For brevity allow me to introduce our offenders for this topic.
These two blessings have one thing in common, their buffs vanish if you miss an attack, instead of giving you a chance to continue the chain of their brief duration. This causes an unusual synergy where if a party member shoots your target before the weapon hits, you instantly lose your buffs. This is anti-teamwork and thus annoying. Otherwise, great buffs. Consider making them ‘On hit’.
Executor is a weird one, and our most egregious offender, it says repeated hit, but it currently functions like a chained hit. Worse, it breaks when you hit the body of your target, such as in a flurry against a horde. Or when swinging light attacks on an enemy with a large hitbox. Same issue too where an ally can ruin the buff by helping you. Extremely annoying, and contrary to it’s description. Give us the 5 seconds to land the next weak spot.
Lacerate is on the picture as a way to illustrate a secondary issue, that is hopefully a bug. Where bleed damage, fire damage and similar DOT effects will in fact remove the executor buff, counting it as a non-weakspot hit.
These blessings are all great on paper, but these instant buff drop effects which aren’t evident in the description should in my opinion, be removed.
While there was some positive change to Chained Hit blessings with the patch (the buff no longer dropping the instant you stop hitting), I would be in favour of some middle ground where you lose 1 stack if your hit does not fulfil the condition.
Chained Hit offers an avenue to provide more powerful blessings than On Hit (harder to maintain in exchange for bigger numbers), and losing a stack would provide that maintenance cost without being too annoying (IMO)
Losing one stack on a miss is something I would be able to live with from a player standpoint, even if I would prefer to not lose them in circumstances outside my control, such as allies being helpful as they should be.
Though, if we are dreaming on that direction of thinking, imagine if missing a hit, or the duration running out drained one charge rather than all. Removing a link from the chain rather than the entire thing.
Executor issue still stands though, it’s not listed as a chained hit, it vanishing on accidentally touching a body feels ridiculous.
Of the three, Executor is definitely the one that needs tender love and care the most. As it stands, the hypothetical 4 additional stacks are something you just won’t see in in normal play with how swing animations and cleave works.
Though this certainly plays into the main subject of the topic, abruptly losing all your buffs, when there is duration remaining just feels bad.
Huh, I last played vermintide 2 just before the chaos wastes came out. Just how did they specifically handle those blessings out of curiosity, in relation to our current examples here in Darktide?
Though in fairness, in terms of the chain blessings up top, could always keep them so that they only gain one stack per swing just like before, up-keeping the building a chain part.
Then remove the fact that the entire buff just drops on a missed swing. Or make it reduce by 1 stack on a miss. Either would simply be more fun and user friendly on the chaotic battlefield where allies are there helping.
That way you avoid the case where teamwork can make you swing into what now became a corpse thanks to the aid of allies, and your buff vanishes instantly.