it
she's circling but can't land until a really simple minigame is completed on one of fatshark's computers
Masozi wanting to finish their last round of gacha game before having to land and actually do work
lol, shop has 2 deflector swords at once.
trying to understand fatshark is like trying to do reverse engineering for an old and ancient alien race
At least the ancient alien race would make sense eventually.

False. You would understand the reasoning behind the alien language.
tbh i'm trying out VT2 now and can say that Combat gimmicks do work better in DT
wdym
like the hitboxes and the general feel when battling enemies
darktide just feels more polished
melee is much better in vt2 imo
you like that shitty 0.3s poke the enemies do in VT2?
or when they are too close to you to register a hit etc?
you can't even see the "long-range" poke from the same type enemies most of the time
idk if i can keep attacking or block
in DT you don't have that
yes thats because theres a bigger focus on blocking and dodging and mastering close range combat
dt is just uhhhhhhh spam attack
see, i would agree with you but when the AI can stack in same spot 10 enemies
and you got no idea wtf is happening
i don't like that
its the same in darktide
never noticed tbh
especially on dropdowns or climbups
10 enemies inside me at once? Typical Sunday night
oh those are crap too
VT engine or the coding for those are srsly crap
but i guess that's how they countered people camping the climb locations on waves
enemies are still sitting ducks climbing up and falling down for the most part
they just arent staggerable till they finish their animation so you might get clipped if youre not careful
same in darktide
AI also likes to spawn already readying a melee lunge
the assasins in vt are like flying dogs in dt
it's funny how darktide is re-skinned vt
thats much less prevalent in vt2
you dont get constant bullshit enemies spawning behind you (unless its a horde)
Ok but thats not really unexpected though is it (not meant in a rude way)
Dont you enjoy melee mobs appearing out of thin air directly behind you the moment you look away?
i'd prefer constant enemies spawn from behind and what not vs crappy random animations while attacking
it just feels random
unless i would have to play safe af
in vt2
i think youre just not used to heavy melee combat
I realised that psykers are the only class that have issues with that
i finished Vt1
enemy attacks for the most part are completely predictable
idkkkk i can predict majority of them in VT2 but when the AI pulls some long range random shit i'm not happy
that happens in dt too
Its super when the rest of the squad runs off and i get stabbed in the back, turn to deal with that, turn back to return to the squad now 100 meters away and yet more trash has spawned there, so i kill that so i can continue and get backstabbed again
hordes pull ambient enemies
thats why if a horde is coming and you have time just kill some ambients cuz theyre gonna pop up anyway
i could solo waves in DT way better than VT2
idk, maybe i'm just imagining things but the combat system looks weaker to me in VT2
Cool story. Now rejoin your squad when groups of 2 - 5 mobs are spawning behind you every time you turn your back
axe -> 2 hits -> mobs dead
You can hear a sound when an enemy is swinging
Just turn around, get the melee weapon and quickly block.
it used to be an issue to me when i didn't know about this mechanic of spawning enemies, but now days you can expect it and it's so easy to deal with it
Cool, so when are you going to actually move forward?
Make sure to have good sensitivity in options.
Cos i can stand in place and kill an infinite number of mobs
But i still need ot rejoin the squad that is getting furtehr and further away
block and spam dodge towards your pals
it takes <5s to kill those mobs
What melee weapon are you using?
you can literally run forward and once they come to you, you kill them
not even chase them
you can sprint in DT
Youre missing the point of the issue.
5 seconds to kill the ones that first spawned behind you.
Now a few more have spawned behind your current position.
So turn and kill those.
Now a new set spawns behind your new facing.
Repeat.
Sure!
Sprint!
HEar running sounds.
Talke toughness damage, stagger, now the mobs have caught up.
1 hit = 1 kill
i feel like you need to watch some decent damnation runs on Youtube to increase your game sense
Its an endless spawn
dont just sprint
dt enemies have insanely long range tracking running attacks
you cannot outrun those attacks
So your solution to getting trapped by an infinite spawn is to run, but the enemies outrun you.
?
Dodgeing, bashing is usally the best retreat for most melee weapons
or just shoot them
Its not an issue that arises every run. Its literally just the AI taking a dump and spamming small waves of mobs endlessly
no my solution is not to run
Oh ye CC is strong for the psyker
So no running to the squad thats steadily getting further away.
your team has to slow down at some point
i feel like he's level 5 and a bit slow
unless youre saying your team is sprinting nonstop through the level
best run diff 2 on low intensity
Good lord. The lack of comprehension is baffling.
theres gonna be enemies that they have to stop running and deal with
your team is not gonna just get infinitely further away
Lemme slow it down and use fewer words for you.
Squad runs ahead.
AI breaks and _infinitely spawns mobs on me.
why do you stay back
the ways maps and waves are made, you can't sprint that fast
that someone wouldn't be able to catch up
unless you're like new to the games
and you focus on useless things
rather than move forward
I feel like you guys are having this conversation fron 2 different perspectives and are failing to establish a baseline
I dont "stay back" i kill a special that happens along at teh end of a spawn, turn around and find that the team abandoned me as soon as i started up the BB.
you could always ping or comm
Esky meanwhile is not comprehending the issue brought to the table by lyote
We can do this
Just start from 1
Dude, i understand what he's saying, but if you're decent at the game, it should be nowhere near the "problem" he's making it to be
he's not talking about rocket science ffs
It all started when i made a comment about an issue with the AI dropping infinite spawns behind me when the team sprints ahead.
Then the usual "Skill issue, git gud" started
main problem is that you cant outrun a horde's attacks so you just gotta block and dodge or kill the enemies
should be a rare occurance this infinite spawns anyway
^
either that or its not actually infinite
Circling back to what i initially said, its not hordes. Its literally the AI popping in several mobs behind me. Not out of a closet or a spawner. Just popping them in.
maybe the time it takes for him to kill them what makes it infinite
that would make sense
spawning in air?
