Surge Staff too strong?

Interesting, I don’t think I did that though. You are being hysterical too. Keep your emotions in check and look at reality: Fatshark has been buffing every weapon, some of the latest buffs turned meh weapons into top tier stuff.
There’s also indirect class buffs like giving zealot/vet a super high armor pen stabbing weapon that goes incredibly well with their weakspot + crit talents.

Whereever you’re seeing “sweats ruining a game by getting everything nerfed” it’s either not this game or it’s hysterical delusions. To begin with, the playstyle OP is showing off here which is objectively good and powerful, was a recent addition.

You have this weird thing going on where you think a couple forum posts suggesting it are actually ruining the game and are obsessing over that, pretending that you’re underdogs fighting the good fight. Like genuinely, chill out. The whole “touch grass” thing you’re both trying is pretty hilariously obvious projection

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That’s a lot of pent up frustration you seem to have there. Perhaps find a constructive outlet? That kind of stress isn’t healthy in the long run.

Good they should 100% keep going and ignore the screaming sweats. Time to make Darktide great again :slight_smile:

Yeah it seems like the approach they’re going for is adding more challenging content for the people who want it. I’m fine with this approach so long as it’s interesting content

I live in a desert. Grass doesn’t exist here… :cry:

Damn bro… :sob:

I was wondering why I saw so many Psykers using the surge staff without actually using the lightning. Doesn’t seem fun to me, but whatever.

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I’d say make Surge blessing work on M2 and call it a day, lol. The weapon is not overperforming. Plus it has its weaknesses like pretty terrible boss damage, for example.

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Agreed on the surge blessing affecting more than M1.

I think the situation has been distorted and brought to popular attention by animation cancel macros. The staff is OK until someone increases their M1 damage 3x with a macro (or 2x manually if willing to destroy their mouse).

Yeah. Blessings and talents not working as described should be addressed in general.

For staves in general, secondaries are so integral to their use that all blessings should work on both firing modes. Add the primary fire animation cancel trick to the mix and how woefully inadequate the base firing speed is, and nothing about the design makes any sense. Deliberately designing blessings which demand mods or macros makes for a balancing nightmare, while separating players & accessibility on something that has nothing to do with ability or skill.

For example with staves:

Blessings

  • Sustained Fire (+20% dmg on shots 2-4 in a salvo)
    • Doesn’t work for any secondaries. Has a very short duration and procs on attack only, not charge, so charging resets the salvo every time.
      • Should proc on charge too: → As long as you either fire OR charge+fire back-to-back, the salvo is maintained
  • Surge (blessing) (2 shots on a crit)
    • Doesn’t work for Trauma & Surge (staff) secondaries. Problem is, if it DID work for Surge, there’s a good chance that staff would become broken OP with how high its crit rate and charge/firing speed is.
      1. Should be fixed for secondaries on both
      2. IF it’s too OP with Surge (staff), then just remove it from that one, and add something like Rending Shockwave instead. Surge would love Rending Shockwave, and it would give it much-needed options for really specializing into anti-oggy & boss dmg.
  • Transfer Peril (quell 8/10% peril on WS hit)
    • Makes no sense on Surge & Trauma at all
      • Should get a different version that worked for secondaries, for example something that refunded X% peril cost scaling on charge or peril
  • Terrifying Barrage (suppress enemies in 8m radius on kill)
    • Makes no sense on Trauma which innately already does more & better CC and in a larger radius than that

Talents

  • Empyric Shock (max 30% warp dmg vs. enemies hit by primary)
    • Doesn’t work for Purge
      • Purge is the OBVIOUS best match for this given how its primary cleaves, staggers & adds DoT (which loves this debuff), and how the one thing it lacks is dmg. It’s as if they deliberately created a talent as nothing but a lure & a lie. Why?
      • Meanwhile Channeled Force works for Purge just fine, when Purge is the only weapon that DOESN’T need to fully charge the secondary and often won’t. :joy: It’s like they do this on purpose!
  • Penetration of the Soul (10% rending on warp attacks at > 75% peril)
    • Barely works for anything at all, idk if it’s bugged or by design. But given how weak it is and how ridiculously powerful Empyric Resolve is, it would hardly matter either way.
  • Souldrinker (+5% crit & toughness regen for 5s on SB kill)
    • The toughness procs per kill, the crit does not. The crit can only refresh after it has run out. Why, when every single other buff can refresh just fine?
  • Tranquility Through Slaughter (non-warped ranged crit “hits” quell 4% peril)
    • Does not proc on hits - as advertised -, but attacks. Shotguns etc. slow weapons will proc only once even if they just crit 50 things on the screen, while fast Recons can proc that thing 5x per second.
      • This talent is just all kinds of odd. It already demands 1) non-warped 2) ranged 3) crits, which is very specific and limiting as it is (esp. on psykers), and on top of that favors fast guns only?
      • Darktide has always been like this. They have a well established terminology: “on attack, on hit, on chained hit” etc, they should use it right. More than that they’ve already gone through this hassle with zellies and Invocation of Death. Why not just take the lessons learned there?
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I have to say, I tried this build… it’s absolutely insane

Thanks for sharing

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No problem, glad you enjoyed it

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All staves seems too strong.

But I wonder if it is not talents related.

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Your build is very interesting, but I think you’d do better with the Warp Siphon, although honestly that staff has really declined since they made the change to buff all the enemies and their HP. It works well to slow down a regular horde, but if you’re already in higher difficulties, you’d need a very tight space for it to work well, otherwise it becomes a huge burden. I think I remember it used to even be able to stun mutants back in the day.
It’s not that the surgeon staff is OP, it’s that the others lost value drastically because they were designed to deal with a certain amount of HP and/or stagger resistance, but when those values were changed, some things became very outdated.

Looks good! I did a few Surge runs today too and really is pretty effective for bosses. But while I realize this is a Surge thread, I really do feel like Trauma works better for that idea. Surge can do pretty well even without BB.

The last build I tried for reference, results below (T5 HI Mutated Horrors, Consignment Yard):

I feel like Trauma works particularly well thanks to its insane AoE & CC. But yee just spam those 5 primaries and start popping BB’s, refresh before ult then keep going. Pretty pog for a staff psyker I think. :smile:

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That’s very impressive considering your only toughness regen talent was Soulstealer and only 151 damage taken. I’ll have to give this build a try, it looks pretty solid.

I started using the VII Devil’s Claw and haven’t been able to put it down. Just like you said, Kinetic Deflection turns Devil’s Claw into a pretty powerful melee weapon. With a stamina curio build I tested it against a Rager horde and it absolutely wrecks.

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