Switch Theme:

How would you feel about more psyker powers?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Poll
More psyker powers?
Yes
No

View results
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Librarian with Freaky Familiar






How would you feel about GW adding more psyker powers? Not to the extent of 7th Ed but more flavor then do D3 mortal wounds? Things like a fulmination spell, do 2d6 str x 1 damage attacks. Or a pyromancy spell do D6 auto hits.

I love payker powers but most of them are just another fancy smite.

To many unpainted models to count. 
   
Made in us
Longtime Dakkanaut




Though 7th edition powers had some issues (invisibility), they added a lot of variety to what a psyker could do. I find 8th kinda me in regards to pyskers.
   
Made in us
Librarian with Freaky Familiar






HoundsofDemos wrote:
Though 7th edition powers had some issues (invisibility), they added a lot of variety to what a psyker could do. I find 8th kinda me in regards to pyskers.


I mean I love psykers band they are strong but they are so meh to use. I love unsavable wounds but man what I would give for some verity in my powers. I loved 8th because every dude I could have fun with. This one, even with t sons it's just ok let me do another version of smite.

To many unpainted models to count. 
   
Made in us
Powerful Phoenix Lord





Depends on what army you play.

Eldar have tons of options and don't need any more. Chaos Space Marines only have a few but they're generally quite good. I don't feel I'm lacking for any powers.

I think GW is being a little guarded with psychic powers because with soup, etc. you could accidentally stumble onto some broken combinations. Some armies though have really poor psychci powers (Dark Angels seem really lack luster, etc.)
   
Made in us
Librarian with Freaky Familiar






 Elbows wrote:
Depends on what army you play.

Eldar have tons of options and don't need any more. Chaos Space Marines only have a few but they're generally quite good. I don't feel I'm lacking for any powers.

I think GW is being a little guarded with psychic powers because with soup, etc. you could accidentally stumble onto some broken combinations. Some armies though have really poor psychci powers (Dark Angels seem really lack luster, etc.)


Now when it comes to buffing and debuffing yes I agree you need to be really careful, because you DONT want to face down the doom, dewth hex combo.

I would just like a bit more then just here do D3 mortal wounds.
Personally I would love to see some sort of power that let's you cast 2d6 attacks hitting on BS that are either mid str and either no AP or -1. Like str 5-1. A flamer spell. And I really wanna see force make a come back, basically force could just be maximize the damage of the psykers random damage melee weapon.

To many unpainted models to count. 
   
Made in us
Decrepit Dakkanaut




Their first mistake was making Smite a thing rather than a power on a table. I wouldn't care about 1 Use Of Power Per Turn if there were at least more powers.

I will give 7th credit where credit is due: powers weren't balanced at all and you rolled randomly for them. If they were slightly more balanced, there was an incredible amount of variety to really make your Psyker feel like Your Dudes (TM).


CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ca
Monstrously Massive Big Mutant






I think a few global psyker powers would be pretty neat. Not a crazy high amount, but maybe 2-3 more in the next CA would be a massive change, even if they turn out to be meh at best it's still new variety game-wide.
   
Made in gb
Mighty Vampire Count






UK

Happy as is - the nightmare that was 7th still leaves scars.

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

As you can pick your powers now. it makes sense not to have as many. And everyone having access to a generic damage power is a good fall back.
8E powers seem as close to perfect as any prior edition I've played

More powers would just make things messy. The Psychic phase should be quick a to the point, not long a drawn out like an Guard shooting phase.

   
Made in fr
Longtime Dakkanaut





There is a reason why psy powers do mortal wounds and do not have a Str AP stat.

In 7th to inflict damage with a witchfire you had to:

1) Cast the power
2) Not have it denied
3) Hit
4) Wound
5) Not get saved

There is a reason why you never saw witchfires used, even extremely powerful ones like the zoanthrope's warplance.

The solution found in 8th is better, it makes the powers resolve in a decent amount of time, they are decently reliable and tend to be powerful but limited in target choices, so it's a good mechanic for play and counterplay.
   
Made in us
Librarian with Freaky Familiar






Spoletta wrote:
There is a reason why psy powers do mortal wounds and do not have a Str AP stat.

In 7th to inflict damage with a witchfire you had to:

1) Cast the power
2) Not have it denied
3) Hit
4) Wound
5) Not get saved

There is a reason why you never saw witchfires used, even extremely powerful ones like the zoanthrope's warplance.