Yes
i dont believe you
i would reaaaally wanna see your gameplay
Like i said, the AI breaks.
Oh ok so you're just being a dick about it
My bad
if you have a clip it would be helpful
no, i'm just trying for him to realize he's doing something really bad in game
and it's his issue, not the game's
how many times your team ran away from you in ANY of the maps, and left you behind with infinite spawning loops @west galleon
let me guess, 0
Its not always. It can be escaped. I was making comment that the AI shouldnt be doing that.
Then i just got sarcastic when the responses turned to git guds
I'm sorry i didnt spell it out specifically enough in my first comment ...
when you're walking the map, you will have dozens on dozens of mobs coming at you
if he can't catch up with the team by killing 2-5 mobs
c'mon dude
even if so youre making it out like you can never catch up to your team without sprinting
just block and dodge
then you wont get hit
or ping or comm to your team
i feel like he's trolling
Somehow it could actually be an issue for a newer player
well yeah, it could be if he's fresh and don't know how to play
The game isnt very intunitive in showing how weak sprint is.
that's why i made the level 5 comment
Plus it takes awhile to get used to the games settings, sounds.
there are some areas where enemies can drop down from the top, replicating the effect of enemies appearing from thin air
still annoying when they drop down when your team has cleared the bottom area
from my experience, the most ever the game spawned from behind was probably like 2-5 mobs every 30seconds
but if you move forward, you don't even notice that
bam bam, they dead, you move on to the next area
Well, not in some loops but i can see how one could easily fall behind due to some exploring or having to quell or for whatever reason and then getting stuck while chasing after some zealots that wont slow down.
Granted thats only happened in lower difficulties to me but i def. see where the person is coming from.
So i dont see it as an issue of personal skill but more of a team issue
those are the garbage "trickle spawns" that have those slow walking packs
well yeah, if he's exploring every corner of the map sure, he can g et lost behind
Not my gameplay.
But an example of what sometimes happens. Though it happens on a much lesser scale.
AI will literally pop mobs in from thin air
thats not behind you though
Not that specific video, no.
thats just specific parts of the maps that these guys are notorious for
game is not gonna spawn reapers behind you randomly
What class and weapons are you actually running?
And then you dont feel like spamming dodge and sliding through a horde and thats it you're about to get a train run on you
semi common in that spot
theres a couple in some maps
its like the game knows its supposed to have enemies waiting above the elevator but they are slow to spawn them until the elevator already reaches the top
Oh god ... the bug is that it pops in mobs from behind me. As i alluded to when i made the first comment. Its not the natural behaviour, but it happens more frequently when seperated from the squad.
It will sometimes do this repeatedly, resulting in a stream of melee mobs, often readying a melee lunge when iot happens.
Ye im not interseted becuase its still doable to deal with even if this hypothetically exists
When the git guds started, i got sarcastic. Ill apologize for that.
The whole thing started from me making a joking comment on a spawn bug that has hit me on several occasions
idk the game doesnt really spawn a stream of enemies from air behind you
maybe 1 or 2 rarely
yea but not horde trash
What part of "bug" and "AI breaks" is hard to understand now?
its pretty rare
but it's usually 1 by 1 shitty melee mob
and if so is then inconsequential in the grand scheme of things
and easily dealt with
by dodging and blocking towards your team
or just kill them
Its a bug. Its annoying. It should be fixed. It should not happen. But it does.
I made joke, it whooshed over your heads and I'm done now.
i dont buy that the AI breaks 10 times in a row and a stream of enemies spawn from air behind you
sure ill give you the benefit of doubt it happens once or twice
but again they are dealt with easily
not so much to the point that you cant escape them
I'll just assume he explores the map, looking at the wall concept while his team pushes the map forward in normal manner and 10 minutes after wall-watching he gets surrounded with all the mobs
the end.
on a serious note, record it and report it
would be funny if dev reply would be "git gud"
The director is just sadic. Like “oh take this double poxbuster jumping on your team from this door inna corridor”
All mob spawn from air. They just tend to appear out of sight. Behind door behind a wall. Behind a pile of box behind you. This is why rule one is check behind often.
I've had the AI director get a tummyache before, but it was really obviously not working (and both times started when someone crashed)
like it stopped the specialist spawn sound cues and made six (6) flamers in the same spawn point
it's like whatever part of the logic confirms that things had spawned and to go on cooldown didn't work
for the rest of the run
(we died)
I've had it happen once in the torrent and once in hourglass
they are few issues to me that make the game way more random and "hard" than vt2 imo :
the anti camp : the first thing that is obvious between vt2 and DT is how hard devs tryed to make consistent flow and forbid you to camp, they litteraly put doors and spawners EVERYWHERE , meaning the flow between vt2 and DT is completely different : in vt2 you can prepare when horde come, camp in a corner or on a known spawn then move forward.
In DT you are in a much permanent state of awareness due to the fact ennemies can pop litteraly from everywhere.
the others issues are since vt2 but in far more outrageous state : stagger/animation issues.
See, like you said, when ennemies are in falling animation they basicaly are immune to stagger, problem is ennemies in DT fall/ do mega jump in way more places.
On top of that the thing i struggle the most is that trash/mid trash horde ennemies ( walkers/poxwalkers/ guys with mace etc ) have the same annoying running attack animation that in vt2 to prevent running away to cheese.
Problem is animations are way longer, mobs runs way faster than you, and there is a kind of immune stagger to prevent them to hit you when the arm reach above their shoulder.
The way i find to deal with it is to juste face them and close the gaps as much as possible to avoid thoses animations
I did a hab dreyko once, and right before the final event, got a bug where it spawned a literal endless wave of poxwalkers. Didn't even stop the regular spawns during the event
it happens in comms plex first event too, infinite stream of shotgunners/snipers until you take the elevator
yea i agree its really stupid that they impose such garbage cheese for trash adds in melee that just running attack spam you and they have the range of vt2 berserkers
Oh ye comms plex is evil
Not even like that, it was like, a tremendous, computer lagging amount of pox walkers
I do get frustrated when I'm running away to get cover and dudes are whacking me in the back
the spawning enemies everywhere i just accepted it at this point they just want to you to spin around all the time and fine ill just do it
If i hit the spawn point directly with a voidstrike, it was like clipping my audio, loud as hell
Still don’t sound as a bug. It sound like a design problem. The director do what they told him to do.
