Disrupt Destiny too punishing to play with

Disrupt Destiny is actively unfun to play with, I can barely get any value out of it because I’m competing for kills with my teammates that don’t even know it. I see some random traitor guard get marked in the distance, oh it got a veteran lasgun to the face, oh no I lost my 10 stacks because they all expire at once.

The 15 second baseline timer paired with the fact ally kills don’t count for you and that all stacks drop immediately when the timer ends make the gameplay loop of Disrupt Destiny incredibly punishing, it is by far the most difficult to manage out of any of the keystones for any class, most of the others just… work in your gameplay loop and are easily managed.

I would like it if the base duration was changed to 30 seconds, and if an ally kills one of your targets it will either count for you as well or alternatively immediately transfer Disrupt Destiny to another target in the vicinity.

I would also change the effect to something else like a different color or a small light pillar since it’s basically impossible to see Disrupt Destiny whenever I’m using a Purgatus Staff :frowning:

3 Likes

Obese Fish doesnt learn. Its the old Warp Charges all over again

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And the new warp charges doesn’t give stacks on elites for partial charge.

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Disrupt Destiny was not a terribly well thought out or tested ability, it should not have been made live in its current incarnation, if for no other reason than the whole “teammate kills don’t proc DD” obliterating its utility.

Making the Psyker pick out, hunt down, and prioritize random targets, instead of the actual current top priority threats, is a bad mechanic that promotes bad gameplay to begin with. Doubling down on that and allowing Teammate kills to prevent that ability from activating takes it from Bad to Nonfunctional, it only takes one run testing that to realize it sucks.

6 Likes

Even if we don’t want to make it gain stacks on team-mate kill of the target it could at least reset the timer.

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I would agree with this sentiment. Disrupt Destiny feels less useful than the other two keystone abilities at the moment. The suggested changes here are good ones… the base duration being 20-30 seconds would feel a lot better. If it was me, I would upgrade the base duration to 20 seconds, and then make one of the talent selections allow more targets to be marked simultaneously.

I’d like for the duration to be a bit longer, too.
Just +5 seconds would go a long way. As for kills from allies, I think if I either have a BB charged over 50% or actually damaged the target, and then a teammate gets the kill, it should count, but if I don’t even do anything, it should not.

And, as I and others have already said, turn the outline purple, and make it not overlay the weapon graphic - it’s so hard to aim on the designated target if I can’t actually see my weapon’s sights.
If the base duration was a bit longer, the node that increases the time could instead be changed to change the falloff mechanic, so it only drops, say, 5 stacks at once.
Or maybe have falloff based on the stacks you have, so maintaining high stacks is difficult, but keeping some is quite doable.
Then, the other side node could be changed to lean into that, allowing powerspikes instead of permanent uptime. Really, there’d be multiple avenues to making it feel more engaging.

Also, takes need to not just visibly, but also consistently marked.
The last node should only give stacks on weakspot kills on actually designated targets, yet I’ve found myself using assail or a force sword swipe on a group of grunts and ending up with 7 stacks without a single designated target in sight.

It’s a pity, really, the ability is powerful, I like the thematic, but it’s just a constant, stressful timelimit - psyker is full of timers. I’ve found myself using Empored Psionics on my main loadout, solely for the reason that I don’t feel constantly pressured by it.

Theres a Reason why its on “Gunpsyker” Right side of the Tree!

You can Manage with other Staffs, like Surge or Voidstrike.
Take the Talent so you have it lasting for longer iMHO helps a lot. Im more bugged by the randomess in Range. Sometimes the Enemy is not even on the Screen but super duper far away.
I would suggest fixing that! He should be like max 30 meters away,. Maybe even have 2 at the time, or like others suggest making Teamkills count towards it.

But yeah, a Gun is preferred for this Skill!

The entire keystone seems like it was designed by blind people on coke. I’m not sure it’s worth tweaking it in an attempt to save it. It should just be ripped out and replaced.

I actually quite like the idea behind it.
Namely, to make you do something you wouldn’t be doing anyways.
I see players complain about having to kill things that aren’t that important, but that’s the point.
If it only targeted specials and elites nearby, you’d just get a constant buff. The theoretical concept is fine.
It just seems to have not quite progressed over the “that’d be interesting” stage on an evening with a few beers - and not every idea can be turned into something fun and interesting in practice.
I’d like them to actually try, though, before someone decides it’s not salvagable.

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The problem is that target priority is so very important in 5+, not to mention that you have no control over what is killed by your allies.

So yes, it sounds like a neat idea, to make you play slightly different… but in practice it completely falls apart. You’re going to kill what you have to kill - you’re not goint to lose health or risk a teammate’s health in order to get a small buff. Similarly you’re going to kill what you can kill, depending on what your allies (beyond your control) are killing.

