TL;DR - Remove activation animation-lock from chain weapons (instant activation) so they are more fluid to use, which should significantly buff their gameplay while retaining the complexity of managing their rip (alternatively or in conjunction, shorten the rip duration without changing damage). The clunkiness of the activation & rip duration make them more risky to use in higher levels of play (where time is at a premium due to enemy density) compared to power and force weapons. Lengthy comparison to other activated weapons (power/force) to follow.
Firstly, Chain Weapons are perfectly viable in Damnation as-is and Iâve used them all there extensively, but none of them are âgoodâ compared to the top dog weapons. Iâd argue the Chain Sword is the best of the lot - not great against anything, not awful against anything, good mobility/defensiveness, fastest activation. Eviscerator is the middleman, slow, ponderous, complex moveset (H-L-L-BA or BA-H), notably slow to kill hordes, worst defense but strong cc, and slowest activation. Chainaxe is the worst off, it crushes single targets but without chainswordâs mobility (to single out targets for rip) or evisceratorâs group cc, getting the rip off is slow/dangerous and leaves you quite vulnerable even with its high stamina; for hordes youâre reduced to blockattack/heavy which is slow and leaves you open to being overwhelmed.
I would argue a problem is that these weapons are balanced around the rip, but the activation step + rip duration in their attack chain takes too long and makes them risky to use in high level play - so theyâre not able to use a good portion of their balanced power effectively. To use the rip, you need to pause and gun the chainweapon before attacking and then plan for the rip animation lock. As a note, you can gun rip while blocking before a block attack, but gunning the rip before using a light / heavy and riding out the rip animation requires timing and space on all three weapons (easiest with fast-activating, mobile chainsword) which are in shorter supply the higher in difficulty you go.
This activation is a feature shared with the power and force weapons. Letâs compare them:
- Power weapons: Activate, attack. Very simple. The activation creates a pause in gameplay, but itâs rewarded by an empowered attack that otherwise is the same in handling as a normal attack. (Thammer, Psword, Pmaul)
- Chain weapons: Activate, attack, rip. The third step, rip, ~locks you and the enemy in place giving it risk to use. Depending on the attack, rips can cleave through/impact multiple targets before getting stuck in one. To be clear, the rip is a JOY from a gameplay perspective (visceral/fun).
- Force weapons: Illisi behaves as a power weapon (activate, attack), Deimos/Obscurus similar to a chain weapon: Activate, attack, force surge. Like rip, force surge ~locks you and your target in place. However, Deimos/Obscurus are dueling weapons with high mobility (dodge range/count) and their force surge is single target whereas chain rips can be multi-target. You pick your target, position yourself, take the time to activate your Force attack, and strike. They also have a touch more range than the chain weapons, so between mobility and range theyâre safer to use - but single target.
I would argue Power Weapons and Force Weapons are perfectly fine as is from a gameplay perspective; you can argue PSword still needs nerfs and Illisi/Deimos Slaughterer needs to be tuned down, but this thread is focusing on core gameplay/useability. Chain weapons are double-penalized with the activation and rip stoppages and lack Force swordsâ mobility, making them more risky to activate and without any great payoff. They are lesser tier weapons, which is sad given how iconic they are in 40k.
I donât think the answer is significantly buffing the chain weapons damage output. They actually do quite a bit of damage (potentially to multiple targets) when you have time to get a rip off, the challenge is finding enough time to do so, which is increasingly difficult in higher levels of play as youâre swarmed by more opponents (and aside from the chain sword, these are not mobile weapons).
Therefore, my proposal is to remove the activation animation. Imagine if you could gun the Eviscerator as youâre charging a heavy swing, or the chainaxe/chainsword instantly before a block-attack or heavy-attack. I would argue this would instantly elevate gameplay for those weapons by making them more fluid to use, which is the main problem with them in higher tiers of difficulty. The damage output is quite reasonable, itâs getting activation + rip off safely that is the challenge, and they still require skill / care to use because the rip will still get you stuck in targets.
Thatâs my proposal. I really love the chain weapons, they are peak WH40k and their gameplay is visceral and fun, but they are awkward and risky to activate. Remove the activation animation. Alternatively (or in conjunction), the rip duration could be shortened (same damage in less time), which would reduce the awkwardness of their use as well. As is their activation is clunky to use in higher difficulties (despite being gorgeous and fun) which makes them sub-par.