Balance Discussion MegaThread: For The Metaperor

So, I took the idea from Reginald’s stream.

The idea was 10,000 HP Crushers that move and attack much faster than now but only two of them spawn at a time or something.

But you’re right, it can’t work until after FS decides what to do with OP weapons and anti-armor stuff in general.

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Well I guess that might work if T Hammer straight knocked the one you special attacked on its back while knife and DS have to keep dodging both crushers at once. I think realistically though that approach to crushers would just get then turbo bullied by the team unless they’re unreasonably stagger resistant, which doesn’t sound like a fun time to fight with Ogryn either. So struggling to see a scenario where this ends up being more fun to engage with.

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Yeah kinda does. Thou it’s salvaged looted crap.

I would say characters should atleast expect what Nbeast is. Most humans in the Imperium know nothing about archenemy, they are not trained. So the first time they would see Nbeast - a creature from the immaterial parallel dimension they would dye their pant in brown.

I can agree with you, that the game kinda implies our characters built different, tho we have personalities like male psyker who isn’t very pro-Emperor, and female savant who was just a cop and so she shouldn’t know much about Chaos. And of the ogryns asks something like “so Emperor is a God right?”

So some of the characters are just inglorious bastards who managed to survive, not havily indoctrinated and zealous.

You are right, but what they did there is tried to resell existed models they have as WOOOAHH DARKTIDE MINIS. None of these are unique models. All of them are from team kill sets, if i’m correct, zealot one is some named zealot. Exactly what i said about GW, they see every media product as a way to pitch minis, in this case 0 effort was made. Not even saying skill tree branches represent differernt things, but they take generic look a like.

Well, my intial reply was that if it will happen, it’s probably gonna be a lord boss like in V2.

I just want more enemies in general so why not a handful of marines?

Cause they can’t even bring equivalents for those were in V2, kek.

Look, i don’t think there is left anything to argue, time will show.

Ogryn too stupid to die, nurgle hates him.

I guess we can just hand wave that by them being purified by the others, like the zealot holy relic helping the stupid ones brush off that nurgle contamination.

But also the first few missions we do we dont see any of the bosses, they only start showing up in heresy or higher, so realistically our characters are already veterans by then.

Your not wrong lol. Its definitely just them being too lazy to make completely unique models. But the fact they chose powerful hero models does show that they see the end game rejects as pretty powerful.

Chaos warriors are the fantasy equivalent of space marines. Granted not as powerful as 40k marines but thats because the power scale is generally lower. I guess you could say chosen = space marines. But it would be more accurate to say chosen = champions.

I think if they do go that route, a boss would need to be a terminator if its going to have the same amount of HP as a beast of nurgle or plague ogryn. Having just a normal marine absorb that much fire power would be frankly absurd.

Yeah not really. Just trying to make my case here. I think a handful of marine enemies would be a nice addition to end game missions, maybe make them auric/havoc exclusive. Currently the only enemy unique to higher difficulties is infected guardsmen, and I think a decent idea in terms of balance. Crushers die too easily, its either buff crushers or add something stronger, personally I would prefer something new be added to the game.

I think that for veterans, the best option is to add the automatic fire button to almost all weapons. Most of them are assault rifles with excessively low body damage, and in the case of projectile weapons, they have “high damage” to the head, which is useless in a game where hordes are massive and appear out of nowhere at almost melee range. Not to mention their small magazine capacity and low rate of fire. Even variants like the Agrapinaa, which are supposedly designed for horde control, are terrible. These weapons urgently need a buff, or at least the ability to penetrate targets. That would breathe new life into these rifles with only 20 bullets and high headshot damage, helping you deal with corridors infested with enemies.

As for the Ogryn, I think it needs more DR. Any basic enemy can take down more than half of your toughness with a single hit, and sometimes melee enemies have an unusually large range for some strange reason. And let’s not even talk about ranged enemies—a single spray can completely deplete your toughness. Some weapons, in addition to having low damage, also have a very mediocre melee range or are too slow to deploy. I think the Ogryn should have some kind of rework that gives it much more DR.

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36% base TDR. 20% base health DR. About 67% TDR with max Delight in Destruction. This is without taking the DR keystone (not a very good Keystone but that’s somewhat besides the point). Also has incredible melee toughness gen.

Like how much DR do you think he should have if that’s not enough?

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Dueling Swords and Knives need a hearty nerf.

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Wich doesn’t matter considering how ogryn can regenerate toughness with all his talents. What would improve ogryn is:

  • light attacks viable builds, and overall light attacks to have a strong purpose
  • ability to sprint with rised shield (with some stamina penalty consumption)
  • this talent, maybe just for dodges overall, not only for effective ones
  • maybe making him immovable - no barrels or boss hits can toss ogryn
  • cleavers buff and some bleed blessings
  • “mobile turret” weapons need adjustment, being slow = being dead. Braced mod takes animation time and you also have movespeed penalty. So either decrease this penalty, or increase braced mod stats to justify it.
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You are both right, at the same time.