The solution found in 8th is better, it makes the powers resolve in a decent amount of time, they are decently reliable and tend to be powerful but limited in target choices, so it's a good mechanic for play and counterplay.


What are you talking about? They were used all the time in 7th, d prince, ahriman, sorcerers we're a great way to diliver spells.

Plus it comes with it's risk reward factor. If I choose to do a 2d6 attack on a horde, I'm risking hitting, wounding and saving, in favor of getting more then just D3 auto wounds.

To many unpainted models to count. 
   
Made in us
Longtime Dakkanaut




Witch fires were super common last edition. psychic shriek was probably one of the most common powers I ran/ had used against me.
   
Made in us
Painlord Titan Princeps of Slaanesh




As a GK player I would love to have more powers available to me. I'd also love to be able to do d3 wounds rather than just 1 (I know I do 3 to daemons but that's pretty specific).
   
Made in us
Decrepit Dakkanaut






Springfield, VA

I do think that smite is actually a good abstraction attempt by GW.

Did your guy spew fire? d3 mortal wounds. Lightning? d3 mortal wounds. Psychic mindfeth shriek? d3 mortal wounds. Begin to crush the enemy with telekinesis? D3 mortal wounds. Psychically dropping a comet from deep space? Must've been a small comet; d3 mortal wounds.

And force weapons? d3 damage instead of 1, to represent the psyker's (apparently inconsistent) ability to channel its power through the blade.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

yes but with the caveat that the entire psychic phase is thrown out in favour of 8th Ed fantasy style mechanics (not the horrible spells though).

so 2d6 dice gen, max 12

crons get +2 to dispel naturally

Tau get +1

Orks get Waaagh powers

Add in psyker levels etc.

I know this is a radical overhaul but the current system is awful and has been since the psy phase was introduced.
   
Made in ca
Discriminating Deathmark Assassin





Stasis

As a Necron player, I vote no.

Especially since we only have two options to deny, Spyders and a Warlord Trait.


213PL 60PL 12PL 9-17PL
(she/her) 
   
Made in us
Clousseau





East Bay, Ca, US

Pretty much everyone but marines has a solid stable of powers to pick from already.

Tyranids:

1. Dominion. Grade: F. Situational at best, considering we would need to plan on our synapse creatures dying in the game, but, these are the guys that know the powers. Odds are if you're in range to cast this power on a unit, you'll be in range to provide synapse. Useless.

2. The Horror. Grade: B+. -1 to hit targeted to a specific unit. Solid power. Doesn't break the game, but also helps if your opponent has invested in one big thing that does a lot of shooting. Situational, but strong.

3. Catalyst. Grade: B+. 5+ feel no pain is an amazing power to have on-demand. Unfortunately doesn't stack with the feel no pain we get from hive fleet. A nice power overall. Everyone takes it for a reason.

4. Onslaught. Grade: C+. Gives mobility to squads that would be hampered by a -1 for moving and firing heavies / advancing and firing assault weapons, as it negates that penalty. Allows units to advance and charge. Situational, but nice to have sometimes.

5. Paroxysm. Grade: B. This is highly situational as not everyone will have assault units. But, it can be helpful if you've built an assault based tyranids army, and you want to charge a big deadly unit with your entire army. Helpful against custodes and knights specifically. If they phase out of the meta, so will this power.

6. Psychic Scream. Grade: B-. A weaker smite, with the slim chance of making a psyker lose a power. In general utility spells are better than damage ones for our power slots.

If you're wondering why none of these powers are A or A+ grade powers, it's because powers like Warp Time, Word of the Phoenix, Death Hex, and other strong powers exist. If you add up all of the powers and count the true top 10% none of these will be in there. So they're not "A" powers.

I voted "Yes" because I would love to have an A grade power at my disposal.

This message was edited 2 times. Last update was at 2018/08/10 18:53:18


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Longtime Dakkanaut




Central California

I voted for more, having to do with variety, not balance or such. Caveat; I play Guard and Sisters of Battle.
Too many powers are do a random amount of mortal wounds (which is fine, no problems with them). On top of that, to me the powers that influence leadership are very weak, and therefore just take up space in the lists. What happens is everyone takes the one that does the MOST and ignores the others. I want powers that do more things. I want powers that deny a unit charging, or shooting etc. What happened to the old this power turns my psycher into a CC machine powers?

I do agree with the Eldar have plenty people.

Keeping the hobby side alive!

I never forget the Dakka unit scale is binary: Units are either OP or Garbage. 
   
