Thoughts on CDR (Inspired by Ogryn)

After playing pretty much exclusively Ogryn for the past few weeks due to their rework (and enjoying every second of it), a thought occurred to me that I figured I’d slap here for the community to puzzle over.

  • What if over-abundant CDR talents that gave easy percentage regen where placed as strict upgrades to the abilities they where designed around (while also requiring you to choose between them and other upgrades), verses being on the tree like they are now?

I of course refer to Go Again! on the Ogryn tree, now that it’s actually useful to use/taunt isn’t bad, is suddenly something both worth while to trade off for damage for a lot of builds, but ALSO isn’t suddenly breaking the Ogryn wide open by making Indomitable free to cast every 2 seconds. It feels great, and while I still believe stuff like Tactical Awarness and Psionics Aura should probably just be refreshable regen timers (due to just how they function/what they are intended to encourage), I look over at Zealot, and go ‘I think they could benefit from a change like this.’

So, to imagine:

  • Invocation of Death gets reverted back to it’s flat percent per crit, but is placed as an alternate upgrade to Redoubled Zeal, meaning you could have your FotF up a lot more often while you’re aggressive, OR have a back up charge for more defensive play, but not both, and the other two abilities no longer become utterly broken with it. (one can leave it as a regen proc too, I just think it would be fun ‘spamming infinite charges’ again, especially while only having the 1 charge).

  • Martyr’s Purpose can stay where it is/be the one ‘universal CDR talent’ on their tree, and likely get changed to what many suggest where the more wounds/health you have missing, the more % regen you get for your abilities, with perhaps the effect it currently has also being maintained too for flavor (being only a couple free ability charges realistically anyway).

  • Shroudfield get’s it’s backstab CDR placed into it’s upgrade path, and you have to choose between it, 5’s of invis time, or the damage. Now you’re choosing to try and maximize on your skill for gains, have a bit longer invis for clutch revives and objectives, or raw damage, instead of just getting to near have it all with continual uptime while keeping a percent regen for the other two to exploit.

I think that would be a good ‘compromise’ for Zealot that wouldn’t gut anything, while using the lessons learned from Ogryn to make them not so ‘free choosing’ and compounding in their CDR. It also lets one move talents around for some more meaningful choices in the tree, verses ‘ok CDR into my Keystone, what, other talent? na CDR into my keystone’.

Well yeah, because it would no longer be available for book and stealth lol

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I don’t like the idea of flat percentages for any CD too easy to become OP i prefer the Ogryn new standard of 100% for 4s. Not sure how OP taunt CDR and spamming is but it seems like it shouldn’t have a built in CDR either.. you could potentially grab 2 more if you go for lucky bullet CDR too.

Nor copying other classes directly, Zealot’s unique CDR at end of tree should probably be preserved but 1 locking the others out and balancing them around tree themes.

Psykinetic Aura and Tactical Awareness should likewise be more 100% regen for x seconds.

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Eh. As long as CDR talents are balanced, I think them being open to pick for all abilities adds more potential interesting combinations.

My problem with Zealot CDR basically comes down to the following:

IoD is overtuned. Mechanically good, but condition is very easy, so it shouldn’t give nearly as much as it does. Nerf down to +100% MAX.

Pious cut throat is also overtuned. This one I find much trickier because the condition isn’t trivial, and a lot of weapons rely on shroudfield to proc it consistently. I think it’s fine that it’s flat CDR but should probably be much less.

Martyr’s Purpose is dog water and doesn’t even fit the Martyrdom playstyle, where you get down to low health then not being hit is paramount. I think like +10%-15% CDR per missing wound would work but others have said that’s too incompatible with other playstyles and that’s fair, personally I don’t have any better ideas for it though.

Should be based on target backstabbed, more CD for harder target, less from trash… also shroud field needs longer CD

Maybe up to 100%~ or less CDR per missing health or wound based? The lower your health the faster your CD regens… it just came to me now.