Kinetic Overload was a great perk

Hear me out. I’ve done hours of testing with the “creature spawner” mod with both kinetic overload and wild fire perk. I think Kinetic overload was wildly misunderstood, primarily because of the vague terminology used in the tooltip. Before the change I ran full horde clear build ( 2,1,1,2,2,2), primarily because during the horde events you get insane amounts of warp charges that would then be focused on nearby elites. In testing I would average between 400-1000 dps (200 dmg per tick on small hordes and 500 per tick on large ones). And in game this would result in quickly killing nearby elites/specialists that were out of my LoS within 15-20m or ones that were covered by the horde.

In comparison, wildfire is wildly underpowered. In testing I couldn’t exceed 70 dps 35 dmg per tick on nearby targets and that’s being generous. I think many of the threads already list the issues with wildfire, so I won’t go into here. But I am just hoping they will bring kinetic overload back and people would give it an actual chance.

2 Likes

I didn’t play psyker much until the recent patch so I don’t really remember what K overload did, but anything would probably be better than the wildfire we have now lol.

I actually really liked Kinetic Overload. The only issue the feat had was that it required you to stay at maximum charges, which means 2/3 lvl 30 feats had anti synergy with it since they consumed charges when you used your ability. Honestly they could just bring it back without the maximum charge restriction.

1 Like

I actually used it in combination with Wreck & Ruin as I couldn’t care less about the other alternatives in that column with specific builds. It was rather funny to spontaneously set elites on fire and occasionally get a random kill. I never tried to calculate damage but it felt a bit underwhelming by itself, but as other sources of SoulBlaze I think you are expected to stack it together. Sadly most things just die too quickly to any competent gun fire.