Hell, only reason we actually managed to do anything is cause i had a voidstrike with transfer peril
“Spawn stuff here” “ok sah”
man 90 % of my chip comes from the melee guys doing the run animation and silly me i think " ok i just push" but no the hit i still applyed
i think they made spawning and melee so egregious compared to vt2 is cuz how much stronger our ranged options are and the fact that we have 1 free hit from toughness and sprint/slide
Match end said we killed 3000 enemies by the end of it
they were like hmm this is too easy lets crank shit up so they inevitably take damage
another annoying stuff is when i play psyker, i'm often at high peril and i cant listen warning fx sound because of the voices
I wish i had a video of it, we fought that hoard for about 2 minutes up on the cliff, didn't slow it a single bit
the hourglass one
always the stupid desert maps
It was fun as hell though, love the sound a voidstrike makes cutting though a hoard
refinery and excise vaults are insane
That one desert repair mission is always non-stop
refinery is so cancer, i avoid it
yeah becauses devs have a broken spawn/aggro stuff so you pull up the entire map when you aggro mobs on the stairs
there's fucked up and then there's duplicates spawning inside each other where did my frames go why is the sound cutting out fucked up
They spawn above or under but they just jump/drop instead of running
game spawns ambient elites and above you and guess what horde comes everything gets pulled
Also they shoot between stairs
yeah blood right, you spawn 1 or 2 more room above on top of that
thats why you have a shit ton of ennemies
i'm pretty sure its because of the teleport doors spawn system
yea that shit is dumb as hell too
the area of aggro is not only related to an area around the ennemy but to the spawners too i guess
hab dreyko on higher difficulties tends to get pretty unmanagable
the circus door thing is extra disconcerting when your vet's wallhack is active and you watch it happen
did hab dreyko t5 HI once, never again

any time you have to go up multiple vertical levels its a pain
honestly, before I test my mettle against t5 missions, i kinda want some weapon buffs first
t5 is fun
all the spawns plus enemies shooting you through cracks in the stairs
you can try some low intensity damnations
i dont like being pigeonholed into using specific weapons because they're better. Unless, that weapon is extremely fun
only example i can think of is Flaming Flail on Sienna
the psy worst ennemy cant bb from there

I feel like even with bad weapons with enough pratice you can do damnation.
the railing thing HAS to be a bug, right?
pretty sure its just oversight
This game actually really needed a diffuculty higher then damnation.
Diffuculty overall in the game was slightly an oversight
there should have been a middle ground between tier 3 and 4
i mean, it's higher difficulty is High Intensity modifier
Ye it just doesnt consistently sadly show up.
the thing is t5 are very variable, sometimes its easier than even a T3 HI , sometimes you get 5 crushers+ 3 bulwars + 4 ragers poping 5 m away and you regret to meme with pistol
hopefully we get a way to force it to show up eventually
You get less "I am probably not ready for it, but I will try the next diff anyway" on t5. And after the first horde you know if it will work 😉
the gap between 3 and 4 definitely "feels" the biggest, even though it's linear
it happens everytimes, thats why i always take AB 30 feat and x6 wp stacks, because the dot are applyed from a great distance and you 100 to 0 them with sb
i mean, i know I'm good enough to do damnation, it's just that those really intense missions wear me out pretty quickly
I have a hard time getting some of my friends to do 5 with me who can do 4 just fine, because they imagine the jump to be impossible
i feel like dt leans way too much into ranged combat its like a 70/30 ranged vs melee
there IS a jump there, but it's a much more managable jump than one would think
Yes, and if you have "randoms" who just stay back and wait for .. someone else to advance, that gets problematic fast
the play pattern doesn't change much between 4 and 5, but I think 3 to 4 it does
that's the difference I think
the most noticeable thing in t5 is the density of spawns + breakpoints due to higher hp pool, beside that nothing really change
4 is when it's not really safe to ignore enemies anymore
prior to that you can let a shooter be and live your life
where you get like 20 shooters spawning in t4 you often get 30 or 40 in t5
I think the way you move through the map is basically the same in 4 and 5, it just takes longer to kill things
thats why i love FS, the ability to spam dodge indefinitely is a huge advantage imo
idk if i want a difficulty after damnation if they are just gonna crank up number of shooters and damage they do to toughness
theres that one drop in hab dreyko, where theres a med station immediately to the right, that ALWAYS has like, 50 ranged guys all taking cover absolutely everywhere, I very much dislike the little game you have to play with them before it's safe to go down there
oh i got shot once guess i have 0 toughness time to clear this room methodically for 10mins
unless they polish the spawn/aggro and adjust/tweaks some stuff i dont wanna t6 too
yeah, an approach to difficulty more nuanced than "33% more hp and you can't get shot ever" would be nice
I appreciate the intensity modifiers filling that space sort of
I would feel much better about the ranged enemies being so much of a threat if the ability to dodge them with sidesteps and slides worked more than 50% of the time
alright my psyker now has %55 damage reduction (gunners), i am now a god
It only applys to elite gunners, reapers.
💀
get shot once -> screen goes black + take chunks of hp damage + stops sprint + suppressed + knocked out of ads
it applies to literally the enemy type "gunner" yeah
shotgunner pop
intensifie

i took my psy voice just for shotgunners
Hrmm .. Maybe i should try out that Antax. Thanks Big E ...
