Design wise, if a talent uses a class mechanic, this mechanic should be baseline for the class.
Right now Wildfire has a design loophole :
if you select Wildfire and no other talent that create Soulblaze, or if you don’t equip a Purgatus staff, Wildfire will never trigger.
Solution : rework Soulblaze to make it passive on certain baseline conditions. ex : % chance on Headburst, % chance on kill, etc.
You shouldn’t really use Wildfire with Purgatus or with the other Soulblaze feats other than Ascendant Blaze. It’s really ment for weapons with the Blazing Spirit Blessing since it has a hidden max cap of 4. That is, Wildfire cannot target any enemies that have more than 4 stacks of Soulblaze already on them regardless of the amount of original stacks.
Since Blazing Spirit proc for staves is 3 stacks and for Force Swords it’s 2 (T3) or 4 (T4), it’s a big increase in AoE damage with these blessings especially for Trauma staff and Illisi Force Sword.
Eh, it’s not. Even if you run a blazing spirit trauma + blazing spirit illsi, with shred/crit on peril on both of them, it’s really a tiny miniscule thing. It’s not worth it at all. Giving up 6 warp charges is far more impactful than the tiny damage from small stacks of wildfire spreading. Maybe with bloodthirsty so every strike on the illsi is a crit, but that then requires extremely specific blessings and talents, and I suspect it would still be dramatically underwhelming.
Edit: On damnation mind you, where four stacks will never be enough to finish anything on it’s own.
Oh no, a feat requiring other feats or specific loadouts, how horrible. God forbid feats require specific synergies and aren’t just dull global bonuses like the stupidly over-buffed warp unleashed.
Dropping the sarcasm for now, wildfire seems mostly fine from my testing in terms of effectiveness. You have multiple blessings, feats, and a whole staff dedicated to generating soul blaze, plenty of options to combo it with.
@CommanderJ I’ve watched clips of it working very well with literally just warp nexus + blazing spirit Trauma and the warp generation for AB was pretty crazy. Also keep in mind if you are holding a slaughterer force sword 4 stacks AB seems to kill a lot of things.
If you’re running wilfire, you’re stuck at 4 warp charges, so warp generation is really a non-issue. Not sure why you’d run AB with it to be honest - aside from possibly getting a few charges back every now and then in order to ult 4 stacks on stuff… which won’t kill them, since you’re not running 6 charges.
I’ve got a trauma nexus 3 + blazing 3 and it’s… not good. I mean if you’ve got an illsi with a high tier slaughterer it’s not like you’re struggling to kill things in the first place, and Trauma doesn’t crit very often at all, even with warp nexus on it. I dunno, only tried it for one match (because I happened to have a blazing trauma and blazing illsi), but it didn’t seem like it was really doing much at all.
Maybe slightly helping to clean up thrown around ‘trash’ of the Trauma? I dunno. Four stacks is never going to be very good, and keep in mind four stacks is the maximum that can transfer - most of the time it’s transfering less.
Overbuffed? No. Not at all. Psyker is glass. Complete glass. It needed a significant damage boost. Obviously putting it on a talent makes it pretty much mandatory, which isn’t ideal. The other solution would be to just buff the damage of the Psyker-specific weapons… but then again we have people running regular weapons, which would be left out. Probably the better option would be to bake the increased damage into the core of the class, leaving the talent choices more open.
It’s not overbuffed, though. More damage was greatly needed on everything that wasn’t Purgatus psyker. Putting that damage on a talent, thus making it mandatory, is questionable though. I’ve been saying Psyker needs a complete rework from the start, but hey… I’ll take buffs, even if they’re stupid buffs.
It’s stupidly free damage. Psyker feels dumb to me now frankly, and inner tranq is basically dead, W & R had only just recently been made a solid choice for gun builds, now that’s also been immediately killed by hurr durr global damage buff 2 shot Damn crushers durrr.
Anyway it’s a waste of time arguing with you about this stuff because you’ve made it very clear on these forums you’re here for dumb power fantasy much more than engaging tactical gameplay. Psyker felt really good before this patch, now I feel like I’m mowing things down and peril management is basically non existent. Psyker feels way more brain-dead now and I think that sucks. You can argue how you think they needed it endlessly but you’re wasting your time, I played them extensively before the patch, I’ve played them a bunch since, you’re not gonna convince me these buffs weren’t overkill because the evidence is right in front of my eyes from actually playing the class.
If you think a buff of this degree was necessary on top of the myriad buffs Psyker has already gotten I’m frankly in disbelief. Anyway we really shouldn’t further derail this thread.
TL;DR I strongly don’t want Psyker to have even more stuff in their base kit at this point. 25-45% global damage buff is already absurd, let us build craft with stuff rather than trying to make a situation where you can select your feats by throwing darts at a board and you’ll get something perfectly workable for Damnation.
Well we completely disagree then. I’ve played all classes except Ogryn extensively since launch, and it was laughably easier to perform with Zealot and Vet than with Psyker. There was way too much micro and way too much glass for basically no reward. I could see that with my own eyes, just playing the game. Your experience clearly differs, and maybe we just perform differently with differently classes. I dunno.
Inner tranq is dead because BB reaches significant breakpoints with 6 charges and the damage talent. Who knows if that was planned or just accidental from FS. Trauma still wants inner tranq, it’s just nearly impossible to justify it considering the breakpoints, and also considering Trauma has poo damage, and wants the extra damage too. Up to and including heresy, Trauma is really fun. On Damnation it transforms into a staff that kills trash, and CCs everything else - rather than being decent damage. Requiring at least 3 fully charged blasts to kill most specials and elites means it’s relegated to CC and not effective damage - and there’s a staff much better for CC than Trauma.
But hey, whatever man. If asking that the most glass class with the most micro performs as well as the other classes, rather than being glass and also having the least damage means I want dumb power fantasy… sure thing dude.
I’m just gonna interrupt @Alsozara and @CommanderJ right here. The new “global damage based on peril” feat is overpowered IMO. It should not give such a noticeable bonus at mid to low peril, since it casually outshines the other 2 options and gives a massive bonus without any real downside or change in playstyle. Some, but not all psyker weapons are too weak though. I think the problem is not solved by global damage buffs. Some specific things just need damage buffs.
Let’s get back on topic now.
I don’t think a feat like Wildfire relying on other weapons, blessings or feats is inherently a bad thing as long the other 2 level 25 feats don’t have the same restriction and access to weapons and blessings that synergize with Wildfire are easy to access. Weapons and blessings that synergize are currently NOT easy to access and I think that is the real problem.
I would 100% agree with this, however unfortunately this isn’t a full RPG game. We don’t have a full, expansive tree with different abilities and perks etc. to choose from, nor do we have armor or build changing curios to spice up stuff more. Even most weapon blessings are pretty boring and will probably not change a ton of builds. Coming up with a build should still be more effective than winging it, but more utility on underperforming feats in never a bad thing imo. Either that or actually make the classes or professions or whatever they call them in DT significantly more in depth and customizable than VT 2 careers (like they said they would be).
Blazing blessings are an interesting idea, but you simply don’t crit enough to make it a competition to Slaughterer on force swords. Staves also have far better options. It’s a meme, even with Bloodthirsty before changes.