Note the damage distribution charts, while Voidstrike has near infinite cleave on fully charged attacks, it also tops the charts for damage to Unyielding and Carapace armored targets. This means it can easily take out Crushers and Maulers buried deep in hordes, especially with the Surge blessing equipped.
Surge staff should be the #1 staff against armor, not Voidstrike. Voidstrike has way too much stagger and cleave to also be the #1 staff against armor.
The fix: Increase Surge crit bonus against Carapace to .30 instead of .15, exchange Surge staff and Voidstrike staff’s damage to Carapace armor.
Have they done something to it recently? because im now seeing droves of psykers using this staff and literally exploding everything. Its pretty cool tbh and Im not complaining. Just wonder if this has been slept on or stealth buffed.
It’s the addition of the Surge blessing. It only procs on Surge staff primary fire, but with Warp Nexus blessing and True Aim it procs at a very consistent rate. Since Blaze Bolts only cost 8% Peril, they’re very spammable without overloading. Also Disrupt Destiny will dramatically increase the damage done by Blaze Bolts as it’s very easy to get crits and weakspot hits.
I’m hoping they’ll at one point rebalance the staves and actually finish them. Right now their m1 is just copypasted and blatantly mistuned. They’re just simply unfinished
all staffs need nerfs because they are infinite ammo. until peril gets reworked to be a limiting factor and not a damage scaler, the staffs do not belong in their above literally all ranged weapon position.
Bonus crit chance and charge rate are valid points but ease of use is debatable because secondary fire has a mind of it’s own when mixed hordes attack. It’s extremely easy for a bruiser to soak up that “auto aim” attack meant for a rager, mauler, trapper, flamer etc.
Voidstrike just cleaves through hordes with ease, in fact hordes only serve to make Voidstrike stronger because more opportunities for Surge to proc exist on the way to the intended target. It’s rather busted. Horde clear? Check. Single target damage? Check. Unlimited range? Check. Stagger? Check.
If it cant consistently hit the actual intended target buried in the horde, your crit chance and charge rate points become null.
Highly unlikely Peril gets a rework, it’s a double edged sword - high risk, high reward. If classes need nerfing, first on the table should be the brain dead crit-bleed-200% CA cooldown loop of Zealot.
What? Crits occur on an “on attack” basis, there’s not a % roll for each enemy hit by one projectile. Peril needs a rework before staves deserve any buffs imo.
Even ignoring the autotargeting vs. Void’s very slow projectiles, Surge charges almost twice as fast and has +21% crit. The real issue ofc is everything else, bc Surge doesn’t do headshots.
Each headshot with a Void does the same dmg as a crit, much more if it’s both. And then as you said there’s the cleave. Between the two Void has several orders of magnitude more synergies with basically every single talent we have. It can cap many stackables in a single shot, proc multiples of Psykinetic’s Aura, self-stack True Aim, and so much more besides. And ofc, the Surge blessing actually works for its secondary unlike every other staff.
I’ve been trying a long time to make the Surge staff work but besides macro abusing the primary for those crits (which I won’t do bc it’s just cheap and boring) there’s no way to do that.
As someone over at Steam forums so eloquently put it, Surge is really just a worse & weaker Voidstrike. Much, much worse. Its only saving grace is that autoaim & speed, but those only have value for beginners. No offense meant ofc.
It’s a pretty recent change. Some people might still think True Aim procs per hit, it used to do that for about a year. It was definitely a needed change and a big nerf to Void, but didn’t really change the bottom line.