Never had an Antax before, so dunno if that'll even be an issue lol
antax is so great its ok
but dump stats are cleave target and mobility imo
first target definitely play a role when it comes to os shooters
As long as i hit em in the head, one shots em well enough. Body shot leave sthem with like 50 hp lol
I love when the game works https://medal.tv/games/warhammer-40000-darktide/clips/QhSmC7CbhEHpu/dCEejXDrBmZF?invite=cr-MSwwY2ksMTYwMDY1NDYwLA
Watch Dregs working as intended :> and millions of other Warhammer 40,000: Darktide videos on Medal, the largest Game Clip Platform.
I have no idea what my second lightning does
But it sure doesn't stun that dreg
If you can get an antax with brutal momentum at a decently high level, that weapon is very much on par with a power sword, or even better than it
Watch Nice cleave damage and millions of other Warhammer 40,000: Darktide videos on Medal, the largest Game Clip Platform.
Yeah antax is on par with power sword
:>
I mean, i wouldn't know i guess, i haven't made a veteran yet
Psword will one-shot like 6-10 poxwalkers per swing
Exalted gave it T1 Headtaker. Much sadge.
Antax will one-shot 1
But Antax is better vs armor and doesn't require charge
But its cleave damage is absolutely trash
for real?
I'll try out a power sword eventually, but veteran very much didn't interest me, so I'm leveling it last
lmao. Switched the perk over to 20% Flak damage. 295 bodyshot to a scab shooter ~_~
a single WC or stack of Headtaker will let me one shot them though
Irony is that it then struggles on dreg shooters lmao
They released an unfinished, buggy game.
So this is "next week"... so Sunday is a day for community update ? 🙂
dude appends the word anime to the end of every tenor gif they search for
cleave damage is literally what people use it for
Also, i think Catfish said Friday
friday is dangerously close to next week
okay but which month
Guess I'll link it again https://medal.tv/games/warhammer-40000-darktide/clips/Qo5hxRKdxFD5V/EvO8sAFsgPQX?invite=cr-MSxjSmQsMTYwMDY1NDYwLA
Watch Nice cleave damage and millions of other Warhammer 40,000: Darktide videos on Medal, the largest Game Clip Platform.
Every day past today is dangerously close to next week tbf
Are you memeing or do you actually not know how the weapon is used
Are you going to prove me wrong or just say things
proceeding on the assumption that you actually don't know, you use the push attack
not the light or heavy
in particular, psyker has faster stamina regen than other classes and doesn't need it to block (because of peril block feat)
so we can spam the push attack
horde mobs are basically stunlocked and cleaved to death
a good one kills everyone in front of you in a line
big horizontal cut
it is class specific synergy yes
that's probably what the confusion is between u guys
you'll have to forgive my assumption of psyker use case in the psyker channel
That method is also the only reason knife is effective on psyker at higher levels lmao
It's push attack does heavy attack damage, and really rapidly too
i've seen knife vets and knife psyks struggle with mutants kek
unless i have a really good one i'd never consider using one tbh
i mean, ive seen ogryn and zealots struggle with mutants too
Push attacks having different cleave than normal attacks. Fatshark quality.
at least knife zealots will burst those faster
Alright yeah that definitely puts it up the list on cleave
also zealot has better kit for using knives in general
i think thats just an antax outlier tbh
you'll notice the push attack isn't mentioned in the cleave targets stat
its push attack is just so silly
(brutal momentum also makes cleave kind of a joke anyway)
That stat also has nothing to do with the actual damage you do on cleave, just how many targets you hit.
right, I'm saying the push attack isn't (apparently) governed by the stat at all
it plays by its own rules
our use case also gets to take advantage of limbsplitter
i mean, that's kind of a staple for weapons in Vermintide 2. the push attack usually has different attributes than your regular attacks, or even a different angle that isn't covered. like Greatsword on Kruber or Saltz is all horizontal swings, but the push attack makes it vertical, and gives it decent armor pen
it's just a weirdly synergistic weapon for psyker specifically
I'm trying it on Zealot and it works fine
i think too, normaly it take light cleave values
Zealot stam regen is fast enough to spam push attacks
I do think it's one of the better melee weapons in the game just numerically
yeah, but zealot needs the stamina to block, psyker doesn't
zealots need the stamina to sprint
You don't need to block if you're stunlocking the horde
I'm pretty sure most of them don't have a block key bound
good luck having a push stagger a crusher/mauler/rager reliably
antax push attack does stagger
i mean, it staggers, all attacks do
is that what it's used for? huh
no i mean crushers maulers ragers like u said
take it to the meatgrinder and see
ah, thats what you mean. I haven't used an antax in awhile since I finished getting penances on my zealot
if you look at the screencap of mine above you can see the description of it
I don't know if "ignores stagger reduction" is literally true, this is fatshark
i mean, i cant test that stagger out against ragers in the meat grinder, ragers attack animations tend to have a much higher stagger cap than idle standing
but it definitely helps armored friends relax
it does stagger ragers when theyre attacking
thats why its a horde blender
can deal with everything
if only the game would deign me worthy of having a good antax on my psyker
Id give you mine if i could
you just need brutal momentum
that's what it's not giving me
yeah brutal momentum + limbsplitter is the dream but brutal momentum is the main thing
i wish I could just use the one my zealot got as an emperors gift
the mods aren't great, but it still shreds everything
oh nah i ran out of plasteel lol
ok good
yeah that's definitely an "I'm out of ribbons" perk
not really sure what to put on that perk slot though. it doesn't struggle with pox walkers or groaners, and the Thunderous makes it shred crushers n such
Gotta max the damage against the 0 flak armored specials

I like maniac or unyielding, you should test breakpoints with your specific one though
vs maniac on top = gooderer
Breakpoints is nice in a vacuum but in game you don't usually 100-0 enemies on your own
After all you might get this guy https://medal.tv/games/warhammer-40000-darktide/clips/R59TJCkqVeg6k/syO3ZsMkb3pk?invite=cr-MSxtSWwsMTYwMDY1NDYwLA
Watch Peak Veteran and millions of other Warhammer 40,000: Darktide videos on Medal, the largest Game Clip Platform.
