I love the Penances in concept however the implementation varies from good to terrible. Here’s my feedback on each of the cosmetic unlock penances.
Marked For Death 4/5
Good. Not particularly exciting but it incentivizes good gameplay and it suitably challenging. Reminds players to use volley fire.
One in the chamber 4/5
Similar to the above. I got the accidentally so I don’t know if I really understand it. It seemingly incentivizes and demonstrates the value of weapons with penetration.
Long Bomb 2.5/5
The intent seems to be for players to make a long grenade throw. There are a couple of places I can think of where it would be possible to get this as intended however it usually results in nonsense strategies, Players standing on high ground, trying to throw a grenade at enemies below them by aiming up.
If you want grenade kills without bouncing then allow players to cook grenades. If you want long grenade throws then measure distance, not bounces.
On Over-watch 4/5
This might be controversial because it could be an incredibly frustrating penance however… I actually like this. Avoiding damage is essential on higher difficulties and while this is a very challenging penance it will be teaching players to avoid damage.
This is similar to volley fire but worse. It combines too many elements. It could be simplified to “…kill 5 different highlighted enemies”, this would be a damage check that would make players consider their loadouts. As it stands you need 5 highlighted enemies to be visible, not killed by any other player, you need enough damage to kill them all in a short window and if you miss a weak spot your chance is gone.
Competing with other players with kills will be a particularly frustrating element of this challenge.
Make Every Shot Count 2/5
100% Accuracy is a decent challenge. No ammo remaining is terrible. This will not happen organically, it will be players refusing to pick up ammo because they want to get their penance. If it was only 100% accuracy then players would land one shot and refuse to shoot any more. You could change this to something like “…hit 100 consecutive shots without missing.”
Something In Your Eye 5/5
Creative and fun. Not challenging but reminds Ogryns about their grenade box and is satisfying to do.
I’m In Charge 4/5
Teaches players that they can use charges to interrupt in boss battles. I knew this from Vermintide but it’s a good thing to teach new players. Knocked off 1 point because apparently you can free people from the Beast of Nurgle by charging and this would be a better challenge as far as teaching mechanics.
Friends Will Be Friends 2/5
This is bad because coherency is flawed as a mechanic. You shouldn’t be pushing players into coherency so much, it hurts the gameplay. This could be changed to “Maintain coherency with at least 1 teammate at all times.”
Gone Bowling 4/5
Fun but very dependent on huge hordes. With teammates killing enemies as they come it seems like it will be rare for 100 enemies to line up for you. The number might need to be tuned a little.
Heavyweight Champion 5/5
Good. Fun. Funny. Plausible in natural gameplay.
Don’t stop me now 5/5
This just incentivizes chaining Bull Rush which seems like a fun playstyle and fun challenge.
Abhor The Mutant 5/5
I didn’t realize I could ready an attack before or during the dash until I read this challenge. Good teaching. Incentives rushing to kill mutants and help teammates. Perfect.
Buying Time 3/5
Not as bad as long bomb but generally not a good play. At 40 meters you can usually block line of sight with a sniper and then either kill it with a ranged weapon yourself or let a veteran do it. Throwing a stun grenade that distance is more trouble than its worth and still doesn’t secure the kill.
Maybe remove the distance requirement.
Shocking Stuff 3/5
Competing with team mates for kills is always bad. Stunning 50 enemies with a grenade is good. If there’s a way to take your teammates kills into account for this challenge, it will be good.
Up Close And Personal 0/5
This is just terrible. If this was a solo game then maybe… but it’s not. This drags down the team and is 100% a cause for toxicity.
There Is Nothing But The Abyss 5/5
This is great. Encourages aggressive, high risk, high reward gameplay that is everything the zealot should be. Is suitably challenging while promoting good play.
Just A Flesh Wound 1.5/5
For any other class this would be terrible. I understand the incentive for Zealot to remain on low health however the way toughness works(damage bleed through) and the current set of talents don’t provide enough support for this playstyle. This is a good idea but doesn’t work with the current balancing.
Not Even Close 4/5
This is a good challenge. The only thing that holds it back is Pox Hound behavior being erratic and unpredictable.
There are a lot of safety rails in this game… This basically leads the player to bait a large number of enemies to a specific location while telling their team not to kill them. This is no good. Maybe rename it and change it to “push back 30 enemies with one blast” or something.
Warp Battery 4/5
Good but sometimes requires competing for kills. Maybe allow Psykers to synergize by making warp charges a shared pool, this would be fun and cooperative.
Going Out With A Bang 3/5
This requires the player to die but as death can be something of a unique tool for Psykers it’s okay. If you are going to die anyway than taking 3 elites with you is cool. The only problem is that players will try to get this when they are perfectly safe. I’m not sure how to address this.
Pick n’ Mix 3.5/5
Competing for kills again. Otherwise suitably challenging and encourages good play.
Malleus Monstronum 0/5
This is absolutely awful. It’s a coop game… Terrible. Scrap it and start again.
Its a coop game. Don’t make players compete with each other. Don’t make challenges that negatively impact other players. This will only lead to the much dreaded Toxicity.
Encourage good gameplay, not bad gameplay. Teach skills where possible.
It is okay to have novel challenges as long as they don’t sabotage the team. Something In Your Eye is a good example of this.
If you want players to handicap themselves or play unnaturally then you need to make it a team challenge with team rewards so that all of the players are in it together. This can be very fun but it needs to be cooperative, not selfish.