This isn’t really about kill-stealing or game mechanics that trigger effects on kill — the real issue is that the Inferno Staff is simply too powerful. It can effortlessly and, in certain situations, almost instantly melt large groups of enemies faster than any other weapon, thanks to its chaining flames.
With recent updates, the Inferno Staff has become just as problematic as the DS so its DoT damage, armor interaction, and stacking mechanics all need to be completely reworked.
Yeah, Inferno + Perilous combustion combo is pretty busted atm. As long as Psyker can secure some kills all enemy nearby will melt just from soulblaze stack alone.
Not like it wasn’t busted before but with recent buff it become even more obvious, some people might say the build get hard counter by Crusher but it’s not really because Psyker’s melee arsenal is crazy good against Carapace(DS, Deimos FS, FGS) as long as they’re competent with it.
You play game where you kill hundreds of enemies every match and complain when someone takes 5 of your kills which you will get on your next game the first time you meet enemies at the beginning of the round. Ples.
I’ve already got all penances and so don’t need to worry about the kills but the mechanic to psycher attacks is definitely busted.
I don’t use mods either but I imagine all those scoreboard figures get warped horribly by this jank.
As ogryn with a nuke I see, very often, that when my nuke goes off in a crowd (when there is a sudden wall of text in the kill ticker the exact moment as grenade goes off) is often a wall of “psycher killed X enemy” instead of "ogryn killed X enemy”.
Whether you care about the kills or not is irrelevant. There is clearly a weird behaviour here and it should be investigated by the bug team at FS.
It could affect stacking mechanics for other players which is actually a pretty big deal at higher difficulties.
The bigger problem isn’t that Soulblaze kills the enemies other players are fighting: it’s that the Classes have no real defined roles, and every class is currently designed to hunt Elites and Specials, which means you’re forced to compete for kills against those targets to get your conditional buffs. Because everyone’s conditional power is tied to targeting and/or terminating Elites, Specials, and Monstrosities, ever game will devolve into a race for the bottom. This is what causes people to push further out, reducing team play and cohesion. There are so many builds in the game that will just turn off the experience for other builds since those builds can’t keep up w/ the rate at which the other build can secure targets. This isn’t unique to Psyker unfortunately, and will persist so long as the triggers for power in darktide are tied to the tier of units and not armor of units. If Psykers were specifically built to gain power from fighting and/or killing, say, unarmored enemies, and you gained power from fighting maniacs, then the only time you would go out of your way to target something else is when there’s nothing else to fight or you are trying to help your allies.
Or just not have such specific on-kill conditionals. Or have damage dealt count as contributing to a kill. Or pretty much anything else at all at this point.