He’s right about Force Greatsword though. Why does a weapon with such great cleave and single target damage need a massive AOE attack that insta-gibs an entire horde at full charge. Equip PC and Flayer for extra giggles, turn that baby into a nuke.
That Greatsword is like King Arthur and He-Man showed up, merged together and pulled out Excalibur from the stone.
Mk VIII should not have the AOE wave, should be extra rending like Relic until the two bars are drained or for a predetermined amount of time for special attack.
Rending should not buff Soulblaze.
Mk VI should get the big AOE wave Mk VIII currently has for special attack.
Contrary to popular belief on this forum I think Darktide is better off being balanced around Havoc, just not the way Havoc currently is. It’s like the class balance team and havoc balance team are just constantly one upping each other with every patch instead of actually working together.
It’s more that Havoc needs to be adjusted in accordance with the rest of the game so that it’s more consistent and isn’t holding the overall balancing hostage anymore. For example, you nerf Duelling Sword, Krak Grenades, etc. and now you can adjust Rotten Armour to be less intensive as a Modifier, allowing a greater array of Weapons to be viable picks for it. And you should KNOW that’s not what these people mean when they ask for Classes to be balanced around Havoc, as they’re not that… advanced.
What’s that? These specific things are especially good in Havoc compared to others, but equivalent to said others in power level for Auric? Maybe Havoc’s the problem. Simply put, Casuals don’t understand the necessary methodology required to fix this without going one step forward and two steps back. They just think “this thing isn’t as good as Duelling Sword, Krak Grenades, etc. for Rotten Armour, so it needs buffs!” and this is myopic beyond comprehension.
Because its Thursday? Or because i had fish for lunch on Monday? Was i supposed to make something up to please you?
You are free to discuss my answer and you are free to call it bad, but so far nobody done such thing and i have yet go “Lalala! I can’t hear you!”, so what is your problem?
I think the AOE wave is the best part! (Though I do love the moonlight great sword in from soft games and have like 300 hours in DS3 pvp with it so perhaps I am biased lol).
That being said. It should charge way slower and do like half the damage it currently does. Its ridiculous especially on a crit.
I can get behind that, yeah. Maybe Psykers should be able to hold onto those Warpshock Slash Charges for longer in exchange for them taking longer to build up and being less impactful.
I agree it’s quite a spectacle to witness but VIII already has incredible horde clear with great attack pattern and single target damage is equally strong, even against Monstrosities/Crushers.
Single target damage should be exclusive to the Special attack to solidify the VIII as the horde clear mark, while VI should be the opposite - readily available strong single target damage with the strong horde clear exclusive to the special attack.
Then both would require players to strategize around when to use special attack vs the VIII just dominating everything like it currently does.
You may mistake something. Most of Chinese players think arbites is very strong in normal game, but not match the team system of ‘stantard group‘. Scum is very strong because of their pickpocket and blitzs.
I feel like turning one of the marks into just a relic blade would take away a lot of the uniqueness of the weapon. I could see the VIII keeping the horizontal sweep then giving the VI a short range vertical sweep/explosion that does very high damage in a much smaller area could work. I feel like having force weapons be warp conduits is cool and if it just gives you rending then its much more lame. Id rather their base stats and the amount of time it takes to charge the special be the balancing factor rather then making the special lame.
But… I don’t want to kill Carapace any faster on Mk VIII, respectfully. I’m good, it’s already strong enough there for my tastes and then some.
I love the Warpshock Slash, even if it needs a nerf, but I refuse to be forced to swap over to Mk VI for it. I absolutely despise Mk VI’s stupid diagonal Vanguard Light Attacks, as well as its lack of a Stab Push Attack.
Many players want to change force swords special attack to make them more useful and warp. But fatshark hasn’t changed anything. They may be satisfy to make magic sword like a physics weapon. Sincerely, I really want some weapon like Sienna’s fire sword and explosion fire flail.
I’m saying maybe the strongest VIII damage against Carapace should be locked behind the Special Activation, so VI actually has a role as the ready to use high single target damage mark.
I agree the VI vanguard attacks are underwhelming, one of them should be more horizontal. Also the VI push attack should be better against hordes, like how the VIII push attack is strong against Single Target.
The likelihood of them changing it is probably small though but still
True, the Warpshock slash is iconic to the Greatsword. Maybe the VIII could get BrainBurst on heavy attacks during power-up period while VI gets the crazy wide cone.
That would also have the effect of allowing Psyker to spec into Smite/Assail but still have Flayer during the VIII Special Activation. Could be interesting
It’s not even just CDR, the base cooldowns are too low as well. Mercenary’s shout in Vermintide has a 90s cooldown and is considered an excellent ability. Veteran’s shout has ONE THIRD of that cooldown. With the busted effects of golden Toughness on top of that. That’s way too little. Same with Psyker shield, Arbites charge etc. It’s all so spammable, which means players basically commit nothing. Then you add the astronomically higher availability of CDR on top of that and no wonder the game has to drown us in armor and specials and gunners with Emperor’s Fading Light and captains to create any threat at all.
Havoc was supposed to be a “harder than hard” mode, something intentionally unbalanced and unreasonably difficult that was intended for people with significantly above average ability and experience, that was layered on top of Auric which already was a “harder than hard” mode, with Damnation being the originally intended actual classic Hard mode. In that light, balancing the game around Havoc defeats the purpose and distorts the game for people playing “normal” modes, particularly when your average player will still frequently wipe on Heresy and Damnation.
That said, I’d definitely agree that it appears the design team doesn’t appear to be working in sync, never really has, the development of this game has felt all sorts of disjointed, and having two “harder than hard” modes is pretty clear evidence of that.
I don’t generally trust youtuber opinions on the game at this point. There’s a couple exceptions but when it comes to balance I think for the most part they are people who do things like number crunching and opinions only formed around what they discover in the psykanium rather than actual gameplay. Darktide is way too easy and generous a game right now largely hard-carried in difficulty by player’s lack of confidence when it comes to melee and lack of understanding of a lot of mechanics that are heavily abused especially in the context of truesolos and havoc. Dps checks, outside of dropdowns and load doors on very specific maps, are fake, and can be easily avoided situations, so there’s no point in comparing things like damage when roughly the kill times are like seconds apart.
You don’t fix these by remaking every single class, you just have to change the game itself. Dodges and mobility need nerfed to be far more standardized, attack speed needs to be much slower, and damage especially from overperforming weapons need to be much lower. There’s so much you actually need to change about the game in order to make it better that I don’t think focusing on individual classes will do anything if regardless of what I play I am immortal to everything at the press of the dodge button.
It’s just sad to keep repeating this, but dregs need more enemy variations in both melee and ranged, elite and special, and maulers and crushers and bulwarks need more attack animations, and ragers need actual design rather than just swinging for an eternity with a billion attack speed boosts. In order to do this, the game needs to get slower so enemies can be more complex.
the games essence is the feeling of quake with a nice 40k aestethics.
take out the speed and the spice for me is gone, especially since over the months and years one has developed a nice “flow” that is synonymous for what darktide is for me personally.
I don’t want a deathwing like snooze fests with half a minute corner holding for example and while I wasnt fond of the class choice design wise, I’m happy as a pig in mud with going melee-ham as scum, twitching like the good ol days.
yes to all sorts of weapon nerfs and enemy restructures but if it even comes close to “counterstrike in space”, I wouldn’t touch it with a ten pole