Made in us
Omnipotent Necron Overlord






 Marmatag wrote:
Pretty much everyone but marines has a solid stable of powers to pick from already.

Tyranids:

1. Dominion. Grade: F. Situational at best, considering we would need to plan on our synapse creatures dying in the game, but, these are the guys that know the powers. Odds are if you're in range to cast this power on a unit, you'll be in range to provide synapse. Useless.

2. The Horror. Grade: B+. -1 to hit targeted to a specific unit. Solid power. Doesn't break the game, but also helps if your opponent has invested in one big thing that does a lot of shooting. Situational, but strong.

3. Catalyst. Grade: B+. 5+ feel no pain is an amazing power to have on-demand. Unfortunately doesn't stack with the feel no pain we get from hive fleet. A nice power overall. Everyone takes it for a reason.

4. Onslaught. Grade: C+. Gives mobility to squads that would be hampered by a -1 for moving and firing heavies / advancing and firing assault weapons, as it negates that penalty. Allows units to advance and charge. Situational, but nice to have sometimes.

5. Paroxysm. Grade: B. This is highly situational as not everyone will have assault units. But, it can be helpful if you've built an assault based tyranids army, and you want to charge a big deadly unit with your entire army. Helpful against custodes and knights specifically. If they phase out of the meta, so will this power.

6. Psychic Scream. Grade: B-. A weaker smite, with the slim chance of making a psyker lose a power. In general utility spells are better than damage ones for our power slots.

If you're wondering why none of these powers are A or A+ grade powers, it's because powers like Warp Time and Word of the Phoenix exist. If you add up all of the powers and count the true top 10% none of these will be in there. So they're not "A" powers.

I voted "Yes" because I would love to have an A grade power at my disposal.

Pretty accurate. I'd rate Onslaught a little higher though. It can turn some nonviable units into viable ones. Like a toxicrine. It's not warptime - but there are times it is as good as warp-time. paroxysm is extremely situational also so - I'd rate PS higher than it.


Automatically Appended Next Post:
Don't need more powers - just need to buff the bad ones in each set of powers.

Space marines and GK come to mind instantly. Hard to imagine imperial gaurd have better powers than GK librarians. It is absolutely pathetic actually.

This message was edited 1 time. Last update was at 2018/08/10 19:00:24


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

If GW used a point system for “purchasing” psychic powers, and the new ones did something other than wounds/mortal wounds, I’d say yes.

Biggest problem is that GW has not applied point costs to individual psychic powers - because some will always be flat up better than others.

It never ends well 
   
Made in us
Omnipotent Necron Overlord






 Stormonu wrote:
If GW used a point system for “purchasing” psychic powers, and the new ones did something other than wounds/mortal wounds, I’d say yes.

Biggest problem is that GW has not applied point costs to individual psychic powers - because some will always be flat up better than others.

Yeah something like that could work.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Lethal Lhamean




Birmingham

HoundsofDemos wrote:
Witch fires were super common last edition. psychic shriek was probably one of the most common powers I ran/ had used against me.

Thats because Psychic Shriek was one of the very few good ones, since it autohit and you rolled 3D6 against Leadership, making for a reliable chance to wound Necrons, and it ignored armour and cover saves as well. You also got it automatically as it was the primaris power for Telepathy, which had everybody's favourite Invisibility. Beyond Psychich Shriek and the Neurothrope equivelant (which worked similarly) I don't think I ever saw a witchfire do damage and if one psycher ended rolling up one of those powers, they'd just become a battery for someone else that had a decent power.

Certain factions defintiely could do with more psychic powers, Nids and Grey Knights especially, but oldschoold witchfires can stay in the dumpster fire with 7th.
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

As a player of an army of Psykers (GK) with only 6 powers to chose from, it would be nice to be able to cast more than just Smite each turn after I run out of powers to cast.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in gb
Norn Queen






Considering right now each army has only 1 or 2 useful powers with the rest being strictly inferior, I'd rather them try and make all the powers useful enough for it to be a meaningful choice.

The exception of course is Eldar because of course it is.
   
Made in ca
Discriminating Deathmark Assassin





Stasis

What abou Tau and Necrons?

213PL 60PL 12PL 9-17PL
(she/her) 
   
Made in us
Librarian with Freaky Familiar






 Blndmage wrote:
What abou Tau and Necrons?


Tau have never gotten psyker powers and necrons get undeniable totally not psyker, but kinda are pysker powers from the ctan

To many unpainted models to count. 
   
