# Make Disrupt Destiny More Like Warp Charges?

**URL:** <https://forums.fatsharkgames.com/t/make-disrupt-destiny-more-like-warp-charges/83267>\
**Category:** Gameplay Feedback\
**Created:** [October 4, 2023, 5:09am UTC](https://forums.fatsharkgames.com/t/make-disrupt-destiny-more-like-warp-charges/83267 "2023-10-04T05:09:59Z")\
**Posts on this page:** 1\
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**Author:** ![AndiNagasaki](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/andinagasaki/32/48511_2.png) [@AndiNagasaki](https://forums.fatsharkgames.com/u/AndiNagasaki)\
**Post date:** [October 4, 2023, 5:09am UTC](https://forums.fatsharkgames.com/t/make-disrupt-destiny-more-like-warp-charges/83267/1 "2023-10-04T05:09:59Z")

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_Poll ([view on site](https://forums.fatsharkgames.com/t/make-disrupt-destiny-more-like-warp-charges/83267/1))_

im liking the Psyker Keystone Ability Disrupt Destiny,  
its kinda become my go to since Warp Charges now have built in Quicken which i dont care for.

theirs only a couple issues with it.  
.

for those who dont know what Disrupt Destiny does.

# Disrupt Destiny

Every second, Enemies within 25m have a chance of being marked. killing a marked enemy replenished 10% toughness, Grants 20% movement speed for 2.5s, and adds a Precision Bonus for 15s.

Each Precision Bonus Grants +1% Damage, +2% Critical Damage, +2.5% Weakspot Damage. Precision Bonus Stacks 15 Times.  
.

## First Issue - Charge Degradation!

much like warp charges used to be, when one expires you lose all charges,  
making gathering them a chore and keeping them just as hard as Warp Charges used to be.

however unlike brain burst of old, where heads would glow when your Psyker was targeting them.  
with Disrupt Destiny charges, other players get no such notification on which are marked targets.  
leading to friendlies stealing charges, and Psykers losing full stacks and having to grind them again.

so much like Warp Charges were Fixed i think the same should be done.

> [@Have Stacks degrade one at a time over time](https://forums.fatsharkgames.com/t/have-stacks-degrade-one-at-a-time-over-time/59639):
>
> when managing warp Charges, bleed stacks, or other stacks, its abit of a pain to see you have 4-5 stacks and have them all expire at the same time. i would suggest to have the stacks degrade 1 at a time, so if you have 4 stacks of warp they will degrade to 4 to 3 stacks after 25 seconds than from 3 to 2 stacks after another 25 seconds. i feel it will make the flow of battle better rather than losing it all in a single instance.

i would suggest to have the stacks degrade 1 at a time, so if you have 4 stacks of Destiny Charges they will degrade to 4 to 3 stacks after 15 seconds than from 3 to 2 stacks after another 15 seconds.  
.

## Second Issue - Charges!

also to balance out these Destiny Charges i would also change the bonuses they give.  
have Each Stack give +2% Damage, +4% Critical Damage, +5% Weakspot Damage.  
with each Bonus Stacking upto 7 Times. so the values keep the same but its easier to maintain.

also Change the name from Precision Bonus to Peril Bonus or Destany Charges.  
im sorry but the whole keystone feels like it belongs on the Vet not the Psyker.  
.

## Thrid Issue - The Range!

to put it into perspective 25m in the Psykhanuim is.

 ![image](https://europe1.discourse-cdn.com/flex013/uploads/fatshark/original/3X/0/e/0eab6ffc15dfa91a22d73537cd5bb4634adaa5fc.jpeg)  
yes that little blue glow in the middle of the screen is the marked target.

as above often ether i cant get to the target before losing my previous Disrupt Destiny charges.  
or another ally kills the target and in so doing i also dont get my Disrupt Destiny charges.

as Suggested by @Vazumongr.  
perhaps have several targets available, giving players more options on how to gain charges?  
have Disrupt Destiny mark 2 targets(any non-Ogryn / Monstrosity), but only the max range of 20m.  
this would insure players always have 2 targets in-between Melee and Gun range.

below is an image of the melee range of 10m.

 ![image](https://europe1.discourse-cdn.com/flex013/uploads/fatshark/original/3X/f/b/fbd3d0c5300bf8d656b9dbe59df228f8c81ad608.jpeg)

.

.

# Disrupt Destiny(Suggested Changes)

Every second, 2 Enemies have a chance of being marked, within 20m(their will always be 2 active marks) killing a marked enemy replenished 10% toughness, Grants 20% movement speed for 2.5s, and adds a Precision Bonus for 15s.

Each Precision Bonus Grants +2% Damage, +4% Critical Damage, +5% Weakspot Damage. Precision Bonus Stacks 7 Times.

.

how these would work with other Disrupt Destiny Nodes on the tree?

## Disrupt Destiny(Max Charge Build)

+2% Damage, +4% Critical Damage, +5% Weakspot Damage, max of 14 Charges 15sec.  
+28% Damage, +56% Critical Damage, +70% Weakspot Damage, at max Charges for 15sec.  
on killing a marked target +10% toughness,+20% movement speed for 2.5s

## Disrupt Destiny(Max Duration Build)

+2% Damage, +4% Critical Damage, +5% Weakspot Damage, max of 7 Charges 30sec.  
+14% Damage, +28% Critical Damage, +35% Weakspot Damage, at max Charges for 30sec.  
on killing a marked target +10% toughness,+20% movement speed for 2.5s

## Warp Charges(Toughness + Max Charges Build)

+4% Damage, max of 6 Charges 25sec.  
+24% Damage, at max Charges for 25sec.  
on killing a Elite or Special target +30% toughness over 5s,  
on Combat Ability reduce Combat ability cooldown by 7.5 per charge.

.

.

i feel this would make the marks more reliable and so easier to gauge their effectiveness.  
and in general i feel they would still be distinct enough to be their own vs Warp Charges.

thoughts, comments, concerns  
thanks

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