Blessing Pools, their lack of consistency and lack of overall care

I mentioned that it desperately needs a longer duration in the gameplay and bug forums (I initially started the topic as a bug bc the description didn’t reflect its function). They responded that it’s currently working as intended, so it just needs more people to suggest it for them to take note.

And it’s been a while since I’ve tested it, but I don’t recall what happens with heavy chains. Could check it out later. My initial testing happened because I was checking out limbsplitter and noticed that the chain continued through shove-attacks (I often do a shove-attack into a heavy on my tac axe), and decided to check decimator if the chain works there too, but it doesn’t.

Haymaker is another blessing that should not have been in game.

Like on the bully club? Ok, maybe. Before buff the heavy attacks are so slow that the TTK for this thing was terrible despite club having actually high damage heavies.

But then they stuck it on the regular human knife. Why? You can’t reason or explain it. And its dps isn’t actually bad for what it is, either.

Yeah club 100% needs it to have passable clear speed. If you check its cleave damage across multiple enemies in damage calc its atrocious.

Agreed it’s bizarre and unneeded on knife.

So, on the decimator thing, I did some testing in the psyk, if you keep the attack pressed down for heavies it’ll keep the stacks up- just be careful about letting the finger off because the buff timer won’t stop counting down once you do, so you have to hit the heavy within the buff countdown. It works off an internal counter once you lift up off the attack button that doesn’t rely on doing damage or missing- as long as you hit something within about half a second (with a tac axe, a bit longer with a combat axe, still less than a second), then stacks stay, so a quick miss into a quick hit will keep stacks if you’re fast enough, and making the next heavy after a light keeps it going if you’re fast enough, and hitting a bulwark shield keeps stacks too.

Sprinting appears to always reset stacks. Doing a quick sprint while weaving in quick lights resets to base damage every time. Prepping a heavy then sprinting also appears to reset stacks, so just keeping attack pressed doesn’t work if you decide to sprint to the next mob. Zealot using ult to keep stacks to the next mob won’t work if it takes longer than the buff duration. A quick block will always reset stacks, no matter what, so shove-attacks autobreak the chain in the case of decimator (chain continues in limbsplitter).

Should add I tested with a zealot, so might be different with another class.

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decimator requires some work ie you need to be aware of how the combo logic works but i hit combos longer than six all the time, particularly if i’m critfishing on a t.axe. i’ve put in tickets to get it a little easier, when i tested i found sprinting fine but forward sliding would drop the combo (i put in a bug report). it’s very good.

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I did a lot of sprinting to test it out, and it resets the stack every time. You have to actually be in a sprint (actively using stamina). A split second of sprint has reset it every time for me.

Good post I think its on their radar at least that’s what I took this to mean (from the dev blog a little while ago)

I’m hoping there’s a ton of stuff they want to do but just haven’t had the time due to problems we don’t know about. :man_shrugging:

yeh for sure there was a post on reddit a while back with a weapon that only fires one shot having a blessing that worked from multiple shots :slight_smile: think it was an ogryn weapon cant remember now.

nah. i can understand why you’d come to that conclusion but i think you’re detecting a different interaction. decimator cares about consecutive attacks aka a combo - if you do anything that isn’t attacking, so obviously any kind of blocking but also including anything that makes you cease even for a split second you drop the combo. but, if you start a heavy attack you can sprint, crouch, or even dodge and slide freely without your combo dropping. for some reason you cannot forward slide, ie sprint crouch, even though all the other kinds of slides work and it’s not a bug.

proof:

this was just the easiest way to demonstrate (see the stamina bar coming up, there’s nothing i could be doing but sprinting), it happens very routinely in play, unless i accidentally slide.

I’ll see if I can get some sort of recording then. I’ve been able to reproduce it every time. Or we could go into a discord and I can stream it. Prob would be better that way.

i mean for sure check my results if i’m wrong i’d love to know, but that is how i think it works (or, used to before i did the testing for what i thought was a decimator bug). it is very finnicky ie you will get the hit confirm sound on dead bodies and not keep decimator all the time. but i love it because it kind of makes my melee more complex, makes my stunlocks better and more consistent over time and makes horde clear easier. also synergizes with BM absurdly well.

i dunno if it’s better than headhunter i think they’re comparable and better at different stuff, although i suspect overall headhunter edges it out for being much more consistent (i intend to test this a bit post patch). i suspect for my build shred is better than both.

The blessing system is unfinished and likely tacked in last minute by some junior dev or intern or something. Most don’t make sense, are OP, are completely useless or broken, or just unfun. Its like an antifun mechanic. I really wish every weapon had a few unique/special blessings instead of only a few…

Some blessings just feel like placeholders or like someone was asked to deliver content for sake of delivering content, and not actual gameplay value. But then the same applies to quite a few weapons…welcome to the paid early beta :grin:

This just adds on to the RNG burden in the game, where instead of variety of options you get a bunch of duds, and FEW desirable options everyone wants.

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I imagine they did it so they wouldn’t get the same scenario as in vt2 where people always choose the same stats for their items bc the other ones were kinda meh in comparison (or they needed to hit specific breakpoints and there wasn’t room for diversity by design). They might think it forces diversity, but it just makes things frustrating. It also makes for analytics of their game a bit more difficult. Like in vt2, where pretty much everybody would choose swift slaying with attack speed and bcr on pretty much every melee weapon, people did it because the design of the game fit those stats the best, and if instead half of those stats were random, the devs would’ve had a much more difficult time seeing that they had an imbalance within their design. People gravitating towards ‘op’ combinations points to design considerations, not numbers, which is something they’ve tried to fix before, but I have a feeling they’re just throwing things at a wall and seeing what sticks.

I think ideally I want blessings that aren’t just a raw “+dps” but something that makes the weapon actually feel different and distinct.

I think stuff along the lines of Infernus is a good example. It is upping damage sure but it’s doing it in a fairly stylish and fitting way, like the idea that the particular las gun has a quirk which makes shots ignite enemies because reasons.

I feel like the blessings could go that direction since even in the universe different ammo types and modifications exist and get fairly wacky.

Even re-examining the plasma gun you could do a LOT to modify how it plays.

Already stated that you can have a -heat on elite kill but thinking of a few others.

Aggressive Vent - using vent in proximity of enemies transfers heat damage to them instead of you but vent heat does more damage.

Weak power field - the plasma gun loses the ability to penetrate with the secondary but instead explodes in an AOE

Molten core - plasma rounds gain burn damage based off heat level

Energy Recycler - killing an elite enemy makes your next shot take less ammo

Some of these are rough ideas but it would be far more engaging to have risk be reward on weapons that are already damage wise extremely powerful where an extra 2% damage or a bit of extra crit really isn’t going to make a noticeable difference.

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Has anyone ever checked the Plasma Gun Blessings?
Here:

Every single one seems to be useless.
Blaze Away doesnt list the timeframe you got between shots. If it even works, it also reaches its full potential only on the two shots anyway, since you can only fire six shots in a row before exploding. This one is also only potentially useful if you check breakpoints first.
Gets Hot! Fatshark language in a nutshell. What is it doing?
Glory Hunter is not horrible, but also not needed on a career that gets that much THP from elite kills already. Its not really adding, nor doing anything.
Shattering Impact. I got a PG with and without it and Iam not sure if it even does anything on the PG.
Volitail impact at Rank 4 might be interesting, but in general I don’t want to charge the gun in most cases, since it reduces the amount of elites you can kill before having to vent. And if I have to, being at low enough heat for the Blessing do anything is less than guaranteed. This could change if they adjust how the charge works down the line, but right now its just words.

I was looking forward to being able to give the PG the bump it needs, but Iam not sure anything will change for that thing when the patch goes live.

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