Bardin's melee weapons balance

Course if you go that route you lose out on boss boss damage and more importantly…the “patapatapatapata” of firing a gatling gun. Which is like the primary reason I bought the career. The gromril plated shots are very strong from my personal experimentations, and it’s a bit more immersive to actually penetrate armour with a cannon that size, but the slow “puck…puck…puck…” just isn’t as cool.

Kinda annoyed me that they removed leading shots and didn’t replace it with anything equivalent.

I agree, my favorite is just being able to fire at full speed, that way it can efficiently snipe specials, but I rarely use handgun as the ranged weapon. Most often just use trollhammer with him.

I’ve updated the OP, added more suggestions for each weapon.

Exactly, they didnt do a good firing sound for Gromril-Plated Shot (and for Masterwork Pistol, for that matter).

Minigun strangely has a distance limit, around 30-50 meters the bullets just disappear. And i hate distant blightstormers with passion, sometimes rattlings too.

This build will interrupt Chaos Warrior overhead, doing heavy stagger on them. You can perma-stagger 2 Chaos Warriors. The damage bonus is also nice when they’re staggered like that. Yeah its more of a niche thing.

But i dont think Swift Slaying is all that good if you have only +10% AS and 15% crit chance. For RangerVet beer build, with +24% AS and 15% crit, the Swift Slaying Greataxe was working well enough. Its either fast attack speed, or high crit chance to make SS more reliable.

I didn’t know the bullets just disappeared, but I still like using it for special sniping, don’t care if I can’t hit the distant ones, I just keep moving if I can. The nice thing about fast minigun is quick bursts of damage. Then Trollhammer for groups of armor.

It’s all good with +40% power on Engineer really. I seem to have no issues keeping Swift Slaying active most of the time with most any weapon if I have +10% crit chance.

Since I mentioned I take Trollhammer often with the Greataxe, the chaos warriors in a patrol are pretty soft after a shot or two, and I can comfortably dodge around 3-4 at a time while striking them.

Came back because I had some more exp with Greathammer, which is weirdly one of my least played weapons after 1H Axes.

On IB with Opportunist BCR/Stam it just eats Chaos Patrols (and they’re still alive because you don’t have an OE in the group).

It’s so fun. rofl

On Slayer, I found that if you’re against Monks + w/e else, you kind of run out of things you can do, especially if Specials turn up. Whereas Grail Knight can just use a Shield and chill.

Realised I completely misunderstood this for some reason. I thought you was talking about the ones where you reach 5 stacks and then get a buff.

This is the one I play 100% of the time though. I even run Linked Compression Chamber, to have it up more.

It does give a lot of damage to Melee Weapons, but I’d still say 1Hers and Dual Wield win out, as 2Hers get you stuck in the mud eventually vs high density (due to low Stam, low dodge counts, low dodge distance).

If OE gets Melee buffs he will likely be extremely strong in melee too, but he’s already quite boring to play with, so at this point, I’m not really bothered by it.

Bardin’s Weapon Balance is really awkward across all of his Careers.

Damn, that greathammer is painfully slow, must be 0% or +5% speed?
Still, you manage to output good dps on chaos warriors, because light attack is strong and reliable. Its like 1h hammer heavies, but with even more damage vs super armor.

Recently i’ve played RV with greathammer, ale build, with +24% speed (10+5+9) it is quite satisfying. Still a bit silly with crowdclear, its like you play bowling with enemies for a bit before they die, and that was on Legend.

Greathammer is not weak, but not strong, imo. Thats why my suggestions are more of a QoL buff, or a buff that improves its niche (cc with heavy attacks).

0%. Using Flamethrower to make up for Horde clear (when team isn’t low THP).

IB doesn’t suffer from getting stuck in the mud when using 2H Weapons tbh. Imagine that positioning on RV, OE, or even Slayer. :dizzy_face:

This and a Mining Pick rework.

People have been on about Mining Pick since quite early in V2 tbh.

One of the best ways I can think to show how bad it is is to just compare it to Exe Sword, which it has a similar moveset to. I obvs don’t want it to be the same as Exe, but the stat differences are telling. Consider that Kruber also gets more melee stats, in general, too.

  • Kruber has more access to Crit for Swiftslaying (Merc/Huntsman)
  • Exe L3 has Crit% - it’s also easy to chain into: Push-Attack → L2 → L3
  • Exe has one more Dodge than Mining Pick
  • Exe Push-Attack Cleaves
  • Exe Lights Cleave Elites
  • Tank on the Lights

Compared to:

It’s hard to tell whether the problem is Mining Pick or if the Coghammer is just literally the Mining Pick but straight up less clunky and more functional.

In all honesty I kinda wish CA would rework the Coghammer so that it’s a weapon that utilizes it’s titular “cogs”.

Like a special button or something that lets player repeatedly rev the hammer up temporary buffs whose duration depends on how much it’s been revved.