Loner rework?

what if loner gave an aura buff that was split among players in coherency or if it was a backstab damage boost or something i just don’t love it rn
after giving it more thought i think dodge or stamina recovery would be the coolest maybe dodge distance too

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It’s pretty much strictly a griefer aura, taken exclusively to go for the penance or for zealots that think they are ‘so totally awesome they don’t NEED undying’ so they use it to ‘save talent points’.

Pretty much every Zealot I ever see with Loner goes down within the first couple of waves of combat then auto leaves, it’s a tragedy really.

My main buff to loner I’ve always thought would be great is ‘you are always in coherency with your allies’. It feels thematic in a general sense, gives the Zealot an actual potent buff, while also making them not grief their team by leaving coherency constantly and dropping their Veterans DR/Ogryn’s Bruiser Procs etc.

Would actually make me want to take loner as an option too, as always having x4 coherency regen while also making sure every OTHER ally always at least has one person in coherency is actually an incredible ability, and is an actual AURA not just a selfish talent node. But currently, it’s just ‘I’m going to sprint ahead and die’ the talent with only a detriment to your team (as they get nothing for you taking this ‘aura’ while YOU only get a benefit while you’re griefing them).

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someone is salty

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we’ve been asking for a rework of it since it was released… the devs seem to hold fast to it for some reason. It feels out of place in the game IMO.

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i agree i also think its kinda useless on top of that like coherency isn’t that huge of a buff i think i want backstab damage the most for when the team runs in circles around a monster or something

Both loner and invis are out of place.

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+1 for loner rework. And why the heck doesn’t have Zealot an increase aura radius skill? It is the char most in line with the theme. Delete it from vet and psyker and give it to zealot (twice). Shouties make your ears ring from two miles away :stuck_out_tongue:

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Ouch… it hurts.
I rarely use Loner, however if I pick it it would be cause of players behavior that never wait, never look on their back, never check chest and, as a result, force me to go alone to check them. Sadly, 80% of the players are like that.

:roll_eyes:


For me, if there is something to change, it is the lack of bonus for the team. I would like that loner always count as 2 for coherency (with a max of 4 for the coherency, so if everybody is in coherency it would count as 4 and not 5).

Oi, I simply state my anecdotal evidence. Not my fault 95% of the Loners in auric+ do exactly as I describe, I simply call it like I see it! No need to roll your eyes at me! We pretty much entirely agree otherwise! (i.e make it actually give a benefit to your allies, though your idea is a good bit more tame but likely a good bit more balanced by comparison to mine xD ) .

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Many of us has this experience, in our circle we usually stopped grouping with the stealth loner knife meme build players and friction dropped drastically, anecdotal OFC.

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I myself play sometimes with loner but purely because I have to points wise. I still stick with the team and do the objectives because I also have invis. Most players like it to some players dislike the extra aggro from going invis.

That said I totally feel you. Almost all loners I have played with either die in the first wave or go yolo. Sometimes you get a really good player with it tho.

It is also the only reason to pick touchnes on currio and with some skill you can confuse the ai with invis.

An additional team perk would improve it.

Ironically, the best use for Zealot invis is either just to use it as an instant damage boost (go invis next to an enemy, such as Crusher, and instantly back-stab it) or… Get to the group of shooter with a flamer and cook them. Flamer stealth zealot is unironically very potent at teamplay, compared to generic solo 1337 rushing powergamers with knives and DS.

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I don’t understand this sentence…
Except martyrdom, on zealot I use most of the time x +17% toughness curio (with each that have +5% toughness as perk).
Going toughness is great.

Only build where I have put an health curio is for Havoc, cause of hidden modifiers.

This is how shroudfield is meant to be played.
I have met several players that excel at this.
Perso, as I don’t like this gameplay, I never trained myself to do it efficiently.

However, when I use loner I don’t take shroudfield. In fact, except the build with combat blade MK III, I have no build with shroudfield… cause I don’t like this ability.
I hate the layer when you use stealth, on zealot and on veteran. The effect is too strong. And there’s no mod to reduce it. There are mods to remove entirely the effect, but that’s not what I want…

Are you sure? I thought it is meant to dump elite patrols on your team while they’re busy fighting a huge horde/ambush :stuck_out_tongue:

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I mean, you should stealth - backstab - return visible - kill 2 - 3 stuffs - return to stealth - backstab etc.
With pious pious cut throat and IoD you can chain stealth - backstab kills.

I meant toughness regeneration speed on the curio.

I use 3x toughness regen on curios with all the classes.

My standard (but it can change for specific builds) is

  • 3x corruption resist
  • 3x toughness regen
  • +5% of health or toughness (depending of the curio, generally it is toughness)

As a zealot, this config permits me to take a sniper shot without being hurt on health (but I loose instantly close to all my toughness). And toughness regen is really good. I know that several don’t think it is, but I tested without and with… and I really prefer with.

If it works it works.

But thougness regen only work in coherencie and when you are not beeing agroed by enemies making it on paper only viable on loner with invis.

But again, if it works for you then it is perfectly fine.

I run;

5% thoughness
4% ability
12% stamina (or thougnes regen when playing loner)

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