The whole point in this game, even if I play Martyrdom Zealot, is to avoid taking damage. Creating an Ability Cooldown that I’m actively trying to avoid or encourages bad play, seems unfitting.
Also no wonder all the community builds on gameslantern ignore this ability modifier.
Now what that rework should be, I have no idea and could potentially be discussed here. But anything is better than the current implementation.
so if a hit deals 100 dmg to me i get a whole % cooldown? aka i’d need to take 10000 damage in a run to get one free extra ability cast?
it should be one to one or atleast 2 to 1 then it be great get out of jail free card with a free cast
probably wouldn’t cause it to be picked by a lot but atleast its existance would be justified
To be a bit more specific what I suggested in the other martyrdom thread was +15% cooldown regen rate per missing wound. I think that would be the simplest option for a cooldown option that works with Martyrdom playstyle.
You wouldn’t swap out the two wounds node you’d be taking a point from elsewhere in your build realistically.
It replenishes far more than you expect. Did Run it in a thammer/martyrdom build with next to no toughness /toughness regeneration but stealth with the replenish toughness perk. The second your toughness ist down you can go into stealth, dodge and be out of harms way, ready to attack.
It replenishes far more than you expect. Did Run it in a thammer/martyrdom build with next to no toughness /toughness regeneration but stealth with the replenish toughness perk. The second your toughness ist down you can go into stealth, dodge and be out of harms way, ready to attack.
You’re not talking about the same issue. The issue isn’t Toughness Regeneration. The issue is the ability modifier giving a cooldown reduction only on health damange. Even if you take just Toughness Damage and can replenish it quickly with and Blitz, the Ability Modifier still won’t give a cooldown reduction since you didn’t lose any health.
Yes I am talking about the same thing. But you are true IT was a very roundabout way. I try to BE more concise:
The node does work quite good. The second you loose all your toughness and start loosing health you can use your Combat ability (especially If IT was in cooldown). This way your Combat ability becomes an oh-sht button.
Now this ist nice in theory but Fotf only replenishes 50% toughness and Chorus has a cast time too long to be an oh-sht ability. So only stealth can be configured accordingly.
In conclusion: IT IS nice in a niche and allows for an additional playstyle.
I like the idea of it working off Toughness damage. We should encourage the Martyr to take hits. The tricky part is taking just enough hits, but no more.
This would be insanely op, especially considering that optimal Martyrdom play is playing at around 2 wounds.
Same with this. This is basically a permanent cooldown reduction while in melee. (You can say the same thing about Invo of Death which is true, but not only is that dumv but it shouldn’t be added again as a second talent).
Imo it can’t be cdr reduction. I think taking a certain amount of damage, including toughness, could trigger some sort of buff. Whether offensive or maybe defensive (restores X amount of toughness on a 30 second cooldown or something).
Martydom is already very strong and making Marty’s Purpose an actually usable talent is just going to make it stronger which isn’t great, but whatever it is we don’t need more CDR.
It has to be a cdr, and it should be something based on health / wounds.
I would prefer health, cause others cdr can be used with an other keystone than the one directly under them.
So, wound would make it too specific for martyrdom.
Like other cdr nodes, it should favor the gameplay of the keystone, and it should also be an option to get a cdr.
Actually my martyrdom build is a critic martyrdom. Just cause of the lack of cdr working with martyrdom.
Anyways, we can agree that we disagree on this topic.
Cause for me, it has to be a cdr. And I agree that it must be changed. This is one of the few nodes of the zealot talent tree to be absolutely useless.
What you want is to replace a cdr by something totally unneeded.
Why would I need a defensive bonus when I have I shall not fall ? (in your logic that is wrong of that this node is only for martyrdom keystone)
And if it is passive wounds missing it would only be useful for Martydom.
If its missing health it’ll be too conditional to take on anything byt Martydom.
If it’s something insane like CDR on dodge it’ll always be taken.
Or an offensive bonus. Like I said.
And because Martydom doesn’t need more ult spam. This game needs less ult spam, especially with Zealot having 2 amazing ults. And martydom is already really strong. And saying “nuh uh,” doesn’t change that in the slightest.
With the current martyrdom damage bonus?
And that’s the CDR that could empower too much martyrdom???
No’ martyrdom has TDR, damages and attack speed.
It doesn’t need a defensive or an offensive bonus. Also, i really would like a CDR that works with something else than critical builds.
And also, it would permit more variety. Actually I feel mandatory to take the critical cdr, except maybe with a backstab build.
Again we can agree that we won’t agree
And I don’t adhere to your vision of a node that has to be linked to martyrdom
So for me it has to ve a cdr for every keystone
Honestly I disagree. Depends on opportunity cost. Zealot already has a talent that lets him spam his ult like crazy, the backstab one. Basically refills it instantly when fighting anything over and over, you don’t need to actively try for backstabs, fighting with enough movement works already. Yet you rarely see anyone take it with blazing piety because it’s just in too deep for a non-momentum keystone build.
I would personally rather see a full rework of CDR in the entire game. Get rid of all that stuff. Also get rid of psykinetics aura, get rid of tactical awareness, get rid of bruiser. Make the abilities more powerful to compensate. The only CDR in the game should be rewards for skill or something, and not rewards for killing enemies or critting in a game where that’s literally all you do so you end up just having spammable abilities. Terrible design and terribly unhealthy for the game.