Two and a half weeks left before a big patch, just want to throw this in there again.
Loner sucks. It sucks for everyone involved. It sucks for the zealot using it, because it’s a pretty garbage way to replenish toughness compared to every other way to replenish toughness available to the zealot, it’s basically just a tax on going for shroudfield (which, incidentally, is also better at replenishing toughness than Loner)
and it sucks a lot for everyone else on the team, because it means the zealot using it doesn’t give everybody 15% toughness damage reduction (which amounts to more toughness kept than Loner replenishes, especially since it affects four people at once while Loner only affects the zealot and indeed encourages the zealot to not stay near their team which reduces toughness replenishment for the other three) or corruption cleansing.
And of course it enables that particular type jerk who completely abandons the other three players and tries to make it to the end as fast as possible, stealthing whenever a monster shows up so it goes back to fight everyone else. I’ve met two of these jackholes in the past week and neither of them got vote kicked off for some unfathomable reason despite being literally so far away their outlines were too small to see (I still say people who run that far ahead of their team should get summarily executed for desertion.) Don’t enable this type of person. Loner enables this type of person. Get rid of Loner.
Idea 1, make Loner do something else. Make Loner timed, make it allow for coherency to remain for a set length of time after leaving the actual coherency range, maybe thirty seconds, maybe two minutes, I dunno, and also keeps applying coherency to everyone else as though the zealot was still there for this same duration. Maybe make it also increase coherency radius for the zealot a whole lot. Maybe it can also let the zealot count as being in coherency with anyone who’s dead, so they can still clutch with it while being the last person alive (presumably because they ran ahead and the rest of the team got killed by all the bosses the zealot pissed off and then stealthed past). Stop forcing Deathcultist Zealots to hobble their team even if they aren’t being speedrunning asshats.
Idea 2, make Loner an optional talent node and not an aura so that it doesn’t sacrifice the rest of the team in the opportunity cost. The Deathcultist Zealot’s aura could then be something else, ANYTHING else is fine as long as it’s a real aura that benefits the team, but my favorite suggestion is something dodge related, like increased dodge regeneration or dodge distance, since that side of the skill tree already has a bunch of “on successful dodge” stuff.
Some people always say meh mreh it’s fine i use it all the time. Don’t listen to these people, I certainly don’t, they’re deliberately contrarian, and are the most likely to be the jerks who abandon their team and shouldn’t be playing a co-op game in the first place. Also they’re wrong, for all the reasons detailed above. Loner sucks regardless of how Fine some people can perform while using it. They are not doing fine because of Loner, they are doing fine despite it. Loner is bad and should be changed to be less bad or be something else that isn’t bad, because currently the other two auras are vastly superior.