Alright so this topic comes out of some discussion from Zealot Still Has Major Structural Weaknesses in High Difficulty (Auric/Havoc) , but I wanted to pull it here to make things more pointed.
To be clear: I think Inexorable Judgement is the coolest Zealot keystone, I have the most fun using it, I do not think it is weak, and I am not trying to reinvent it. Using the other Zealot keystones though, there are aspects that make it feel a little derivative/dry. These are:
- The majority of buffs conferred by IJ and its modifiers are also shared with Martyrdom (melee/ranged attack speed, melee damage, toughness replenishment)
- Two of IJ’s three keystone modifiers don’t add any unique attributes, they only make it easier to reach max stacks on the ability, unlike all of Blazing Piety and Martyrdom’s modifiers
IJ’s unique concept compared to Blazing Piety’s getting in the thick of it team-based crit engine and Martyrdom’s high-risk, high-reward melee sicko mode is essentially an always-mobile melee and ranged damage wrecking ball that is hard to stop after building Momentum.
To synthesize these things, the ability should have more unique buffs centered around mobility—you build stacks by moving and the unique buffs IJ currently confers are bonuses to dodge speed/distance and dodge regen.
First, Inebriate’s Poise should receive the same treatment Blazing Piety had with its previous “Critical Hits also count up towards triggering Fury” modifier and just be folded into the base ability. This talent is never something you want to take since it has no intrinsic value outside of facilitating your buff stack, but it feels like you’re shooting yourself in the foot if you don’t.
Keystones and their modifiers should feel exciting and transformative to pick, not like something you don’t really want but are forced to. To bring more flavor, they should change the talent to: “Gain .25% Movement Speed and .1% Stamina replenished per second per stack of Momentum” (this would be +5% Movement Speed and +2% Stamina regen/sec at max stacks).
Much like BP’s modifiers not only giving effects that are useful on their own (more critical hits = more damage), this would also contribute to the building and maintenance of the core ability—extra movement speed is good for attacking, dodging, traversal etc, and would make Momentum stacks build faster. Likewise, extra stamina allows for more sprinting, which further supports this building movement engine that’s hard to stop once it gets going, aka “momentum.”
Second, Eternal should have an additional effect that’s something like “While Momentum stacks are being expended, add up to 20% Extra Damage based on current movement speed.” Like Inebriate’s Poise, Eternal feels like a talent you’re punished if you don’t take, but doesn’t add anything unique except for stack building consistency and max stack uptime overall. It shouldn’t be folded into the base ability, but why not give it more flavor as the furthest down modifier?
The speed threshold for that max 20% damage should be very high and can only be reached with multiple combined buffs/FotF/Shroudfield. This bonus damage also applies to both melee and ranged (IJ currently buffs both, unlike Martyrdom), so a bunch of weapon builds could synergize well with it: Combat Blade, Dueling Sword, chain weapons with Rev It Up, ranged weapons with Run ‘n’ Gun… there are probably others I’m not thinking of, but these are at least ones I have a lot of experience with. This modifier would support the ability’s core concept, incentivizing smart movement and routing to maximize damage bonuses and uptime.
It’s possible I don’t have the values quite right, but I think thematically this is the right way to highlight the unique aspects of IJ and move it further away from feeling like Martyrdom-lite but without the risk.
tl;dr
- IJ has most of the same buffs as Martyrdom, so some unique ones should be added based around its core concept of movement
- Inebriate’s Poise and Eternal are boring Keystone Modifiers that should be tweaked to feel more compelling to choose
- Fold Inebriate’s Poise effect (3 momentum stacks on successful dodge) into the base IJ ability, like what Blazing Piety got
- Change Inebriate’s Poise to “Gain .25% Movement Speed and .1% Stamina replenished per second per stack of Momentum” (+5% Movement Speed and +2% Stamina/sec at max stacks)
- Add an additional effect to Eternal that’s “While Momentum stacks are being expended, add up to 20% Extra Damage based on current movement speed.” The speed threshold for the max damage here is set to require specific builds to reach