When you have 50% of the teams where there is one guy that run like a rabbit and 2 others that try to chase him, loner can be good.
However, you’re right, even without it, you can deal with toughness as every class has tools to recover toughness.
Veterans have their own loner (catch a breath). Ogryn is the easy toughness regen class, so not even needed to point all tools.
Psyker can recover toughness with warp expenditure and quietude. However, I have never seen a psyker rushing…
And zealot, when I am alone and playing zealot without loner (most of the time, even if since we have rushers everywhere I tend to pick more times this aura) I rely on melee kills, and it works great.
I like it.
I’d give DrHammer some more time.
Allow me to clarify. The Effect itself is underwhelming in the sense it doesn’t provide much benefit, as you’ve said yourself, other forms of toughness regen are vastly superior.
As for encouraging separation, I mean mechanically. If you wanted to maximize the regen from Loner, you would want to stay outside of coherency as much as possible, to squeeze the most out of it.
In normal play, it’s not very useful. If you go out of your way to try and make it more useful, you end up placing yourself and team at a disadvantage.
This suggested change isn’t so much to try and stop rushing as it is to provide more benefit for folks who don’t want to rush.
I hope this resolves the perceived contradiction.
I was under the assumption that if two players are in coherency with each other, and a Loner enters one of their auras but not the other, the effect would chain to all three. That might not be how auras usually work, but it would be required in this case regardless for it to be effectual.
Another user mentioned having the stacks degrade slowly over time. This would resolve this issue, as it would give the zealot time to enter multiple auras.
As for your second concern, the buff persists for Y seconds after activating, so it doesn’t matter if a zealot chooses to stay in coherency or not. A particularly feisty zealot can choose to dip into coherency before diving back in for more killing. Its not how I would use it, but it’s still an improvement over never returning to coherency at all.
I agree, a flat bonus to finesse or simply crit damage would be preferable.
However, I made this post under the impression that the devs are trying to specifically do something different with Loner, which is why its so weird compared to the other auras. As such, my suggestion was an attempt to rectify my perceived problems with loner in a way that vibes with what I think they’re trying to do.
I also believe your alternative suggestion would be an improvement to the current loner, as it resolves all three problems (Stronger effect, passive support and no need to “optimize” uptime since there’s benefit within and without coherency).
There’s many paths the devs could take here that would leave me satisfied, I just hope they don’t decide to do nothing.
Heh, nobody is alone with the bigman around.
Leave loner alone its so good. I can run out of coherence and kill all the gunners at the back then regroup, i can split off and take quick looks in side areas to find pickups and best part about it is when youre last alive with loner you aren’t classed as alone so you dont get swarmed by specialists making it easier to get everyone up.
Also im pretty sure the team does get a coherencey buff from loner you get the zealot default aura that gives 7.5% toughness damage reduction coz it shows the icon in the buff bar.
loner helps the team, ppl that play it wrong don’t. dont blame loner blame the user.
I mean you say it yourself. Loner is really uneeded. Something actually interesting and cool would be nice.
Benediciton for the TDR is in general better than Loner for survivability as well as being tied to some of the strongest talents in zealot tree and the game (Until Death, Holy Revenant, and Duelist) that I don’t see how changing Loner would hurt survivability when playing with “rushers” or people who don’t worry about coherency.
You can do all of this without loner . . .
Yeah you said everything I was gonna say.
Everything people say Loner is for are things you can do just fine without it, with the one exception of last man standing clutches. Like okay fine, Loner can help out the team if the Loner got their team killed by not being around to help. Woohoo.
New patch notes confirm that Loner is about to get even worse; the base aura still being active was indeed a bug, and they’re fixing it.
PLEASE, Fatshark, please just switch Loner with some other zealot skill node, make that skill an aura. Loner already isn’t an aura, it’s a talent, it doesn’t affect allies, just move it somewhere else so that Deathcultist-subclass zealots aren’t hobbling the team. This is such an easy fix!
This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.