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2018/08/10 17:19:25
Subject: How would you feel about more psyker powers?
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Librarian with Freaky Familiar
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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.
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To many unpainted models to count. |
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2018/08/10 17:21:33
Subject: Re:How would you feel about more psyker powers?
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Longtime Dakkanaut
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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.
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2018/08/10 17:23:19
Subject: Re:How would you feel about more psyker powers?
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Librarian with Freaky Familiar
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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.
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To many unpainted models to count. |
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2018/08/10 17:30:05
Subject: How would you feel about more psyker powers?
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Powerful Phoenix Lord
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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.)
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2018/08/10 17:33:53
Subject: How would you feel about more psyker powers?
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Librarian with Freaky Familiar
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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.
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To many unpainted models to count. |
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2018/08/10 17:37:29
Subject: How would you feel about more psyker powers?
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Decrepit Dakkanaut
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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).
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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. |
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2018/08/10 17:38:00
Subject: How would you feel about more psyker powers?
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Monstrously Massive Big Mutant
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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.
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2018/08/10 17:38:40
Subject: How would you feel about more psyker powers?
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Mighty Vampire Count
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Happy as is - the nightmare that was 7th still leaves scars.
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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 |
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2018/08/10 18:15:45
Subject: How would you feel about more psyker powers?
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Powerful Phoenix Lord
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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.
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2018/08/10 18:22:53
Subject: How would you feel about more psyker powers?
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Longtime Dakkanaut
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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.
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2018/08/10 18:26:39
Subject: How would you feel about more psyker powers?
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Librarian with Freaky Familiar
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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.
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To many unpainted models to count. |
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2018/08/10 18:30:28
Subject: Re:How would you feel about more psyker powers?
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Longtime Dakkanaut
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Witch fires were super common last edition. psychic shriek was probably one of the most common powers I ran/ had used against me.
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2018/08/10 18:32:58
Subject: How would you feel about more psyker powers?
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Painlord Titan Princeps of Slaanesh
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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).
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2018/08/10 18:34:38
Subject: How would you feel about more psyker powers?
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Decrepit Dakkanaut
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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.
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2018/08/10 18:39:09
Subject: How would you feel about more psyker powers?
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Grim Dark Angels Interrogator-Chaplain
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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.
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2018/08/10 18:41:44
Subject: How would you feel about more psyker powers?
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Discriminating Deathmark Assassin
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As a Necron player, I vote no.
Especially since we only have two options to deny, Spyders and a Warlord Trait.
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213PL 60PL 12PL 9-17PL
(she/her) |
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2018/08/10 18:50:04
Subject: How would you feel about more psyker powers?
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Clousseau
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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.
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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. |
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2018/08/10 18:55:41
Subject: Re:How would you feel about more psyker powers?
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Longtime Dakkanaut
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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.
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Keeping the hobby side alive!
I never forget the Dakka unit scale is binary: Units are either OP or Garbage. |
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2018/08/10 18:58:31
Subject: How would you feel about more psyker powers?
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Omnipotent Necron Overlord
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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.
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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 |
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2018/08/10 19:03:39
Subject: How would you feel about more psyker powers?
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Inspiring SDF-1 Bridge Officer
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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.
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It never ends well |
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2018/08/10 19:12:34
Subject: How would you feel about more psyker powers?
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Omnipotent Necron Overlord
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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.
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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 |
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2018/08/10 19:16:51
Subject: Re:How would you feel about more psyker powers?
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Lethal Lhamean
Birmingham
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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.
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2018/08/10 19:16:56
Subject: How would you feel about more psyker powers?
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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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
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“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
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2018/08/10 19:18:19
Subject: How would you feel about more psyker powers?
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Norn Queen
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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.
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2018/08/10 19:23:37
Subject: How would you feel about more psyker powers?
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Discriminating Deathmark Assassin
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What abou Tau and Necrons?
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213PL 60PL 12PL 9-17PL
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2018/08/10 19:32:03
Subject: How would you feel about more psyker powers?
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Librarian with Freaky Familiar
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Tau have never gotten psyker powers and necrons get undeniable totally not psyker, but kinda are pysker powers from the ctan
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To many unpainted models to count. |
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2018/08/10 19:49:35
Subject: Re:How would you feel about more psyker powers?
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Decrepit Dakkanaut
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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...
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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. |
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2018/08/10 19:51:34
Subject: How would you feel about more psyker powers?
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Gore-Soaked Lunatic Witchhunter
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Backspacehacker wrote:
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.)
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2018/08/10 20:00:51
Subject: Re:How would you feel about more psyker powers?
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Longtime Dakkanaut
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Stingwings should be the psychers in t'au. I mean...bees and mental telepathy...come on!
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Keeping the hobby side alive!
I never forget the Dakka unit scale is binary: Units are either OP or Garbage. |
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2018/08/10 20:00:53
Subject: How would you feel about more psyker powers?
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Clousseau
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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.
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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. |
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