bomber is flak i think
that dude is a trooper, that's for sure
yeah, it's not the be all end all, but a reasonable criterion to decide things like what your second perk should be
hmm... either i get maniac for muties, or infested for dogs, with the added benefit of mowing through pox walkers a little faster
unyielding for ogryn
when you really don't like your own brain
based
my axe for example, when I have unyielding on it I kill bulwarks in one headshot after the bb that makes them move the shield
unyielding, so I regret not taking a thunder hammer just a little bit less (:
This is definitely an important benchmark
bulwarks and mutants are some of the enemies I think it's not unreasonable to care about solo damage breakpoints
it is kind of sad to see basic axe heavy attack doing as much damage (or substantially more if crit) than bb
playing with 3 vets on my team is pure cancer
they never stay in coherency
they just run off to hide behind me it's so pathetic
Well, in my experience playing 3+ same classes in team is cancer 90% of the time.
the other 10% is three ogryn
nah dude, psykers tend to work together, and as much as i usually dislike most ogryn player's playstyle, they're a lot more helpful than 3 vets lol
Nah, usually it's 3 Ogryns with shield.
lol i'd rather have 3 ogryn with shield dude, at least you'll have coherency for toughness regen
vets just KITE enemies to your back
like they're trying to get u killed
multiple psykers getting charges from each others' AB and rotating shouts is a laugh and a half
Or worse, run and hide behind you after triggering a wave ... And then stand still to trigger the camo ...
4 psyker party is actually strong honestly
6 charges again before your shout animation is even over lmao
play with 3 vets, you'll have every single enemy on the map going for you
Hrmmmm
EVERY ranged enemy will be shooting you when you've got 3 vets with you
and they never melee them, so ALL of them are in ranged attack mode
the camo thing they can do is pretty troll if they all do it yeah
Any Surge enjoyers lemme know if thats an alright stat roll for it?
Its a meh staff
i wouldn't use it
Bad actually if you consider all the bugs.
you can get away with skimping a little bit on warp res or quell speed depending on your melee weapon, but probably not both
Its a Surge. I wont be using it any time soon, but the Big E decided i needed to have it, so now i do. Just wondering if its actually worth using if they do make it feel better to us elol
I usually run Force Sword.
if you're using force sword I think you'll probably have peril problems with that staff
the warp resist being kinda low is ok, but that super low quel speed is a problem, and it's not a very high base stat roll
personally i wouldn't use it
Irony is that its the best one i have right now lol. All the rest of my Surges are random greens ive been grabbing out of the shop when nothing else of value iis in there.
I dont plan to use it any time soon, but id rather have a decent one just in case
damage does nothing important on the lightning staff
Trialling it in the meat grinder ... I really dont understand the love people have for this thing lol
Fully charged crits on a Crusher does about 700~ damage, which is nice i g uess, may as well just use a BB at that point lol.
People usually circlejerk the crusher/dog stopping ability but like... just kill them?
Like, just brainburst them. Or hit them with your melee. That works too
It can stun hounds, mutants.
I get that people like the stun, but .. I find the Purgatus primary stagger locks practically everything in front of me anyways
Yeah, purg will stop a surprising amount of stuff too
Purgatus at least only costs 4 Peril per primary to get that stagger too lol
its mainly for stopping a bunch of ogryns rushing your team and shooters
The vet or zealot usually stops that handily enough tbh
You want more quell speed and warp resistance. Those 2 and charge rate is what you want the most of. 2 of those 3 are kinda bad
Also, you're in the same boat as me rn. You're not level 30 yet it seems. I would not worry too much about stats rn until you get to level 30
Thanky for the tip. Ill throw this into deep storage unless i get desperate.
I'm 130 hours deep on my Psyker, if i wasnt 30 i'd be very confused lol
Then you can find a good staff with a modifier rating of like 370-380
Oh really? The modifier rating is lower than I expected
Ive seen some weird shit with that rating
RNG shop be willing, of course 😛
Then yeah in that case. I'd just wait still but if you got loads of money, you can always buy what blessings are good in general. Maybe there will be a way to swap them or extract them or something one day. But who knows
Speaking of the rating being all sorts of whack ... Upgrading this staff from purpole to yellow somehow drops the modifer rating .. Despite the numbers not changing at all
Not an isolated case either, does the same thing with the Antax
not all the time and depends on their weapons
So randojm question.
The damage stat line for Purgatus mentions "Burning Intensity".
It doesnt seem to incrtease the damage of the DoT, so what it is it doing?
Only thing i can think of is maybe reducing the interval between ticks?
flame direct damage tick rate i believe
Thanky
Yeah it shouldn't affect the DoT at all
Youre not wrong
Its just that when it comes to Psyker staves I feel crowd control > stun considering how easy it is for Psykers to get overwhelmed in melee
When the chance is already pretty high your squaddies will be able to handle those specific threats in a timely manner (over half the zealots I see run thunder hammers or bolters, for example) it just does not feel worth at all
Plus when it comes to shooters the voidstrike can handle them just as easily, if not more so
Psychic bowling ball goes Strike!
No.
I want this, just so I can test out how it feels compared to a high warp resistance staff
how easy it is for Psykers to get overwhelmed in melee
Found the FS user
me
If you use any other melee with kinetic Deflection, all you need is wall against your back and push attack spam
does the emperor want me to start using force swords?
Knife for style points, Mk V brutal momentum axe for a dedicated option
force swords are good once u get used to their pattern
Good? Yes. Best against horde? No
Literally just putting a fine point on the fact that Psyker cannot take as much damage as any of the other classes
Kinetic Deflection is good but also: shit happens
WDYM I can tank a Daemonhost at least on herecy
We have more stamina to avoid bad situations aswell
A stacked FS is decent against hordes. A good Mk.5 Axe can trivialize them
Psyker isnt as tanky as a zealot but its ok.