Made in us
Decrepit Dakkanaut




 Imateria wrote:
HoundsofDemos wrote:
Witch fires were super common last edition. psychic shriek was probably one of the most common powers I ran/ had used against me.

Thats because Psychic Shriek was one of the very few good ones, since it autohit and you rolled 3D6 against Leadership, making for a reliable chance to wound Necrons, and it ignored armour and cover saves as well. You also got it automatically as it was the primaris power for Telepathy, which had everybody's favourite Invisibility. Beyond Psychich Shriek and the Neurothrope equivelant (which worked similarly) I don't think I ever saw a witchfire do damage and if one psycher ended rolling up one of those powers, they'd just become a battery for someone else that had a decent power.

Certain factions defintiely could do with more psychic powers, Nids and Grey Knights especially, but oldschoold witchfires can stay in the dumpster fire with 7th.

Reliable chance to wound Necrons? The average of 3D6 is 10.5...that isn't reliable against Necrons...

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Gore-Soaked Lunatic Witchhunter







 Backspacehacker wrote:
 Blndmage wrote:
What abou Tau and Necrons?


Tau have never gotten psyker powers and necrons get undeniable totally not psyker, but kinda are pysker powers from the ctan


Kroot Shamans. (I know, I know, not really Tau, but a quick and easy way to put a psyker in that army.)

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Longtime Dakkanaut




Central California

Stingwings should be the psychers in t'au. I mean...bees and mental telepathy...come on!

Keeping the hobby side alive!

I never forget the Dakka unit scale is binary: Units are either OP or Garbage. 
   
Made in us
Clousseau





East Bay, Ca, US

 Xenomancers wrote:
 Marmatag wrote:
Pretty much everyone but marines has a solid stable of powers to pick from already.

Tyranids:

1. Dominion. Grade: F. Situational at best, considering we would need to plan on our synapse creatures dying in the game, but, these are the guys that know the powers. Odds are if you're in range to cast this power on a unit, you'll be in range to provide synapse. Useless.

2. The Horror. Grade: B+. -1 to hit targeted to a specific unit. Solid power. Doesn't break the game, but also helps if your opponent has invested in one big thing that does a lot of shooting. Situational, but strong.

3. Catalyst. Grade: B+. 5+ feel no pain is an amazing power to have on-demand. Unfortunately doesn't stack with the feel no pain we get from hive fleet. A nice power overall. Everyone takes it for a reason.

4. Onslaught. Grade: C+. Gives mobility to squads that would be hampered by a -1 for moving and firing heavies / advancing and firing assault weapons, as it negates that penalty. Allows units to advance and charge. Situational, but nice to have sometimes.

5. Paroxysm. Grade: B. This is highly situational as not everyone will have assault units. But, it can be helpful if you've built an assault based tyranids army, and you want to charge a big deadly unit with your entire army. Helpful against custodes and knights specifically. If they phase out of the meta, so will this power.

6. Psychic Scream. Grade: B-. A weaker smite, with the slim chance of making a psyker lose a power. In general utility spells are better than damage ones for our power slots.

If you're wondering why none of these powers are A or A+ grade powers, it's because powers like Warp Time and Word of the Phoenix exist. If you add up all of the powers and count the true top 10% none of these will be in there. So they're not "A" powers.

I voted "Yes" because I would love to have an A grade power at my disposal.

Pretty accurate. I'd rate Onslaught a little higher though. It can turn some nonviable units into viable ones. Like a toxicrine. It's not warptime - but there are times it is as good as warp-time. paroxysm is extremely situational also so - I'd rate PS higher than it.


Automatically Appended Next Post:
Don't need more powers - just need to buff the bad ones in each set of powers.

Space marines and GK come to mind instantly. Hard to imagine imperial gaurd have better powers than GK librarians. It is absolutely pathetic actually.


Warp time is flatly superior to onslaught at every single turn. There is literally never a scenario where you'd want onslaught over warptime. Paroxysm can bust a game wide open, now that it overrides the 2CP interrupt stratagem. But we're quibbling over the middling powers. Catalyst and the Horror are the stars of the show. The rest of the time you're most likely casting smite.

Grey Knights are a joke. A flat joke. Their powers are very, very bad. I wrote a review of their powers, and people who have never played against, or as, Grey Knights, took issue, but i stand by my ratings.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
 
Forum Index » 40K General Discussion
Go to: