Hive Scum "Long Lasting" Talent Needs to be Changed

Straightforward. It’s a terrible talent. It does the literal opposite of synergy with Hive Scum tools and has the functional equivalent of bricking your builds.

Due to the structure of Hive Scum (inoperative cooldowns on features while they’re active), this can make you miss Chem Dependency windows, CD loops with abilities, etc. This only matters at higher levels of play, but most players will not notice the +5s difference anyway as a baseline.

2 Likes

I just kill a lot of stuff and it’s back before I know it. I even have the stim maxed out and it still comes back before the crate

5 Likes

I’m pretty sure it only applies to stims you inject, since the line is referencing syringe_duration and not anything specific to the mechanics of the stim supply. You can game 20s out of any stim supply box though, by re-entering the AoE before it expires and using fast-acting stims. You know, a synergy that makes sense.

The last-second decision to cuck you out of the ability to recharge your needle while using its buffs except when dumping it with stim supply really breaks the fundamentals of the kit. The bandaid of the chem dependency fix doesn’t solve the issue of the synergy with the needle in the rest of the kit. Weak nodes like Blessed Stims and Long Lasting should be combined and then buffed. I don’t even know why cooldown reduction is a branch, its so dull and anti-use case to when you would buff up except for stim supply. In which case most of your needles are coming from kills anyway so its not even a buff you can make particularly good on. Its basically just there to loop Desperado when it ends, instead of using the awesome -50% recoil and +20% something attack speed to just dump bullets into everything. You do you guy.

I mean I guess I don’t use it on the crate build I’m just saying I just pick sample collector on every build and I never felt an issue. 5 second duration on the stimm is nice and I usually still make it to the next dependecy window. I just let it drop to 3 sometimes and time the stim instead though. When I dont need a stim I dont need 4 stacks anyway

I’m not really seeing where anything is fundamentally broken other than the stimm+crate being clunky and generally not interesting. Is “High level play” just supposed to mean “I want to spam stimm crates and break the game like a pre-nerf chorus zealot”? That kind of play is just extremely boring in my book, like it turns the game into a world of warcraft dungeon. I’d sooner see the actual fun concepts like the exploding stimm crate built out, than lame math abuse.

3 Likes

Yeah this is just people realising they don’t know how to use stimms properly yet, and blaming the tree.

If you can’t take extra stimm length and maintain 4 dependency stacks, you’re not killing enough things, or you should be using different blessings on your bonesaw to ensure you’re getting 2% back per horde kill.

If you don’t understand that 5 seconds more stimm uptime on a melee build can mean almost constant uptime on rampage, or last you long enough for rampage to come back between stimms, then you just haven’t tried different builds yet, and assume that the interaction is broken when you just haven’t figured out how to play the class.

2 Likes

people can read dude, its really not hard to fart a bunch of darts/tox blackouts and loop crates or use the bonesaw. its one giant mechanical change from the press release version (stim cooldown starting after it ends unless its used by stim supply) that is the issue here. it kinda games you towards just looping boxes with tox-heavy loadouts, instead of using it to continually loop needles on a combat build. or how rampage favors both high attack speed and hitmass, invariably leading to the shivs dominating for choice. or desperado’s last minute changes that really just make it for gunning down hordes with autos and little else, with the class-exclusive dualies topping that niche. none of these were actually great changes for ‘variety’. and in terms of the class gimmick, which is already paid for by locking you out of map stims (people do not heal you unless they are on your friends list), the cooldown not starting until it ends EXCEPT but for the sort of extremely mid stim supply effect, was a huge nerf before it was even out of the starting gate. like instead of buffing stim supply they nerfed the class as a whole.

also I’m kinda laughing at the idea of not incorporating these things somehow being number maxing and brainless play when the game literally encourages or forces (4 stack chem on a strong stim) you to burn it for the sake of stacks and numbers and not any actual relevant game play state. like the opposite thing is happening right now, because of this really asinine change that shouldn’t have been made on top of the large nerfs to chem dependency and its modifier nodes.

I can only repeat I don’t emphatize. I run dependency on almost every build and I’m at most sometimes popping a stimm on an elevator. Otherwise i’m just using it for combat and I’m enjoying the way I have to think about when I pop it. And as I said I max that thing out, max viscosity.

I genuinely don’t get how you can be so heated but you can’t explain what about the stimm having a longer cooldown mandated by the active duration is so “fundamentally broken” or something.

Like yeah the class is slightly weaker than it would be if your stimm could have severely more uptime. Are you done sharing revelations? It’s still a really good class lol. If you could back to back the stimms it would just become more braindead because killing 50 enemies in the timeframe is trivial. Arguing that the stimm should become a buff that you can just loop to be permanent is arguing to remove opportunity cost from the equation which makes the class more one dimensional and boring.
It’d be removing gameplay depth completely and removing any situation at all where you think about when to pop it, and so it’s enforcing brainless MMO number upkeep gameplay. Havoc does sort of bring this out in people but I’d hate if they designed the game around this lame stuff.