I think the thing with FS that is undervalued by the community is the unlimited dodges it has
Unless we're rescuing 😉
The range on the dodge is shit yes but it still functions the same vs ranged. You don't even have to have deflection on it to avoid ranged fire
Knife sprint slide spam also works really well to avoid ranged
use your staff
fs is very good to nuke ragers, mutants or doggos
or clutch
Did we get anything new since release
The best content update
- Go to the shooting range.
- shoot at things with a staff
- Shoot at things with guns
- Be shocked that staffs are vastly inferior
- Go back playing other classes
ok
Hey guys, did you know that according to general chat, Flamer does INFINITE more damage than Purgatus?
Sorry, but did I miss a memo, how this lovely fellow above got the proper skin for mkV?
That's awesome
The whinge about Psyker is really meme tier at this point
Infinite damage
buy with dockets from dockets guy
Yeah apparently I should switch classes, infinite damage is a pretty nice feature
Wowzers
i dont think that word means what they think it means
Still uses ammo tho so pass
Youd only need one bullet with infinte damage
No Cuz the flamer gotta be moved around to coat everything
I just assume that you fire it once and then the flames seek out everything that spawns and instakills it
I can see why people are complaining that sounds pretty nice
Honestly i dont mind some fixes to psyker
But alot of how the complainers present it is just wrong.
Brainburst isnt terrible, its a viable thing to use.
Warp Charges are the main thing that need help, alongside some obvious feat discrepancies
Psyker is squishy if you speak tougness/health but we are also far more mobile then many other classes.
Does anyone take Meme In Motion at this point?
BB falls off in higher difficulties
Ye i totaly agree with that.
if you combine it with the zealot ultimate, thats actually true ^^ it melts crushers in 5 seconds
even without F flamer is far more potent than purgatus
IDK abut 5 seconds but the right purgatus can kill crushers or reapers/bulwarks from behind with one salvo
Kind of weird to build around though
repears or bulkies ok but crushers?

no its actually 5 seconds, the F makes it so that carapace basically becomes flak
and you can kill 3 of them at the same time
There is nothing a psykers can do another class can do better except damaging behind cover with bb and BB falls off
Yeah I know a bit about the Zealots armor piercing cheese with ranged weapons, its crazy good
as someone who mains flamer zealot - i confirm this 100%
flamer zealot is a lifestyle
Psyker can ascendant blaze and wipe out a room of elites before the door is even open.
actualy with proper FS stats and build you clutch revive better than anybody

they should have rename the psyker into servitor because all you do is support others

True I will give you that.
Force sword is my favorite melee weapon. My gripe is with survivability and ranged damage.
antax v makes everything else feel meh as all rounder
true
Y'all need more Knife
you sleep too much on knife
i use knife for scrip runs
0 stam guard break is stupid though fs better fix that shit
I play heavy evis on zealot
Just run a macro to block infinitely without peril

I wonder if that works on Fsword
But alas I get no Deflector
having 0 stam and 0 peril but still staggered
cant do that while ressing
I mean you just need a little stam to ress with peril right
I respect people who play Evisc on 4/5, its easy to feed with that weapon
Psyker has like 0.8s delay to get stamina
yea i meant the infinite block part
Fair. But you can just run both since the other feats in that line are kind of
Mid
Can someone test if you can reset the block break on Deflector Fsword?
well you dont unga bunga into gunner groups with evisc on t5 as much as knives etc. but otherwise evisc is pretty ezpz
when i see t5 crushers i drool
slicing them in half with one chastise use and 2 hits
I see a lot of people who run it end up feeding, which makes me sad. Most people say that the 1h Chainsword is better
Does it lock you out even if you swap to primary again? Shield is kinda of messed up like that on Ogryn but idk if you could just infinitely tank shots with a block swap macro on Psyker
tell them to slide better lol
the slow during evisc heavy is pretty much meh when you can just slide then heavy
Maybe.
This is how I solve most complaints about mobility tbh
also evisc sweeps just demolishes clumped up shooters
lol what
The slower sprint speed is scuffed
you use slide first
But I'm use to Knife speed
not heavy - slide
i am horrible at blowing myself up. 
ehh
weird mechanic where taking damage regens stamina lol
What ever happened to that guy who recommended running 3 wound curios on Damnation? lol
I feel the need to run a speedy gun to swap to just to live through Evisc slow speed.
prolly get more proficient with it and you'll see it's not so hard.
That's normal for vermintides.
that's code for get good but in a nice way
If you run 3 Wounds on Psyker your first wound is infinite so 
i dunno. i only run hp.
Well as long as your total Wounds = 5 your first Wound will bug out
to regen stamina on hit?
idk ive never seen it in vt2
when u get hit with 0 shields u just get rekt
no free shields
seems like you're just used to knife speed or something
it's really not as bad as some people say it is
i remember when they "fixed" evisc slow some people from zealot chat said that evisc is unusable in damnation
and then changed their opinions days later
Typical Zealots
maybe rainbow raging on them helped lol
Anything works on Zealot so who cares.
Unusable lol
The hot takes people give are unreal
I think in general people tend to exaggerate when talking about viability
Ive seen different people say that you wont be able to ever join a pub game on Damnation without Surge staff, and also that surge staff is useless on damnation with a good team
sometimes i just wonder if people are playing the same darktide as i am lol
Metaslave or bust 😛
or if they're playing sedition or malice or something
Everyone but me is clearly playing a different game.
Like in fighting games sometimes the different between top tier and bottom tier is like 5 percent win rate. Which makes so little difference unless ur like a tourney professional
My favourite.
"Reeeeeee i cant find a 380 XII lasgun game is unplayable"
I like lasguns
The number of players i see that get mad they cant get perfect rolls/blessings all the time is hilarious.
Pew pew
I get that for some weapons when u get limbsplitter or they really need a specific blessing
Lol
met someone from discord lfg once who literally only plays vet, and gatekeeped me by saying "knife-flamer is the only viable build in damnation, same with shield ogryns" 
Lol
To be fair there are people with surge staff that just keep on spamming it. Like ive seen times where instead of actually killing specials they stun them. Ex stunning a trapper over and over instead of dodgeing and killing it with brainburst. Theres also poxbursters, where they aswell frequently wont let you just knock it backwards with a bash.