I don’t see any way it could ever work with the way it’s currently designed.

DD has easy fix - YOU as the psyker tag a target → target dies, doesnt matter to who you get the stack.
You loose stacks one by one.
Every 10 seconds a random basic non elite-non special is marked, if this target dies psyker gets the bonus.

If this is too op, look at the empowered psionics assail build that removes the screen
Or 24% dmg and 36% peril reduction left keystone with peril removal on weakpoint voidstrike that has infinite RMB spam which pushes crushers on their a-ses

NOT to mention it increases dmg - crit dmg - weakpoint dmg
So to get full value out of it you need to crit weakpoint = so outside of voidstrike all staves cannot use weakpoint dmg, so to get FULL value you have to take a gun BUT unlike vet or ogryn you have no ammo economy talents.

Well, yes, the way it’s currently designed. But I still like the idea.
It should still award a buff if you only get an assist on target. It should have a falloff mechanic that doesn’t punish you severely for really having something more important to do right now, or missing that next kill by a mere second.
I mean, Zealot’s Blazing Piety just rapidly falls off when you don’t maintain it, it isn’t immediately gone; And that’s on an ability you’ll have no trouble getting to max stacks, because all you need to do is being in a group and killing chaff.
It should have a target marker that is actually consistently visible, and not on enemies stuck behind a wall 40 meters away, either.
Disrupt Destiny is a bit too intrusive, with too little benefit for the opportunity cost, it doesn’t consistently work, etc. It’s full of problems. But I feel there’s still the potential for something better there.

One thing I believe Fatshark needs to look at is what timing feels right, to prevent what I’d call the “half-way there problem”: If the timer is very long, you just occasionally keep it up and have a solid buff; Ideally with a way to spend it or modify it.
If it’s a short duration, you never expect to keep it, but it’s usually easy to raise at least a little bit, and it should provide solid buffs in return.
But then there’s that uncomfortable valley in between, where the duration is just long enough that you try, yet not quite long enough that you can succeed without unreasonably stressing yourself, and the buffs aren’t really strong enough for that stress because you could, theoretically, always have it.

maybe it should just meanfully tick down when you’re actually fighting, so you just need to get a marked target every X kills or so? I dunno. I just hope they give it another pass.

I think if they just make it so the stacks fall off 1 by 1 just like Warp Charges does right now. The Keystone would be fine. There are too many areas in a mission where there is a small limbo and can cause the stacks to all fall off.

Example - Smelter Complex - There is a long, slow elevator ride that will cause players to lose all their stacks. (Plenty of other maps that have check points or elevator rides.)

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completely agree, i like the idea of hunting down randomized targets in the middle of a fight, it’s a fun little roulette, yeah it encourages prioritizing a blue target over an actually dangerous one but that’s partially a problem because it’s so important to keep your stacks up. like everyones saying, let teammate kills count, or partially count? like, two stacks for a kill one stack for your teammates killing it and then adjust the numbers of a stack accordingly?

Another, more fundamental issue with Disrupt Destiny is also the concept of the “Gunpsyker” the game is currently running with. Right now, this concept and the right-side tree is largely built around “add tons of crit chance and damage”, and that’s…painfully uninspired. That’s just trying to turn a Psyker into a Veteran, and it’s hard to see the utility in that, particularly when you’re now also competing for consumable pickups that could otherwise have just been fed to the class that’s dedicated to that role and make those pickups last longer.

If instead the Gunspyker concept was generally more about Matrix/Equilibrium style gun-fu, doing things with guns that you normally couldn’t do, like shoot around corners or have your team’s bullets seek out headshots (the way Assail does) or count all hits as weakspot hits for a short duration or penetrate barriers to hit unseen foes on the other side or adding stacks to weapon blessing abilities, creating genuinely new Warp-fueled tactical opportunities, it could be really fun and interesting. The Gunpsyker shouldn’t be there just to be a Critmonster, the Gunpsyker should be there to do things with guns and bullets that the Sharpshooter cannot.

Just adding crit chance and damage until so you can try to do the same thing the Vet does is pretty lame.

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With as difficult as it is to build up stacks, I wonder if they shouldn’t make it like the Job Well Done talent from VT2. Reduce the bonus -just a tad, I think- but make it permanent for the level or until you die.

At the VERY least, it needs to tick down like soul charges.

Have Assail instead of shooting little shards of metal, make it that your ranged weapon auto-aims and pulls enemies into your line of fire for 5-10 seconds. That would make for some nice psyker-flavoured gunplay.

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