Given how the power sword and plasma gun combo is still overwelmingly popular in higher difficulty games, specifically auric missions, I would like to propose to nerf these two weapons to give other weapons a better chance.
Power sword: Simply nerf Power Cycler, since this blessing is what makes the power swords popular to begin with. You can see every power sword user has this blessing on damnation. Nerfing it does not only make it fair for the other weapons, but also the other blessings for the power swords.
Here is how I would change the blessing: Charge the weapon extra times to increase energized hits, max 3 times. So instead of charging the sword once and effortlessly chain 3 energized hits, the player will have to use the special action 3 times to perform the same chain attacks.
This is due to the fact that a power sword with Power Cycler is good at both horde clearing and anti-armor, while having a decent mobility. 3 Energized hits can easily take down a crusher with in 2 seconds, which is unfair to other weapons and classes. By making the charging process longer, the power sword can still have its anti-armor ability, but at a higher risk and cost.
Plasma Gun: the only thing that needs to be nerved for the plamsa gun is the high cost efficient primary action (hip fire). While its ability to cleave through a large amount of enemies should stay, I think the overall effectiveness of the primary action is overpowered. The issue is the same with the power sword, itâs effective against both armored and lesser enemies. The hip fring of the plasma rifle does not only overshadow the other veteran weapons, but also render the special and secondary actions of this weapon useless. The auto-vent when the heat is at 100% makes the special action (and even basic reloading) very rarely used, and its ability to kill a crusher within a few shots makes the special action unnecessary. And its ammo and magazine size make this the plasma gun completely outperform the bolter in every metrics.
Here is how I think it should be change: remove the auto-vent, so the player has to do heat management like the psykers do. It can only effectively damage armored targets by using its secondary action (charging up), similar to the Helbore rifles.
After this change, the player will have to use the secondary and special actions more often instead of left clicking all day long.
Now weâre done talking about the nerves, I think itâs also fair to talk about the buffs. Like many people have discussed, nerfing the survivalist aura was completely out of place. I understand that before the nerf, the survivalist aura completely outshined the other 2 auras that the veterans had, but the problem was not that this aura was too strong, but rather the other 2 too weak. Nerfing the survivalist aura really weakened the entire veteran class by a mile. The reason why Survivalist was overwhelmingly popular, is because having extra ammo is really essential for the veteran class, which is meant to be the shooter class. So instead of nerfing the only one that gives the players more ammo, I think all 3 auras should be centered around having extra ammo. And it also would make sense that the new auras are stronger than the basic aura. The other 2 auras are still weaker than the basic scavenger IMO. Here is how I would change the 3 auras:
Survivalist: decrease the cooldown to 2 seconds.
Middle aura: whenever any of the players in coherency uses an ability (executioner stance, psykic shield, shroudfield etc.), regenerates 5% ammo for everyone in that coherency. 10 seconds cooldown.
Right aura: Whenever a player loots an ammo box (either small or large one), other players in coherency also gain 25% of the loot. (for example, when a player loots a large ammo pack that replenishes 50% ammo, other players in proximity will gain 12.5% of their own ammo. )
And yes, these 3 auras can stack on each other, since having 3 veterans in a strike team is more ammo demanding.
As for the auras of the other 3 classes, I think it should be another thread on its own.
Please consider my advice, FatShark devs, and thank you!