I really do wonder if just ripping the bandaid off and removing all CDR talents from the game would be best for Darktide.
No I mean that your tree also adheres to the framework I posted. It has all of those blue nodes I showed except for duellist, holy revenant and sustained assault.
I also have some builds that drop two or three of them, or pick different keystones, or pick different grenades. But those trees are still like 90% identical because those 20-23 (out of 30!) nodes are always picked
Zealot has 1 build, it is tragic
right, i get it, but would you rather have a tree bloated with options like vet does, gotta be carefull what you wish for with Fatshark
as a vet main, i see the other trees like very generous on the extra perks you have after you finish your core build
imagine going this far on a build, and still have 5 points to spend, its crazy
It exists in every classes. Take by example a psyker: warfp rider, solidity, one with the warp and the toughness regen nodes… how many go for critical on a psyker? I guess the majority. And then, same as zealot.
Veteran, I always take the same builds. VoC, fully loaded, superioriity complex, bring it down, Iron Will, demolition stockpile and I would even put close order drill (that make things lot easier!)…
Ogryn, I won’t talk, there’s a rework. Let’s see… but I am sure it will be that. Because players chase metas.
I agree there is a variety problem. I have written it in my zealot guide. Too many things favor a critical build. Too many.
The problem is directly linked to the CDR nodes that are restraining us in critical builds, to be able to use the ultimate enough often.
The second may also be about the middle part, so the 3 talents above each aura. Here, something could be done to make it better suited for each gameplay. I would like that gun zealot would be better… cause lot of talents are made for this, and still… that’s just an example.
This
Any of you trembling at the thought of Zealot nerfs need to realize how many crutches you’re leaning on.
i hate this guy, oh and of course he talks nonsense, no wonder i hated him, i guess i forgot
‘‘raw damage reducion is something that should only be accessable to ogryns’’ this guy
90% of vet builds are this in the same vein though
I think the Ogryn rework is pretty good because you can actually build multiple mostly different viable (I reckon) melee builds within it, and a ranged build too. The only overlap there is at the top. They need to do the same for Vet and Zealot. There need to be actual choices not just checklisting the 10 OP talents and then your actual “build” is picking flavor with the remaining 5 points.
Ogryn tree still has SOME talents that checklist and need to go into every build but it kept it to a minimum compared to other trees and it’s good design
yeye, you are right again, i guess i’ve still got ptsd from the patch 15 talent rework he had
Zealot Nerf < Enemy Additions/Buffs
But sure, nerf things when people are complaining about the game being too sweaty centric.
Totally true… like psyker… like actual Ogryn
Question is, how can we favor other gameplays?
In the zealot talent tree all is about IoD that is WAY TOO strong. It has to be nerfed.
And AT SAME TIME, we need a CDR node that is not working with critical hits. So martyr’s purpose rework.
The question about the ultimate cooldown must be seen after this… and it is obvious, as CDR have a so big impact on zealot gameplay.
(other things that may too good is the shroudfield + combat blade + CDR nodes… but again the CDR nodes are part of the equations. That’s why CDR nodes are the first point to redo)
I can’t like VT2. It is totally TOO slow. So, I guess I would not like and not agree.
I won’t watch a video anyways…
Yeah my point was really just that different classes have varying degrees of that concept being true. Ogryn rework will probably have the least of it, and as of right now I think Zealot has the most “samey” builds, followed by Vet then Psyker.
I don’t want zealot nerfed (or at least I dont think he really needs it, it’s fine to have crutches if they’re not trivializing the game in my opinion) but it would be cool to have well thought out talent lanes where multiple different builds are actually different, and not just the last ~5 points.
They just made enraged ragers proccing off crits. They indirectly nerfed all crit hits and dropped crit viability a bit. Hard ask. But more power to you.
- Until Death: Martyrdom Only extra talent
- no
- Baseline sprint toughness damage taken set to 1.0 like all other classes. (if, according to games lantern, these modifiers still exists.)
- whats the issue here?
- General mobility nerf to Knives / Dueling Swords.
- sure
- CDR nerfs + lock outs so only 1 available
- literally only one is good
- Increased timer to Shroudfield
- remove stealth and replace it with something fun
- Reduced duration to Chorus
- sure
- tone down Enduring Faith
no
-reducing crit cdr to ogryn standard from 200% to 100%
-backstab cdr scaling 5-20% based on enemy kill
-Martydom cdr to reset ability cd on wound damage with internal cd 60s
Any cdr choice locks the others
This I would agree…
However… this would mean a large zealot tree rework
And… I would prefer that they rework veteran (cause, my god… lot of us don’t use keystones! something must be wrong if we are so many at not using them!) if they would rework again a class.
But it may be their plan to make a balance / tree pass on all classes. We have got psyker (remain the problem of psyker that deal TOO many damages), we will have now Ogryn… so maybe zealot / veteran are planned.
But I really would prefer a 5th class… than a banal rework. And I am ready to pay via a DLC for it.
That’s a whacky scoreboard to read!
Enemies killed = 310 lesser + 126 + 135 elites + 35 disablers and 27 specials. ( 633 kills)
Then your melee + ranged total is 54 + 1800 = ~~ 1850 kills.
Where’d the other 1200 go!? That’d drive me nuts having that set up!
In the 3 to 8 players that have come, been killed and have left… or the 3-5 that have left to “give” a bot.
there is none of that in havoc, if someone leaves, he leaves
those are 2 different scoreboard mods though, the base scoreboard counts things differently from ‘scoreboard damage’’ mod, my guess is that the normal scoreboard don’t take soulblaze kills into consideration
(also the game doesn’t take soulblaze or any DOT kills into consideration either for penances or for melk assignments although they still appear in the kill feed for some reason)
i’ve been reporting this in bugs for years but guess what they did about it
Critical damage taken, not damage done though a critical hit