Imagine a weapon that does 90% of a crusher's health in one attack and calling it bad.
Lmao
Theres almost no nonviable weapons
Surge users can be legit annoying to play with at times.
And even the non viable ones can be used with difficulth
You can make all weapons in this game work. Some are just better than others though.
And some are easier than others
i dont think that's a surge problem, that's a player problem lol
Idk if running 4x Laspistol will be any good though
Surge is fun for stuns. Cuz they do a little dance
And some are just suited to some playstylez
Ok there are bad combinations
That i will give u
Indeed. Surge just gives them an outlet to do this.
If Im going to Surge a Poxburster, Im BBing it right after, mixing up your attack types is just important to play Psyker well generally IMO.
But almost all weapons have a nichr and way to play them
4 psykers with laspistols just shoving everything around.
Laspistol lets you run fast
But obviously like 4 flamers on throneside is asking for trouble xD
Darktide true pacifist run 
Its also usable on Vet
Theres a wacky build
Yeah but you could just run the XII
bursters blow up on their own when you zap once while it's armed, they blow when they get up
And do the same thing but better
Actually it has an upside over XII
Close range dps + mobility/dodges
Because for that build u have high crit chance
Oh yea
Yeah but I often end up surging before they get close enough to arm for various reasons
It has ammo isssues but its still like an autogun
Its ammo reserves is sufficient
Just not excessive
It feels like a sidearm
As it should
Sidearm = better at shooting on the move + close range situatiobs
Doesn't it still do less damage than XII in close range though
XII has lower crit chance
And does not like cqc as much
Since it has worse dodges
Fair. Still awful
It also has damage reduction at close range
Thr main problem with the laspistol is it gives you CTS lol
main benefit to laspistol is the extra headshot damage multiplier that stacks with vet headshot damage multiplier
Give Laspistol infinite dodges
It has a lot tbh
ghost helps with that
I can literally shoot while in melee
just keep hitting heads
I admit that I ran laspistol at low levels before I got a good staff
its not a very "good" weapon but it is satisfying to use when you figure out how to keep moving while landing headshots
body shots... it does very little damage
Laspistol for psyker is ok if u run force sword i suppose
Yeah thats what I did, it was mostly for dealing with ranged while running to cover while ADSing
I believe a good laspistol will one tap shooters in the head at close range?
Which is very good
at any range
Nah laspistol has damage falloff
pretty harsh falloff actually
the headshot damage multiplier is pretty crazy though
Zoom zoom zoooooom
doesnt even have the stupid efficiency blessing so they can say OH NO SO WE MAKE IT USE 1 AMMO WHEN YOU HAVE THIS
just inflates the ammo count artificially
He quit from dying too much
"That's my secret, I'm always dead."
If you don't die intentionally so you go down to 1 Wound then what's the point.
I advocate for the funny meme that having 5 Wounds with base HP on Psyker lets you die infinitely on the first Wound
Because this game can't round numbers.
So as long as you take no corruption after that
Infinite Wounds
This person advocated strategically exploding as an offensive strategy and intentionally downing yourself to heal.
I only agree to the latter part but lmao exploding yourself offensively
Running 3 Wound curios on Damnation can be a fun thing because you can explode safely to get HP back but also take any point of corruption after that and you're fucked
Your average pub veteran when they see a daemonhost: 🔫 👀
🔦 👀
I just ask my team if they want to do the DH
Communication is for WEAKLINGS
Im going to smack its ass
True Darktiders only use the mic to yell at people when they die
AND NO ONE CAN STOP ME
then they just leave you to die
I'll just infinitely tank it with my Knife
Drag it into my team
Now its everyone's problem
vote kicked u turn into a bot
Time to quickplay back into the game
On a different character so you can do it again
actually after tanking for long enough itll just disappear lol
Well thats interesting
If it werent for the corruption gain Id be tempted to try that out in a pub or two with a non-force melee
That has to be quite a long time for it to disappear on its own
happened like 2 or 3 times to me idk if it was a bug
It can also teleport into a spot it can't be in and instantly die afaik
I've not seen it but someone claimed it can happen
im pretty sure it did the disappear into portal animation
It was just bored so it left.
mood
Real talk though I hope they patch things up soon, I dont think DT is in a great place right now but the game still has potential
Potential to go both ways really. It may not be financially feasible to do all the drastic changes that game needs. That what scares me.
Are these any good on psykers? Havent been brainboi for long...
Realistically with a live service model they have options, some of those are more palatable than others though
Mk. 5 is what you want for a Psyker
What are the differences?
The push counterattack is the main draw, it deals decent damage unlike the other variants
Psyker's uniquely short stamina regeneration delay lets you spam it fairly consistently for strong, relatively safe horde clear
better hitbox
but its basicaly the same
except MK2
utterly bad hit tracking
🙂


Just shows you
Discord team for Darktide > dev team for darktide
But fatshark is already known to be slow as fucc
is it the discord team or the warhammer community tho?
btw i bought this one from melk earlier, what perks would be best for it?
i mean perk - i can either upgrade one or change it
blessings are what they are for now i guess
Aren't those perks pretty good
idk if carapace is good - in any case, one of them goes from 20 to 25
Force Sword does nice charged damage on Carapace
Not amazing but its something.
I mostly use my fsword to shove crushers on their butt though

yo i think if i upgrade to +25 carapace
i will be able to 2-shot crushers on damnation
Slaughterer is pretty hot for Horde clear
i barely cant at 20%
Bloodthirster is probably really good too, but good luck finding it
Imean those are blessings.
Well you see
what does bloodthirster do again
I cant read and always read perks as blessings
100% of the time every time
So if you think about it, this is your fault
100% crit chance for 5 sec after special attack kill
Are you running flayerM
might change flak to maniac?
