Warhammer 40,000: Inquisitor - Martyr

Warhammer 40,000: Inquisitor - Martyr

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Diogenes Jul 24, 2017 @ 4:01pm
The 3 Death System is a touch much.
Anyone else think that the 3 death system is a touch much considering the current difficulty of dealing with mobs?

On some maps, I can hardly complete a few rooms before I die due to elite mob ganking, turrets etc. The 3 death system is ruining the fun for me, personally. It's not enough that you die, you die 3 times and fail the mission, as well as the ability to progress into later missions.

I'm sure that sort of death penalty system belongs in some ARPG's, but I don't think it suits this game. This game is being touted as an action packed ARPG, the next step in the evolution of ARPG's. To me, this is not evolution. When I cannot complete a level, it is de-evolution, and it doesn't particularly motivate me to get better. When I first purchased the game, I did not think that I was buying a hard-core only game. I think that the current death penalty is worse than the death penalty in Path of Exile, and that is saying something.

It wouldn't be too bad if you just respawned and lost durability on your gear or something, but the 3 death mission failed system is ruining my experience with the game. I can hardly complete any of the maps as it is. I don't want to get all the way to my last target which happens to be a Nurgle Dreadnaught standing in between a Flame Thrower and an Auto Cannon, surrounded by Elite Havoc Marines, and loose everything because of, to be frank, what feels like poor level design, whilst only having 1 life left. It doesn't seem to matter how good my gear is, it usually ends the same way.
Last edited by Diogenes; Jul 24, 2017 @ 4:05pm
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Showing 1-15 of 97 comments
Moobert Jul 24, 2017 @ 4:38pm 
Right now, I don't mind it playing as ranged. I'm actually for once taking my time and trying to play smart instead of going in nuking. We are not space marines, we should have some caution. The tension and excitement is pretty freaking awesome: I love it!

It doesn't work so well with melee. No.... not at all. I don't see much alpha testing of melee being acomplished.
Diogenes Jul 24, 2017 @ 4:43pm 
Originally posted by Moobert:
Right now, I don't mind it playing as ranged. I'm actually for once taking my time and trying to play smart instead of going in nuking. We are not space marines, we should have some caution. The tension and excitement is pretty freaking awesome: I love it!

It doesn't work so well with melee. No.... not at all. I don't see much alpha testing of melee being acomplished.

Melee is down right painful tbh. The worst part is that melee is actually quite fun, with dual chain swords.
DA2Z Aug 3, 2017 @ 10:52am 
Trying to play melee with the assassin is almost impossible was just shot to %^$& in seconds. The mobs are way to big and they all seem to carry guns. So the 3 death thing is a big pain.
Goose Aug 3, 2017 @ 5:44pm 
3 lives seem enough when I used to play (can't right now because of insane low FPS)

I just played as ranged crusader
Poor Yurik Aug 3, 2017 @ 9:57pm 
A major key to a melee build is the melee skill that gives you a speed boost after every kill. Using that I main melee and am now level 15 and play a tier above my own. Yes, sometimes I use a backup gun, but for most engagements I use melee (chainsword + shield). The shield's skills are both excellent as well.
Techpriest Yog Aug 3, 2017 @ 10:54pm 
I run a crusader - juggernaught with a las rifle and a great sword. I smash everything solo, and when I get half suppression or quarter HP I tactically reorient myself on the battlefield and bust out old Lassy and pop-shot high profile targets down – tactically re-orient to a less frictitious room and regen my hp/suppression and forge onward. I haven't encountered anything that kills me more than once – that I can’t easily deal with in my second life.

That said if you roll tarot and you get a timer you gotta’ be good to deal with it. Gear correctly for your play style, utilize abilities that are synchronous – these are tips for EVERY map not just increased difficulty maps.

Also make friends – don’t even think that soloing every map is wise. It’s not always possible in certain circumstances to roll a pure melee or pure ranged build unless you have a great sense of when to fall back and when to push.

I think the three death system is great because I think punishment is a form of difficulty when the losses are so small per level. I think durability loss should be layered on top of it frankly because I want to see the bullet holes in my glorious set of assault armor. I want to know those I team up with are good enough to see the mission through.
Sooth Sayer Aug 13, 2017 @ 9:47pm 
I think you may just need some more expience with the game and/or a rework of your gear. But I am biased as I've been playing since day one, and I have not died in any of the builds except when I first started playing and was just expeirmenting. Its not hard to not die. Again, my view is different, as I am not new.
Diogenes Aug 14, 2017 @ 1:34am 
Originally posted by Sooth Sayer:
I think you may just need some more expience with the game and/or a rework of your gear. But I am biased as I've been playing since day one, and I have not died in any of the builds except when I first started playing and was just expeirmenting. Its not hard to not die. Again, my view is different, as I am not new.