Also:
Nerf DS4, buff autopistol, nerf uncharged plasma, buff combat shotguns, figure out what vigilant AG and infantry lasgun are supposed to be good at then buff that.

Edit: typo in pl*sma gun.

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I truly love…

Headhunter are good at sniping. This is an alternative helbore.
I would say that Helbore / Headhunter are in same boat. Headhunter are good in a regular damnation, you can play them (but it is not as powerful as is a helbore… and helbore is eclipsed by PG). However, in Auric, I don’t see an interest of this weapon.

Tbh, with actual (lack of) balance, I tested it but did not push a lot of games with it.

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Right. There’s got to be a more creative solution than the suggestions for near immunity to bullets and disablers that come up every thread.

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For Ogryn (that I rarely play), I tend to think that the middle keystone (FnP) is not really good in comparison to the 2 other ones.
This does not mean it is bad, but just it can’t shine. However, if you ask me what I think about it, and this by considering my experience with other classes, this is just a bad keystone.
Also, I really think that the toughness regen nodes that relies all on heavy hits make the left part of the tree too good.
And no… I don’t have propositions but read a lot of comments about Ogryn.
And these 2 points are the ones that really make sense for me. FnP and left part of the tree that is close to mandatory.

I think people over think ogryn a little. He is just a very big hitbox with very bad dodges, that just makes him feel slow and clunky to play. All of his weapons come with a base -10% dodge (if not more) and he doesn’t have a single 5 dodge weapon. Considering how much bigger he is, he should dodge further, and maybe run a bit faster as well.

I would give +1 dodges to some of his weapons including the shield, and bump all of his dodge distances by +20% so he by default dodges as far as the other classes dodge with the duelling sword. Then finish that off with a slightly longer slide and slide damage resistance like the other classes have.

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I like the veteran here has 2 things they won’t let us have

Proper kasrkin carapace armour and a hotshot volley gun

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The problem is how to regenerate if in a horde where more than 2 basic enemies shoot at you or if some melee enemy catches you, your entire toughness drops—it only takes 2 or 3 hits to completely drain it. Additionally, sometimes the game only spawns ranged enemies in irregular locations, and you have to play with the sweep to at least try to dodge a shot or two before getting into effective range.
Your HP keeps dropping, and the damage reduction the Ogryn has is very specific. Although, if the character weren’t so clunky, it wouldn’t be a problem.

All that damage reduction only translates to being able to withstand 2 shots before your HP starts to drop, on a clunky and slow character, in a game that involves moving through corridors where any ranged enemy can completely drain your toughness in the slightest moment of carelessness. Even if you regenerate 100% of your toughness, by the time you charge the next hit or manage to get close, it will already be at 50% or lower, especially with Emperor’s Fading Light. And that’s not even mentioning if the game spawns the most basic ranged units—it becomes a huge problem for something so clunky and slow, whereas with other classes, these situations are far from being an issue.

I mean clearly I disagree there’s a significant durability issue, but let’s put that aside. My previous post mostly just outlined what DR is already there, then asked how much more you think there needs to be. That question wasn’t rhetorical. Also where would you put this extra DR? Baseline? Early accessible talents? Mixed throughout?

I think these are natural follow up questions to “needs more DR”.

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To be fair the recon las mk XII already has the fire rate and DPS you would expect from a volley gun. Honestly that would actually be a pretty good way to balance it, it is weird how this tiny little gun has the DPS of a plasma gun. Feels like that stream of flaming las beams should be coming out of a much larger gun.

If it was at all possible I would 100% make a mod to replace the model, but that doesn’t seem possible yet. Once the modding people figure out how to import custom assets I will be on that immediately.

It doesn’t happen like that cause it’s not a turn based game. Enemies shooting you while you are hitting and killing enemies to regenerate toughness, dodgin, sliding, shooting ranged enemeis back. Ogryn can easely control and kill ranged blobs with quickswap on rumbler. Rumbler also has toughnes gained for killing elites blessing.

I was using only x3 hp curios on ogryn before stopped playing DT, and ogryn was braindead easy to play. Doesn’t matter you will take some HP damage when your HP pool is planet size big. And untill there is some HP left you are alive and can regenerate toughness.

The only problem for ogryn is stucking in some poxwalkers while dodging trapper’s net.

This is true. Up to ~35 havoc i played ogryn, after that swaped to psyker, cause stats reducing modifiers hit ogryn more, while huge ass HP pool is his main advantage. And i wasn’t bothered to experiment with ogryn builds, but to deal with Havoc as fast as i can. Still there are probably fine ogryn builds for 40 havoc.

Effective HP (like increasing damage reduction or toughness/HP pool) is not what ogryn needs, cause it’s already there.