Can we prioritize fixing stuff too at the same time?

A lot of broken talents and blessings, I’m all for re-balances to fix the power creep, but having fundamentally broken blessings and talents/skills is kind of a big deal. (too many to list).

Big broken things really sap some of the fun out of the game, especially when they’re glorified typos. It’s not great when you’re wasting a blessing or skill point on something that does absolutely nothing.

E.g. nerfing bleeds but NOT fixing Skullcrusher (Still seems bugged)?

Seems like many or most of the acknowledged bugs are indeed bugged (not just looked at).

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Then there’s Rampage apparently applying a 1.5 X damage mod on top of the power boost. Just what actually how.

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Whoa! It does indeed seem like 1.8-1.9 total in the Grinder.

Hand Cannon still applies rend on crit to many things even when you don’t have the revolver out.

Empowered Psionics apply to Surge Staff secondary

Counterfire doesn’t highlight Reapers.

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By Sigmar! No wonder there are so many more (more so I mean) revolvers out there, like the old crucian roulette bug huh.

Yeah…counterfire, still, sigh.

They did finally fold on Scab Stalkers, so one step forward, two steps back (ogryns can’t be highlighted at all, no reload on ability use).

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I think T4 ends up being a 104% damage boost when you combine the power bonus from the description and the hidden damage multiplier lmao.

I’d be happy with a separate Ult node for all Ogryn honestly. A small damage boost to go with wouldn’t hurt either.

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Clearly too much to ask for. Been waiting since the beginning of May for a fix to the bug that causes zealots to lose their thrust stacks when using Chastise the Wicked - a bug that Fatshark introduced in their efforts to fix another thrust bug. :neutral_face:

Immeasurably complex.

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It’s definitely immeasurably complex when you drop 1400 or so changes/fixes at once.

Lucius Mk2 still has the sway values the Lucius lasguns had before Signal Update (yes, from December of last year). I don’t even have faith that they are tracking these issues anymore.

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Even if they are, another patch might just come along and break it all again. Every patch now becomes a guessing game of intended or not intended.

The Skullcrusher blessing? How is it bugged :hushed:

EDIT: oh, the debuff expiring when the stagger ends, you mean?

And +1000 towards getting more bug fixes. Honestly, with the last few patches, it’s sometimes hard to tell what’s a bug and what’s an undisclosed balance change

Skullcrusher is bugged in that it completely lies. Its actually a scaling buff on the power of the stagger that inflicts it, with some heavy staggers capable of putting out around 36% damage on its own (punching a rager and then hitting him). Or even benefitting in staggers that you didn’t inflict, like a mutant reeling after a missed charge.

It would be so much better balanced if it were like Mainstay in VT2 (staggered enemies take X% damage, heavy staggered enemies take more). At least in patch 13 running over a plague ogryn with Indomitable as your nuke explodes with Skullcrusher on that equipped weapon would make it do 23k damage instead of 10k.

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Pretty much this. Unsure, but I feel that that the rumbler does less damage to carapace targets now and the Mk4 cleaver light attacks does way less damage to the maniac ragers… this could just be the extra health and I’m still not used to the changes yet, or that they have changed the damage numbers around abit with out disclosing the changes.

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5gb update for something that should mostly just be value changes is insane. The either added a shitton of yet to be revealed MTX cosmetics or content (the latter being very doubtful) or they are actually that chaotic and inept when it comes to their code branches (proven time and time to be correct, see VT2), given by just how much stuff they broke with this update.

It truly is 1 step forward 3 to (string_not_found) steps back.

That could be down to the reduction to Dominate’s Rending buff (30 → 15%), coupled with the extra health. I don’t know what the armor modifiers for Rumbler/Mk4 Cleaver are, but the loss of that 15% rending could be massive if the armor modifier was originally low.

That ultimately depends on how game resources are packed, and changing that would mean everyone has to essentially re-download the entire game (which, let’s be honest, is a pain in the ass unless you’ve got gigabit fibre).

Wasn’t that always the way? That was the pre-condition for the mob, it required it being staggered.

Can you elaborate on this? How’s this supposed to work? Rending is supposed to be a debuff on the enemy now, right – or is that unintended behavior? i.e., revolver applies rending to the enemy, then you can switch to your melee weapon and get the benefit of the rending debuff.

Rend is the personal buff part of armor penetration, Brittle is the enemy debuff, so only you (and presumably, the revolver) should get the benefit.

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