The fact that this even needs to be a suggestion is petty sad at how bad of an oversight this is. Defy Fate is such an obnoxious keystone to keep stacked due to the fact that it’s difficult to see the marked enemy, and if the random horde mook gets gunned down by anyone else, you lose that chance at getting stacks.
Arbitrator also suffers from this with the stacking 30% damage taken/dealt to monstrosities over the course of the mission if they don’t get the killing blow.
All of these talents should be party wide. No one can see your mark, therefore they can’t leave something alive to keep your build rolling. Likewise, why would anyone leave alive a marked sniper or gunner if they could see it? That’s a much bigger threat to the squad, and if you’re unlucky in where the mark spawns, there’s a good chance you will never even be able to engage that enemy.
If every game you were max stacks 95% of the time because your team was killing your marked targets and you were getting credit, would it make it more fun? Permanent unconditional massive buffs like disrupt destiny would not be interesting anymore.
thats not really an issue, the games where ive ran execution order ive pretty much always gotten max stacks within the first 5 minutes of playing, auric spawns enough stuff youll get max stacks in no time
Then it needs to have some other more consistent and controllable means of activating beyond getting a killing blow on a random target that can easily be killed by anyone on the team and ruining your streak.
Id like it if they used the same logic for recharging throwing shivs on hivescum and apply that to all the marked target keystones. So as long as you damage the target the second before it dies it still counts. Pickpocket should work like this