A cool headed thread for discussing the Vet aura nerf

It nullified the need pick up ammo boxes ever. Which is counter intuitive to them even existing. I’ve done enough aurics and maelstroms to have witnessed it firsthand. But I’m not disagreeing with you that change needs to happen here regarding the aura.

I think the contrast here needs to be that they change how it operates. First allow buff stacking. As in multiple survivalist auras can proc independently then raise the amount of ammunition you get from a box, with a new bonus that if you’re in coherency with someone who to picks up an ammo box that people in coherency get 25% of its value.

2 Likes

The quotation marks are there for a reason. Those changes did not address the core issues why power swords remain overtuned, brainless to use (they tried to address that with Mk VI) and overpowered despite nerfs.

1 Like

Oh my god, what has this topic done. You guys never argue!

Please, we’re all men of the Imperium. Lets not do this!

4 Likes

Right :sweat_smile:

1 Like

I’ve yet to lose a game since the patch I believe. You’re missing the point.

I never said you did, this isn’t about flexing. You said its a “quite a big deal”, it demonstrably isn’t. Patch 13 introduced power creep across the whole game, Survivalist silliness has been here since the launch. Fatshark are, this time, slowly correcting what has been overtuned, and hopefully this will continue.

I’m personally tired of seeying games with very little melee engagment, because of ranged weapons with 700+ max ammo counts, silly cleave values and dps output. Everything dies before it reaches the players. If I wanted that experience I would go play some Helldivers. This is a Tide game. Thanks.

1 Like

Its the path of least resistance again. People will always use the easiest methods to farm. You can nerf this game into oblivion, but certain people are going to be drawn to the most braindead methods of play.

I swear to you, I haven’t had a plasma build since patch 13. I don’t do braindead builds.

But then I also wasn’t using knife zealot back in the day either.

This will go on and on until you realise whats happening. Stop nerfing, instead adjust.

7 Likes

With certain conditions and in certain situations it was raining ammo. Hunting grounds, burster, mutant modifiers? Free ammo delivery. Packs of gunners, ragers or shotgunners spawned too close? Free ammo.

Look, of course games can be won easily even after the nerf, this isn’t the point though. The point is that even though the aura was absolutely busted, in the form it exists now it only inconveniences people in one way or another (passively or actively). I very frequently play Vet with las guns, I barely pick up any ammo at all in those games, only picking up the overlooked or not needed ammo packs.
Yet I still ran the aura for the team. To this day, independently of my aim when it came to how I’d build my vet, I’d always take the aura for the team unless it was simply impossible tree wise. The aura needed a change, and possibly the other ones need to be buffed. But how it is now is butt.

4 Likes

Thank you for stating, at least part of our argument, so clearly. “Always”. If something is a MUST pick, it should go back to the drawing board.

Vet is fine without the aura. I’m sure certain weapons max ammo counts / ammo gain from ammo packs will need further adjustments, unironically not only UPwards, but also downwards.

I’m beginning to be confused. I don’t even know if we’re arguing or not at this point. I thought I was pretty clear about it in the original post, the aura needed a nerf 100%. They just swang a bit too hard the other way.

On a side note, I have at least 2 friends that were interested in Darktide because you could shoot more than in VT2. You can be sure other people think the same, and maybe longterm it’s a bad decision to make the shooty-inclined brains not come to the game because they can’t pewpew brain (as long as they’re stuck on difficulty 3-4 which shootybrain is bound to keep you in).
I don’t personally care much about the shooting/melee balance even though as an old VT2 player melee is my bread and butter.

5 Likes

We might be in agreement here then :sweat_smile:

I think we can agree this still holds true.

There’s no doubt about it. But shooty brain requires BIG SHOOTIES. Though I suspect that the players that are interested in becoming better at the game will eventually drop this behavior eventually.

1 Like

Which is absolutely fine! One of my fondest memories about low level Ogryn was when I got my first Krourk Heavy Stubber. Just unloading it into a horde which pulled in some roaming elites etc brought a massive grin to my face. However, lets not forget, Darktide is a game which mixes melee and ranged combat, and the intent is that players are going weave both core mechanics depending on situation. Which includes ammo counts.

We are supposed to prioritise targets, use right tools vs right enemy types / “armour” type, and generally manage our resources. “I just continued shooting at everything, until I ran dry and we got overwhelmed before I could find more ammo” just shouldn’t cut it here.

Let’s not turn this game into another generic 3rd person shooter where half of the game systems and mechanics can be ignored or simply don’t exist in the first place. We have 99% of other games for that.

Darktide is still the best middle ground between Vermintide franchise and other more generic 3rd person shooters. Melee combat is fairly simple in general, dodge timings are generous when compared to VT1/2, there is no enemy chase mechanics (for now), everyone can have a gun with massive amounts of ammo etc.

1 Like

I completely agree, and I’d say I am absolutely fine with having to use my melee. But my mindset was always to use that which is convenient or expedient. I rarely using my builds was ever in a 0 ammo situation, literally forced to melee.

Until today. Now I will say, I am literally boycotting Scavenger so obviously, according to some person on this forum, I’m down “two ammo refills”. So would I have been fine? Yes. But I am using the Kantrael 1a, with Shock trooper and Extra Ammo.

Weird arse time to be a Guardsman I tell ya.

(Disclaimer: No, I’m not suggesting my ‘hissy fit refusal to equip scavenger’ experiment is a good measure of anything. I’m just saying its a weird time to be a lasman)

3 Likes

Survivalist needed a nerf, because before you can see people just hold their range weapons throughout the whole mission and not care about melee at all. However, I think they did nerf Survivalist a little too hard.

I do agree with your post regarding the current state of Survivalist. In my opinion I would like to see a better balance to Survivalist by increasing the amount gain when the aura is in effect. Example, increasing it to 3% or 5% ammo regained then go on its internal cooldown for 5 sec.

2 Likes

if its the main thing of the class it need to be strong or else you just better off play a gun psyker

and as soon as i say this i go check the balance patch to see if they nerfed it and i read this

immagine

at this point feels like a double standard

balance team clearly think that lowering cooldown on exe stance and lowering cooldown on scriers gaze is the same thing

this really doesnt bode well

1 Like

I also occassionally play with Agripa/Kantreal on vet, also Lawbringer on Zealot for the funny Manstopper experience. Shotguns always struggled with ammo count, for whatever reason Fatshark gave crazy ammo count buffs to IAGs / braced autguns, and barely touched shotguns. Now without the Survivalist multiplying ammo like crazy Sweden is going to have a chance to correct this.

@JanZamoysky

I stand by my previous statement as I’m sure you do yours. I guess we’ll have to opt to agree to disagree.

1 Like

The power sword nerf made it less fun to use, it was never about the performance, for me.

3 Likes