Idea for future zealot talent rework so martyr isn’t so point heavy and forces wounds
Zealot now gains up to 7 stacks of martyrdom based on time spent not having taken any health damage
Zealot loses stack(s) based on certain percentage of health lost
This would allow zealot to not have to take wounds, a way to get to maximum stacks in higher difficulty, and could (possibly, idk) garner more value out of health-related curios and more than other classes.
Martyrdom would be infinitely better if it would let you build yellow toughness (limited by the amount of stacks you have) so you can protect your permanent health from shenanigans like snipers and pox bursters, as I don’t think we’ll get a temporary health system.
Another possible solution would be that each stack reduces the cooldown of Until Death OR causes our career skill to give us a short duration of invulnebrality (this was an option in VT2 for the Zealot class)
120s. Given how many things can occur thats a lifetime in DT. It also doesn’t help when things already went south, trappers and dogs will still kill you.
Sure it would be OP at the lower difficulties but everything’s OP there anyway lol.
I like berserker type builds where you take a risk for a reward but right now the reward isn’t that great for the risk you take for it.
ok 120s… still totally manageable. And no other class as such joker card.
I would even think that it should be part of the martyrdom keystone considering how strong it is.
I have not said in lower difficulties. I said it would be OP. On all difficulties.
Actually lowering the cooldown would remove the risk.
A node that you start of with x% of health and only heal to a certain amount, but you get corruption resistance of y amount. That way you don’t need to self harm if you do want to enjoy the bonuses.
Let me ask the other martyrs: Does Martyr’s Purpose provide it’s CDR benefit like the rest of the Martyrdom kit and provide that CDR permanently as you sit with low health? Or ONLY when you actively take health damage?
I have assumed the latter. If that’s true, this is the real rework needed, because that flies in the face of the rest of matyrdom and relies on a resource (health) that is so limited it makes no sense anyone on the dev team thought this was a good idea.
I know very well I’m not the first person to ask/point this out.
Yes it’s terrible and has been talked about quite a bit. Personally I want it to be bonus cooldown recovery rate per missing wound (or % missing health if you want to keep it more open to other builds). Something like +15% per missing wound, or +10% if we want to be conservative and assume IOD and pious will eventually get the fat nerfs they deserve.
There is no CDR in martyrdom… that’s the main problem of this keystone.
To get a CDR, you have to pick Invocation of death and has to… go for critical hits.
I think you point Martyr’s purpose.. this CDR node has to be changed. it is too bad.
And yes it is only when you take damages It should be a permanent CDR bonus based on health lost.
This would make you immune do damage all together.
Martyrdom doesn’t work too well because its VT2 idea implemented in Darktide, but zealot has enough safety guards as it is, even in high Havoc. I wouldn’t recommended it, but you can roll Martyrdom, even there.
Which is a bit suboptimal, because martyrdom was clearly meant as a keystone for weapons which don’t benefit much from crits. You you are also stacking so much TDR that you don’t benefit much from it. I tend to go for Pious Cutthroat instead if I’m unhinged enough to run Martyrdom.
Fundamentally, zealot CDR are the best.
They have to change Martyr’s purpose to a « +X % ability cooldown regeneration scaling with health lost »
And adjust IoD to something more acceptable. Like +100% instead of the +200% actually.
But all CDR that triggers on elite or special kills are wrong. They should be changed to get a bonus on cooldown ability regeneration (tactical awareness on vet, psychenetic aura for psy).
Bruiser (ogryn) works like that.
None of the CDRs are acceptable, nor those proposed by you changes would fix them. Frankly if it was up to me, there would be no CDR reduction options in the game at all.