My gear is fine now, on both a level 20 Assassin and a level 20 Crusader, with an account level of 16.

Once specced for resistances and survival, cover becomes irrelevent.

Up to now, I have 43% damage reduction on my Crusader which is my main, 50% physical resist, 45% Heat Resist, 51% Warp Resist, an innoculator with 4 components, 2 of which are specced to restore suppression, 1 is specced to restor 50% health, and the last component is specced to increase innoculator capacity, I also have a shield which fully restores suppression and provides an additional 4000+ HP, on top of the 6000+ HP that I already have.

I have 2 perks active, 1 which allows an extra death per mission, and 1 which allows 20% damage increase, but disables critical hit chance. I am fully specced HP Tree, and mostly specced Defense Tree. However, truth be told, I don't think much of the perks.

That said, I have not died in weeks, and I can do Tarot Missions which do not allow deaths rather comfortably. I do not use the cover system, and I use a Greatsword as my main weapon.

What made the difference, was speccing for resistances, and making sure that I could regenerate suppression instantly, at any time of my choosing, on any melee character.

Without being able to instantly, constantly regenerate suppression, it can be tough going, especially when going up against Havok Marines armed with Grenade Launchers. If you spec some decent Suppression Regen per second though, this can also help quite a lot, especially against Dreadnaughts.

The only problem that I am having, is getting past power level 1.
Last edited by Diogenes; Aug 14, 2017 @ 1:42am
Moobert Aug 14, 2017 @ 4:47pm 
After playing this for a few weeks, I love the three deaths. I hope they keep it. I feel like it made me a smarter player for it being there, it challenges me to use my noggin instead of of running in wildly and spamming AoEs.

Also, melee crusader gets much easier once you build up your character. Just want to toss that out there. Right now, please don't change much devs!!!
FaustEnough Aug 22, 2017 @ 9:11pm 
sounds like the system is fine after you get going but starting out all im doing is dying repeatedly which isnt fun. I feel the monsters have far to many hits in general, marines I can understand but cultists should just drop dead. Oh and the first missions having Dreads/Hellbrutes seems a bit absurd.
Diogenes Aug 22, 2017 @ 10:51pm 
Originally posted by FaustEnough:
sounds like the system is fine after you get going but starting out all im doing is dying repeatedly which isnt fun. I feel the monsters have far to many hits in general, marines I can understand but cultists should just drop dead. Oh and the first missions having Dreads/Hellbrutes seems a bit absurd.

Yeah, at the start, as a completely fresh character, that is exactly what was happening to me too, and that was also the exact same way that I felt about the game. It was almost game breaking at first, especially on chaos gate missions. I almost walked away from the game several times.

Had I bought Martyr on Steam, I think that I would have requested a refund, because of that experience. The only reason why I kept playing at that time, was because I didn't think that I would be able to get a refund through Neocore. As it turns out, I was able to get a better game play experience by speccing for survival, once I started going up levels, by completing the easier investigation missions, from level 1 - 20, which seem much better balanced than regular missions, to me. The problem there is though, quite obviously, that you are essentially forced into playing one particular build type, in one particular way.

Unfortunately, it doesn't get any easier, until you start speccing for survival, otherwise your just going to keep dying. Given the returns for the investments, DPS is not really worth speccing for, at this moment in time. Fully speccing in the Physical skill tree for instance, will only increase your physical damage output by 10% maximum, which is meh at best. No matter how many times I spec for DPS, some chaos worshippers always seem to take 2 hits to kill, no matter what I do, and it is the same for all of the other troop types.

Later on, your up against Leman Russ Demolishers, in maps where there is very little cover, and Plague Ogryns which are hands down, the most annoying troop type in the game, because they just keep knocking you down in one shot, no matter what your suppression resistance is, no matter what your skills are, no matter what gear you have.

I sincerely hope that Neocore do balance the troops later on, because the current troop set up per mission is pure madness. I'm so tired of being surrounded by 5 champions, 3 Champions of Nurgle, 3 Grenade Launcher armed Havok Marines, a Dreadnaught and 2 Autocannons, all in the same room, on the same map, sometimes. It's beyond stupid, and if it is not better balanced later on, I think that it will demonstrate just how out of touch Neocore are, with army compositions in the Warhammer 40K universe.
Last edited by Diogenes; Aug 22, 2017 @ 11:07pm
Ruinous Aug 24, 2017 @ 11:26am 
Have you considered stacking items with a lot of deflection? Its one thing I'm seeing which is noticably absent from your gear and posts. I'm having a bit of success with that and a personal void shield. I've not played a great deal this build, only lvl 10 so far, so take what you will from that.
Diogenes Aug 24, 2017 @ 11:53am 
Originally posted by Ruinous:
Have you considered stacking items with a lot of deflection? Its one thing I'm seeing which is noticably absent from your gear and posts. I'm having a bit of success with that and a personal void shield. I've not played a great deal this build, only lvl 10 so far, so take what you will from that.