3 Likes

I like to take it

Increasing from 15s to 20s is pretty good. But sure, it doesn’t work well with chem dep.
But hopefully, they have put it on the opposite side.

this talent should stay like that. This talent is not made to be paired with chem dep.

1 Like

Ngl I stopped reading when I saw yet another sob story about my character, good job writing all that I guess and I’m sorry if there was an argument in there, didn’t read. No idea how some random guy gets so obsessed with me

1 Like

Yeah sample collector sometimes even gives me a double load lol. Maxed out stimm and I get to use the crate within 1/5 of the duration of a single stack.

Buddy you’re responding to me, not the other way around. I point out that your post history is mad, and you confirm that you have nothing worth reading by continuously being insufferable and mad. You already lost with no grace, you don’t need to stomp your feet.

you posed a problem
people pointed out you have to time your abilities, and use them strategically
you act like you didn’t get an answer and start insulting people

bro???

1 Like

I pointed that out first, and then inserted my opinion that a lot of those last minute changes and nerfs caused the direct anti synergies people point out. Like nerfing kalma as massively as they did fixed the crate looping. And then for some reason (probably to buff crate) they made stim cooldown a seperate 15s penalty. But keep on flagging and flaming people for not falling into the echo chamber of hive scum completely replacing all of existing darktide. A weak stim is worse than most blue nodes, and has a huge drawback already.

You have like no self awareness. I’m doing nothing but talk about the game and balance and you’re whining, raging, calling me mad, whining about how nothing in my post history is worth reading etc.
You know there’s an easy solution to that that doesn’t involve having a tantrum in public right?

PS: You’ve still been unable to explain how giving stimms 100% uptime would solve any of the problems here, every time I ask you this, you start whining about my post history. I’m noticing the pattern.

Based on what? Your argument is just ‘it would be broken to have '+16% attack speed all game’ (basically the strongest weak stim) with literally no more justification than that. You even agreed with me that you’d like to see reworks to a bunch of these counter intuitive anti synergies so at this point you’re just malding to mald. I mean the fact that you’re this focused on me pointing out your garbage post history should aspire you to do a little better and maybe format a post not based around ignorance and insults. Like when I pointed out Kalma was nerfed to hell and precludes the need for this mechanical change. That fixed everything related to infinite ults, but for some reason this very large nerf was also put on the syringe. There’s literally no room for you to inject your opinion here, this is just recounting the series of events.

You put quotation marks, where’d I say that? Stay honest. You seemingly paid so much attention to my posts, you don’t have to make up things I never said.

I said making the stimm cooldown happen while it’s active wouldn’t solve the issue with how the stimm crate stuff is badly designed. Adding it back in would fix nothing. I said it also wouldn’t make the class more interesting because it would just mean you get to spam stimms even more while thinking about when to use them even less. I honestly don’t get why you’re seething at me with such over the top antagonistic whining and accusations that arent even true

Merry Christmas by the way bud lol

you threw out it would be fundamentally broken to loop bad stims like first post, if you have a contribution to make that isn’t looking for a sparring partner I’d love to hear it. you already agree on the bad design, don’t have an answer for why this nerf was added, and have nothing to say besides being caught between agreeing with me and needing to fluff yourself so what do you need bud? I’d like to run weak stims without taking 4 dead nodes to grab sample collector, but apparently that would break the game because of reasons you’ve never articulated. oh, because the class is already good so dependency nodes working opposite to each other is fine. the only one seething is you continually getting mad at getting called out for being a troll. just post better dude its not hard.

I don’t know how ‘they took the stim cooldown ability and put it on the extremely mid stim crate ult’ could be construed as anything but a nerf, especially with how the class is designed, but if you just hate the concept then yeah you will disagree with fixing these things on principle.

This quote was referencing the genuinely broken crate looping you could do before the nerf. Having 100% uptime on the crate, which getting rid of the active duration CD block would do in most Havoc and honestly even Auric situations, is just bad design and uninteresting.

I’m glad we could clear up this misunderstanding, but now you seem pretty silly having had this meltdown about my personal character instead of just trying to talk about it

again that’s already been fixed, because of the changes to kalma. but you didn’t read that before flagging it so I’ll forgive you. and btw you can already loop the bad stims and it doesn’t break the game with the stim supply crate so once again you talked yourself into a box here buddy. just take the L and move on, you already don’t like how its designed.

Complete nonsense not related to anything I said. I know it’s been fixed, that’s why I phrased it as a hypothetical. Breathe in, breathe out. I cannot begin to imagine being this asshurt on christmas eve.