Flayer can proc on the special too so gotta take it into account despite the low chance

still 2 shots it seems
Still funny to me flayer can trigger BB itself
for ascendant blaze in the second part of the description
when it says enemies killed by your soulblaze effects (from any source) does that mean purg staff too?
so any kill with the purg staff gives a 10% chance for a warp charge
Well
sounds too good to be true
so for the voidstriker staff, is it better to charge up every shot or just spamm heavy attack as fast as u can
The direct damage and on side burn caused by charged attack is a bit unclear if its
Soulblaze aswell
I hate spamming minimum charge shots, it just knocks most enemies around without dealing real damage
If someone can confirm would appreciate
ait thats enof for me lol, ty
Not sure how you would confirm this
To be clear, what Ascendant Blaze actually does is makes it so that anytime an enemy dies while it has a stack of soulblaze on it from any source, every single psyker with the feat has a 10% chance to gain a stack of warp charge
isn't soulblaze just the DoT effect you apply
Yes
and im guessing the stream from rmb is a ranged attack that applies soulblaze
idk not sure about that bit
Hence why its " is the direct damage and held charge burn also soulblaze" I would say no.
Whatever let’s you hold down a choke infinitely
yeah i would say no too
It ticks dot and same time build up damage.
yes sir
Purgatus has a Direct damage effect which also applies soulblaze. If the direct damage crits, two stacks of soulblaze get applied instead of one. I'm fairly sure that's how it works, anyway.
anyway, important thing is what levanon said previously
as long as something with soulblaze dies
Yeah but direct damage itself is not soulblaze nor the charge build up damage
oh ez day
it's just fatshark doing fatshark feat description things
They could if they bothered explain these clearer.
But in my books its just the dot rest is.. some other type of flame.
i mean when i run purg it feels like if we encounter literally any group of enemies im instantly at 4 warp charges
I dont think you can damage with purga without applying dot anyway
The purgatus's damage stat also affects the tick rate of the direct damage effect, right? That means, unless I'm misunderstanding exactly how soulblaze gets applied, I dont fully agree with damage stat being a dump stat on purgatus.
Damage stat should affect how quickly enemies accumulate stacks of soulblaze
yeah i think it does a little maybe
unless thats all burn
i thought burn was like dot tick size
Apply rate
so how long in between ticks
Yeah
levanon here accidentally leaking a link to his lewd photos jk
I need to log in at some point and inspect the staff's effects more closely again
"accidentally" 😉
Wait you can put on 14 stacks
15 with a staff that has 76% or better on the burn stat
Damn i didn't know thats how it works
dont worry
Yeah Im not really a purgatus main so I dont know as much about the staff as I probably should
fatshark doesnt want us to know how things work in general
Yeah its very cool game design, obscuring core mechanics so you cant figure out wtf your shit does and what you should look for
cut their one intern some slack, he's doing his best to write all item and feat descriptions
Also the actual cap for soulblaze stacks is much higher, into the low thirties IIRC. Its just that the staff can only apply stacks up to a special cap determined by its burn stat
Did i miss the toxic part again
Thats a cool blessing
the staff itself is meh but thats an extremely rare blessing that I can transfer eventually.
Ye, trauma is the one staff i cant warm up to, maybe if they removed the range restriction
Or increased the aoe
Trauma needs to be less AoE but it should all do max damage.
Trauma is alright, but that one in particular isnt fantastic
Trauma is alright at using all your peril in two shots and doing less damage than spamming Voidstrike
Rly? I feel dumb charging up that staff and realising that i wont actually be in range of that gunner i wanted to stagger
Just shoot them with primary
But i like to charge up the secondary strike
@austere estuary Picked up something you might find interesting, without even realizing I had it
I need Surge and Run n Gun
Aaah, Surge on Trauma…
I’ve not got one but heard it doesn’t work on the secondary 
If they make it do that, it’ll be really fun
Blessings not working on staffs in the way that they should is basically Psyker's class theme tbh
True 
Things not working the way the should is basically this game* FIFY.
Ill test it out at some point and see if I can get it to work on the secondary
A bit on the late side for me to be doing that now, but soon
Depends on what youre using as a ranged weapon, really
Well Id switch out Psykinetic's Wrath for Inner Tranquility as a start
Everything else is fairly solid for a KB build, I still would base your level 5 perk on what staff youre using though
Since even going for the penance you probably wont just be spamming BB nonstop
Going for 6 stacks using Warp Battery is also viable with Inner Tranquility
I usually play with sugre but now I'm trying out voidstrike
I like Flayer on Voidstrike too, I got Pick 'n' Mix using my regular build with that staff IIRC
But it won't really matter since you either one shot specials or you don't and the time if VERY limited to do it
It would mostly be to minimize the peril generation from BB, but its probably not absolutely necessary considering I did it with a 2-2-1-1-3-3- build
It wouldn't be that much. you'd still have to do the whole rotation
bb>bb>F>bb>bb>bb
Ive definitely killed 5 or more elites in under the time limit using KB at the start of a chain of bursts, but that way is viable
Don'y you have like 0.5 sec of spare time?
with how long it take to actually cast bb
With 2 regular BB's in the rotation you're actually tightening your grace period
Im pretty sure you can get 4 BBs off in a single KB
5
There you go
so just F and then spam bb?
I've definitely gotten 5
1 regular bb before barrage is more efficient imo especially if the enemies are not aggroed yet
bb should deal slightly more dmg
Might as well, since the timer doesnt start until your first kill
personaly beyond t4 i use mostly bb to keep my wp stacks and bulwarks
plus you actually get to quell extra peril after hitting F because you used a regular one before
And snipers, as well as bombers and trappers trying to run away
BB one-shots the things you need to and staggers plenty others.
sniper are behind a fence so i cant aim it
and gunners/shotgunners depending on loadout
bomber and trappers yes
Oh yeah shotgunners and gunners, definitely those guys too
i have purgatus i dont care of ragers
Angry bois are for Zealots and Ogryns anyway
