I was thinking about the
Quarterstaff, but it's way too powerful for a starter weapon.
Yeah, and it would diminish the upgrade that getting the Sizzlepod Staff would be. Just something with the same damage as the Knife (4), but with the Crushing flag.
Also, the tooltip has it's own flaws. For one, what even is +100% Crushing damage? When I first saw that, I assumed 'Crushing' was a damage type like Kinetic, Corrosive, or Electric. The fact that 'Crushing' isn't a type of damage, but rather a damage type-agnostic weapon attribute (that doesn't even apply to all non-bladed or 'blunt' melee weapons; see Reaper 'AA' Stun Rod, Electrokinetic Knuckles, and Knuckle Busters) is not something you are going to get from that tooltip. There is this whole really important damage mechanic just sitting here, and discovering it organically though play and using it effectively is a real crap shoot. Rewriting the tooltip to something like '+100% Damage from Crushing-type weapons and abilities (consumes debuff)' would be far more informative.
Also, There are a grand total of 23 melee weapons (out of 74 on the wiki) with the 'Crushing' flag, and 8 of which I know didn't exist before the Kineticist was playable (the 7 psionic weapons and the Magma Crusher at least were all added with or after the class). There are only 7 weapons in total that can even cause Deep Freeze, and 1 of those is the Sleet Staff; so even playing a lot before the introduction of the Kineticist left you kinda unprepared for this.
The fact you get up to 5 Darts, any of which can Crit is extremely valuable for Deep Impact.
At least 1 Crit, assuming all Darts hit:
3 Darts | 4 Darts | 5 Darts
5%*: 14.26% (0.857) | 18.55% (0.8145) | 22.63% (0.7737)
15%: 39% (0.61) | 38.6% (0.614) | 47.8% (0.522)
20%: 48.8% (0.512) | 59% (0.4096) | 67.2% (0.32768)
Once you get a Stun, all Darts will hit. Unlike Stun Chance weapons, Deep Impact will Stun through Shields/Armor.
*Base. Can be increased with Witch's Robe & Reaper Cloak.
And you can have 2 (20%+15%) attempts with the Xukwood Staff & Haste.
Sure, if you know enough to break down the numbers and do the math, it might be effective. But in game, when you are playing with it for the first time and experimenting to see what works and what doesn't? Literally none of that matters. In the moment, without that prior knowledge, all of the game's feedback is telling you
this ability sucks. It doesn't matter how true it is from a meta-gaming perspective with perfect knowledge of the mechanics. In the moment, as a new player trying out Kineticist, using Force Darts
feels like slapping the enemy with wet noodles. It is a low damage ability that is frustratingly inaccurate and lacks any other non-damage utility by itself. The ability to later stack mini-crits and stun lock doesn't do anything for a player on F.I.R.S.T.-14 using the ability and being underwhelmed with its effectiveness in comparison to tossing a ROCK at the enemy. Given how the Entropic Leech hits reliably, regens HP and Energy, and can setup Deep Freeze? It feels like it should be the Lv1 starter skill. It has so much more utility than Force Darts.
Also, 'Crit Bonus' is another vague descriptor that had me avoiding the Xukwood Staff. Is 'Crit Bonus' a boost to the CHANCE to cause a critical hit, or a boost the the MULTIPLIER or amount of damage a critical hit does? How much damage does a critical hit actually do over a regular one? This is the kind of stuff that I know and can answer in other RPG's, but not this one. What even is the baseline chance to cause a critical hit? Is the +15 there a flat bonus, or a percentile? How much does +15 actually help? NO IDEA! That's why I never used it. I'm not going to build around a mechanic I don't understand. There is room in the weapon inspection screen to write 'Critical Chance Bonus' instead of 'Critical Bonus' if they cared to. At least the Trip chance of the Hookstaff and the Freeze chance of the Sleet Slate had very noticeable and obvious things they claimed to do, and could be observed to do in combat. But critical hits? Whose mechanics are hidden behind calculations you cannot see, and reliant upon RNG? Again, unless you are going to sit there and run a control test of X amount of attacks with another weapon and compare that to the same X amount of attack with the Xukwood to try to determine the relative change in Critical Hits or the damage they do, how else are you supposed to quantify that weapon attribute? The dialogue doesn't say anything in combat about it (or accuracy for that matter).
Smuggler gets the Flash Grenade, with an obvious effect that triggers reliably. It also has a very obvious synergy with abilities you gain quickly thereafter, and allows the player to effectively use it early and often to put up big damage numbers easily. Paralyzing Shock for the Tech Specialist does the same thing, as preventing an enemy from taking action is a huge and obvious benefit that moves the action economy drastically in favor of the player. Ditto for the Mercenary's stunning Headbutt. By Lv3 Smuggler has Sneak Attack or Aimed Shot to double down on the Flash Grenade. Tech Specialist has big damage with Overcharge or Charge Weapon (the later of which, given the prevalence of shields, is never not useful). Mercenary has Power Strike or Rapid Fire to put up damage numbers. Also, none of those abilities rely upon a specific weapon-dependent flag outside of the broad categorical distinction between melee or ranged. Kineticist by Lv3 has Force Darts, Entropic Leech, and Kinetic Burst or Thermal Sunder. Leech is the most dependable workhorse, Darts is an unreliable noodle fest, Burst is very situational, and Sunder has utility in weakening an enemy but without the ability to prevent them from hurting you in the way other classes can by this point. Again, regardless of meta-gaming the behind the scene calculations, this is part of what contributes to Kineticist just
feeling so much weaker than its peers.
^^ Why do 4 damage when you can instead do 11 and get energy back plus have a chance to Deep Freeze? F.I.R.S.T.-14 and Mhen'ga is just this
over and over again. It trains new players to not want to use Force Darts, because the ability just sucks at low level. Here I have max 15/15 Intelligence and Willpower, and I'm doing Lv1 ROCK damage. My ZK Rifle reliably hits for over 15 damage with an Aim of 8/15 without needing energy, let alone the damage my Sizzlepod Staff (with 15/15 Physique) can bring. Synergies and combos at much higher levels don't change that in-the-moment reality. ^^
Arc Sledgehammer is enough to win on it's own. No Deep Freeze required.
Honestly, it's more out of frustration and revenge at that point. Again, nothing in the game tells you that the most effective way to sideline her is to strip off your starting clothes to get a reasonable tease damage (going from and average of 12 to 20 is massive). But Entropic Leech with the Arc Sledgehammer did let me take out the Machina bot on Mhen'ga in 2 rounds at Lv3. So, that was fun at least. But again, back to my point, there is no way on Earth you are doing 51 damage in a single turn with Force Darts at Lv3. Deep Freeze and Shatter make the Kineticist feel effective and powerful; Force Darts makes you feel like you're tossing baseballs at the side of a battletank.
Game design is more than just code and spreadsheets worth of data, it is also vibes; and new-player vibes for the Kineticist are not good.