Poor placement of a +Health stat node on Zealot

On Zealot there is a +10% Health node that is required to be picked up in order to reach Martyrdom.
image

Martyrdom enables a low-health gameplay loop (It isn’t required of course, you can use Martyrdom to become a tank too) and generally speaking you want to be able to lose health as to enable your gameplay loop. It is the only +Health node on the tree.

Please swap this for +Toughness or +TDR. Alternatively add a second stat node option there that offers Toughness, that way the +Health can be skipped but it’s still readily available for people who want to tank. The only aspect of tanky that I want on a Marty Zealot is Toughness so that shooters don’t obliterate me if I’m below 2 wounds. We already have access to HR and Until Death as well, +10% Health should be an option but not required to pick up.

1 Like

I mean more health just gives you slightly wider margins while at high martyrdom stacks so I’m struggling to see the big downside here?

5 Likes

On a per-wound basis it’s a slight margin but I’d prefer it if I didn’t get a 10% bonus to health when my goal is to get below 2 wounds. Again, there’s a valid build of utilizing Martyrdom to enable being tankier to damage, I’d rather just be able to choose whether or not I get the +Health node.

It’s not a big change to playstyle tbf, just dumb that it’s the only +Health node on the tree and it’s in a spot that doesn’t always want it.

I mean your primary way of getting below two wounds is to let until death proc. Holy rev can now only heal up to 25% of max HP which with 7 wounds still puts you at 5 martyrdom stacks regardless of bonus HP. Or stand in some fire for a bit, but +10% HP ain’t gonna change that method realistically either.

So frankly I don’t buy +HP making it harder to achieve stacks whatsoever. It’s only an upside, albeit a minor one

3 Likes

Again it’s not a big change. Just counter Intuitive. I don’t see why having a +Health node makes any sense on a Keystone that, in the first place, relies on using safety nets like Until Death. I know nothing changes at all, but that’s just because it’s only 10%, it is tiny and has no impact other than increasing your health by a little. But why have an increase to health on the only keystone that enables a playstyle of being low health for bonuses? It doesn’t benefit that playstyle. It’s literally a tax node for that playstyle. It shouldn’t be a forced pick. I just want it moved to like, Blazing Piety or at the very least have a way to skip over it to make the brain happy that my low HP build doesn’t have a +10% Health node for some reason.

This topic was automatically closed 7 days after the last reply. New replies are no longer allowed.