As a Psyker, I’ve found some of the perks to be really impactful. But the passives, gear, etc? Pretty meh to me. I’m wondering if this changes at L50+ when they’ve added sockets, psalm codes, etc. I’m not holding my breath, though.
Some of the mistakes feel amateurish as well and I’m surprised they’re still there a year after release. Take the Psyker for example, you get modifications you can apply to your “spells”. There’s one that adds a healing effect to buff abilities, and one that adds suppression regen to buff abilities. They’re both just a flat +10HP/Suppression a second. In a genre built around stat inflation as you progress through the game or when they add new levels, how did anyone thing this was a good idea? +10HP/second means something very different if you have 1,000 HP vs 5,000 HP. And from what I understand, they just bumped the level cap all the way to 100 with the 2.0 update. I’m sure those continue to get more and more trash as you progress (they already are for me at L20, despite using them early on). Stuff like this works much better if it’s just a percentage of your health: heal 0.5% health per second instead of +10 health per second, that sort of thing. The fact that A) it was originally implemented like this and B) it hasn’t been changed in over a year of working on the game… just doesn’t inspire confidence when I’m already feeling much of the character customization is meh.