A Crutch.
I would like martyrdom to be either like this:
+X% damage
-Y% max health
Just a flat values.
Is it boring? Yes, but everyone who takes martyrdom wants to be at max stacks anyways.
or this:
hitting an enemy increases your damage by X% and damage taken by Y%, stacks Z times.
It IS viable for everyone to utilise. What is it ableist now to suggest that if you want to use it you can roll yourself some wound curios?
Also you realise it being wounds instead of HP gives it great synergy with bleed for the emperor? So I guess we rework that talent as a bonus over your weird hang-up with making curios to complement a build
Like weâve tried to explain how changing your curios to wounds for Martyrdom builds really isnât giving up much in practice but thereâs no counter argument just constantly reiterating how itâs somehow insulting that the build is made more optimal with wound curios.
The problem with that logic is that the ONLY build that can be made with Martyrdom is a Wound-centric one. If you use any other build with Martyrdom youâre really just wasting your Skill Points. Iâd rather just have extra toughness in the event that everyone else dies because⌠well, no one can get me up? Wounds are only good whilst your other teammates are alive and thatâs the way that they shouldâve always played, your overall health should determine how desperate your character is because that way Martyrdomâs not just completely neutered on Damnation+ without a bunch of arbitrary lines on your characters health bar.
To be fair if it was % based hp it you could still build a crap load of wounds, and get that Bleed for the Emperor synergy anyways. Itâs not mutually exclusionary. Itâs a simple happy synergy.
The only difference is that if martyrdom is health instead of wound dependent it would make people feel less inclined to have to pick up that passive.
My guess though is that itâs a balancing factor? It is quite the damage steroid, and maybe not allowing the zealots to just stack pure toughness 17 + 5 trinkets keeps them better in check.
Maybe someone already mentioned that. Iâm just dropping into this thread without doing my usual due diligence before popping off some random crap opinions.
Itâs also the only keystone in the game that works like that and itâs incredibly powerful when you stack wounds with it, giving you benefits outside of what a wound normally does. If you could get those buffs without needing to invest your curios into it itâll be even stronger and I donât think thatâs necessary.
Do you play damnation aurics? With randos? It sure doesnât sound like it given your comments and then thereâs your âmartyr not viableâ there. Pay more attention to how martyr, or any other build, works, I guess?
I play there exclusively and besides staying alive, I like to observe things like whatâs effective for me, for the group, how others behave and how that affects me and the rest of the team.
I guess you donât observe the game A LOT. Iâm sorry that I try to focus on whatâs going on and adapt, try to observe more I guess?
Martyrdom is a fun unique build. I do think my crit build is superior in every way I can think of.
I honestly donât see a problem with wound curious, especially since the one passive that makes it so you have 40% reduced damage taken after each wound is just nuts. That passive is a must for martyr and wound builds imo.
I think the only build that SHOULD be really good with martyrdom right now is a wound based build. Thereâs 2 choices in design there:
- Make it more accessible and limit its power (sounds like what you are advocating for)
- Gate it behind a specific thing and make it more powerful.
FS went with option 2, which imo is a good design choice since more power typically is more fun. Zealots other 2 keystones are very general so can be applied to basically everything else.
IF you want to go a wound build, then you pick martyrdom and the 2-3 passives that make it very strong.
I would save your idea for maybe a new class that can have a different build based on % of hp, but that will require less general power increases for its passives since itâs not gated behind specific things.
I think part of their issue, many seem to have it, is they only look at a keystone and surrounding nodes and judge that in a vacuum. They seem to sometimes ignore every other tangential talent node (Bleed for Emp) leading up to it that may offer some synergy and make a straight line instead of zig-zagging to pick up useful, sometimes very impactful stuff (same with blessings).
Which is fine, nobody is asking for anyone to be Johnny Darktide Incarnate, but then things in the hardest diffs donât quite work out sometimes and itâs âthis build sucksâ or âthat gun sucksâ. Yeah some things hit dead-end paths, but others rely on synergy between nodes and even weapon stuff. A fast firing gun on vet really comes to life with Onslaught, a marty with Bleed for Emprah, marty+crit you can swing by and grab many crit nodes as well. Picked Blood Redemption over Second Wind on the top right with a tac axe or dagger (and more) ? EhâŚwell youâre missing out some.
Whatâs that? My all toughness curio martyr zealot ainât that great? Well all martyrs sucks.
Tangent 2
You know where most of my green stimms go (a bit less when Iâm on marty)? Keeping 2 wounders upright and sans ball-gag in the game because theyâre perpetually on their last wounds.
The same people who canât walk 5m-20m to pick it up when itâs pinged, markered and called out in chat, I even modded the mod to call them out in chat when pinged.
The same people who when you hand them a green stimm to use for later die with it.
When i got back to the game i did not like the thought of using martyrdom due to the dislike i had for the talent from how it interacted with the old skill tree.
But after having tested it out for a bit with the new talents available, it has ended up being the only zealot build i play these days, and i play it with a full stack of wound curios to really squeeze out as much attack speed and damage as i can get.
Also, like 95 percent of the times i go down, i go down in situations where having full hp would not have mattered anyways.
i donât like this idea, not because it wouldnât work but because zealot is already the soap-eaterâs choice of class, and this will make them play even more ignorant in the low-mid difficulties, driving off players that would otherwise learn to git gud. there has to be a balance somewhere.
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