Deflection doesn't work that well, compared to Damage Reduction and Resistances.

The problem is with Deflection is that there aren't enough items with it on, and when it does appear on some items, there is not very much of it. However, when it does work, it works well.

It has the exact same problem as Dodge does for the Assassin.

The most I have been able to get as a pure number is about 20% for Deflect, and that is if you go sword and board. If you go double handed, then you will get about 14%.

There are items which give upgrades for either melee or ranged attacks also, but not both. I don't generally bother with those.

There also does not seem to be much help available for Deflect from the skill tree either.

Generally, I tend to avoid relying on Deflect simply because it is not as abundant as either General Resistances, or Damage Reduction.

At the minute, I have 40% Damage Reduction, at least 50% on all three of the resistances, and 14% Deflect with my Great Sword.

I get a great deal more going for Damage Reduction and Resistance alone, than I do for Deflect.

Deflect is a good way to complement Damage Resistance, and Resistances in general, but it is unreliable as a sole means of survival.
Last edited by Diogenes; Aug 24, 2017 @ 12:00pm
Moobert Aug 24, 2017 @ 1:27pm 
One of the things that is starting to concern me is Defense tree, + void shield + assault armor on every build. I don't want this to be *THE* build.

They are gonna have to flesh out the skills trees some more and make them more juicy. 1.5% extra damage is boring and useless and dumping points into the 1.5s to get mediocre skills is no fun. Meanwhile, if we all have to dump points into defense to survive then obviously DPS is gonna need a boost. With significant investment in either directions, both paths should be viable. I'm not feeling investing points into DPS is viable at the moment, gains are too small, too restricting for cost (damage type) and too situational. Its a no brainer to put points into defense now.
Last edited by Moobert; Aug 24, 2017 @ 1:28pm
Diogenes Aug 24, 2017 @ 1:42pm 
Originally posted by Moobert:
One of the things that is starting to concern me is Defense tree, + void shield + assault armor on every build. I don't want this to be *THE* build.

They are gonna have to flesh out the skills trees some more and make them more juicy. 1.5% extra damage is boring and useless and dumping points into the 1.5s to get mediocre skills is no fun. Meanwhile, if we all have to dump points into defense to survive then obviously DPS is gonna need a boost. With significant investment in either directions, both paths should be viable. I'm not feeling investing points into DPS is viable at the moment, gains are too small, too restricting for cost (damage type) and too situational. Its a no brainer to put points into defense now.

I like the defense tree to be honest. It's one of the few trees worth investing in, but that is only mainly for the resistances. I do agree though that the upgrades, for the return received per point invested, are meh at best.

It doesn't feel like you have gotten anything from spending points. DPS certainly needs to be increased, to make it more viable, as well as crit builds. The most you seem to get is either a 10% damage boost in any one tree, which means that you have to take multiple trees for only a 20% boost, like the physical and close combat tree. The same problem exists for crit builds. You can only get 5% Crit Hit if you decide to go that way. In either case, it is meh at best.

It wouldn't be bad, if you could at least get a 25% crit build via the skill tree for the points invested, which would bring it up to 30% if you used the right weapon combos. Up to now though, Crit builds are not viable. DPS and Crit builds, are almost forced into using the effects of the innoculator, which only lasts for 5 seconds or so. If you spec like that, then you end up with no self healing ability, which obviously conflicts with the 3 death system.
You end up being forced into making a decision between self healing through the innoculator, or DPS through the innoculator, but being unable to reach a compromise between both, which I think is a poorly thought out system.

The way the skill trees are defined now, baffles me, because you would expect Neocore of all developers, to know how to make the skill tree system work. They did a decent job in Van Halsing after all. Up to now though, the only trees I have found worth any real investment in, are the defense tree, the hit points tree, the support tree (I think, for extra innoculator charges), and that's about it.

Otherwise, the trees are meh, and I do sincerely hope that Neocore work on fleshing out, and beefing up that system. A 10% dps increase on a bolt gun that only has a DPS of 104, is still only an increase of 10.4, bringing it up to 114.4 DPS at best. It hardly feels worth the time investing in. All your doing is saving 1 round of ammo per reload, depending on opponent type.

You actually get more of a DPS and Defense bonus if you go back and do a mission a few power levels below you, than you do if you spec in the DPS trees. It makes no sense. Where is the incentive to do a mission on your power level, once you have finished leveling? The rewards are the same after all, as well as the troop types and mission perameters. You will get to a point where you will just face roll content, because of the massive power level difference between your power level 10 toon, and completing a power level 1 mission, without noticing any real benefit through upgrading the DPS based skill trees themselves.
Last edited by Diogenes; Aug 24, 2017 @ 1:59pm
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Date Posted: Jul 24, 2017 @ 4:01pm
Posts: 97