

Without blaming RNG Crafting, could someone please explain why we have a redundant blessing that is not only worse than the former, but is also restricted to triggering only during/via critical hits.
Thank you


Without blaming RNG Crafting, could someone please explain why we have a redundant blessing that is not only worse than the former, but is also restricted to triggering only during/via critical hits.
Thank you
I know you said not to blame it, but blessings like Devastating Strike just seem like they were added to the game to bloat the blessing pool and make it less likely to get what you want from crafting. I donât see how anyone involved with making these blessings wouldnât realize Devastating Strike is just a worse version of Wrath, so I honestly just think it was done on purpose to make RNG worse. Hopefully blessings get changed again in the future because thereâs a lot of blessings, like Devastating Strike, that I would never use because theyâre a worse version of another blessing.
As far Iâm concerned we have two possible explanations:
Considering the state of crafting and the lack of change for more than a year it is just malicious design. Itâs literally impossible to not see the complaints, they are everywhere and somehow Fatshark doesnât respond. The Steam reviews talk about how bad crafting is, the subreddit talks about how bad crafting is and the most ancient and viewed post on this very forum is about how awful crafting is. The playerbase gained from the talent tree update already left because of crafting and it is still dropping.
At this point I am convinced that more than half of the remaining playerbase saw or interacted with the Crafting Memorial and yet Fatshark doesnât acknowledge it. It is 100% malicious design, exactly like the premium cosmetics store
We have both because Devastating Strike used to give infinite cleave.
Initially, it would proc on a crit hit and affect all swings afterwards within a time window that scaled by tier. Such a long window for the infinite cleave was deemed too much.
Then it became infinite cleave only on the actual crit swing itself and was identical across all tiers. It was still stupidly good. Especially on a crit zealot. You could refund your ultimate with 1 or 2 swings into a horde and dash again before your previous voiceline even finished.
Then they changed it to itâs current iteration. I find itâs still pretty decent on a crit zealot or a max crit melee vet. You can still refund your ult very quickly and T4 has no trouble with 100% uptime. It might not be the âbestâ but itâs still plenty good on, say, a chainsword where it might be locked in especially along with Shred.
It could probably use something to differentiate it a bit but I donât think the item system can really handle removing or adding blessings from/to the pool. Not without some wonkyness.
I donât necessarily call this particular case redundantâŚAt the basic level if you just compare the 2 blessing in a vacuum its a side grade at best⌠Wrath has an easy activation requirement for a moderate payoff⌠Devastating strike has a better payoff with restricted activation requirementâŚ
The real question is devs had enough brain power for account both blessings for enemy hit mass calculation or Wrath alone enough to maxing out the cleave⌠? if the awser is yes then is a bad desing⌠(but not necessarily on the blessings end)
How i fix this ? If my memory serves well crit chance calculated by the whole melee swing and not by individual enemy hit⌠So diferenting those blessings rater simple:
Crit hit while wrath is active does not propagate towards the other targets, just on the first hit⌠So devastating Strike has a niche to dispense critical hit for multiple targets but on the same base as WrathâŚ
If the first point considered too much nerf on the wrath side then also flip the payoff⌠Wrath get the bigger Cleave gain to help disperse RAW dmg easilyâŚ
TLâDR:
What this 2 blessings represent currently in my opinion: The Devs failed to make a fork based on the same principle⌠and therefore the players has no meaningful choiceâŚ
And the reason is IMO current games only has positive feedback â Ohh you can get this if you do that whitout neagtive feed back â But you can lose this at the same time AKA green(+) and red(-) stats
Bloat & dysfunctional blessings have been a thing since release. While theyâve been considerably improved since then, the problem still persists everywhere. I mean, to list a few issues:
Wrath (40% cleave on âhitâ for 2s, max 200%) doesnât proc on hit, but on attack, meaning 5 consecutive attacks to get it stacked. So in practice, Savage Sweep (+200% cleave on hitting 3 for 2s) is always better. Except they also buffed Rampage (+36% Power on hitting 3 for 3s) recently to Power instead of dmg, so thatâs +36% dmg, cleave and stagger all (note, Rampage still has the wrong description of dmg instead of Power). Thatâs 3 blessings doing more or less the same thing, with 1 favoring extra dmg & stagger, another favoring cleave, and the third just being worse and there for padding alone.
And then ofc you have things like the infamous Trauma staff, which has 10 blessings with 8 of them being useless to literally not even working at all:
| Blessing | Blessing Description | Value |
|---|---|---|
| Blazing Spirit | +3 Soulblaze on crit | Useless. Trauma isnât a crit staff no matter how you build it. Blazing Spirit requires at least 2 crits for 6 stacks of SB + 5s of time to kill even trash horde, yet Trauma already kills all horde in 1 shot. |
| Focused Channeling | Uninterruptable secondary | Useless. Secondary already kills / KDâs / staggers everything in a massive radius. |
| Terrifying Barrage | Suppress enemies in 8m radius on close range kill | Useless. As above, Traumaâs natural CC is better than this, and doesnât depend on kills or range. |
| RunânâGun | Can hipfire primary while sprinting | Useless. |
| Transfer Peril | -10% peril on WS hit | Completely useless. Trauma doesnât do WS hits. |
| Surge | 2 shots on crit | Completely useless. Doesnât work on secondary. |
| Sustained Fire | +20% dmg on 3-4:th shot in a salvo | Completely useless. Doesnât work on secondary. |
| Warp Nexus | +5-20% crit scaling on peril | Nearly useless. Trauma has horrible crit bonus dmg and secondary has a slow rate of fire. Even with Warp Nexus & crit talents, you canât on average even get the 1 crit / 10s keep Perfect Timing running. |
| Warp Flurry | -8.5% charge time on secondary, max -25.5% | Fantastic! A raw increase to dps & CC both! |
| Rending Shockwave | Up to +20% brittleness, scaling on secondary charge time, max 40% | Fantastic! The full effect is applied to everything even in the outer radius of secondary blast, and after a recent change massively buffs even Traumaâs own dmg. |
And thatâs just Trauma and a small example of the Devilâs Claw etc. family, a bare tip of the ice berg. The blessings as a whole have needed some serious looking at for over a year. And while you said you werenât in it to blame RNG crafting, I think itâs worth noting that bloat of this kind is just completely unnecessary!
There is so much RNG between just the item types, base scores, stat distribution, perks, blessings, and tiers of both that there is no reason to have these worthless dysfunctional blessings in the game. Fixing the broken blessings, removing or reworking the useless ones and adding more - or at least some - meaningful choices to crafting wouldnât negatively impact the RNG. If anything it would add to it.
Well summarized.
While I donât agree that Focussed Channeling is useless, most of the others definitely are.
But Fatshark seems afraid of having powerful and unique Blessings.
Many ideas have been thrown around. They just have to commit to a design.
I want to add that most Cleave blessings are bordering uselessness regardless, because you cannot increase the max. number of targets hit. So what does that even do then?
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