I know there are multiple threads on this point, but the patches come and go, and the chain weapons still feel like metallic bats for half their movesets.
My suggestions are that all movesets that make the chain weapons stick to the mobs need to add a latching/sawing animation and that the special moveset adds sawing decals on the mobs so that you don’t chainsaw a Bulwark with the chainsword on the back to see no visible damage on his body. The funny thing is that the unreved moveset does put sawing decals on the mobs, so it doesn’t make sense that a more powerful motor action does not.
A rework of the sound of the chain weapons on flak-armored mobs could be nice too since the bonk on hit doesn’t really sell the chain weapon fantasy.
In my opinion, the chainaxe and eviscerator are better served than the chainsword, which is really the one that feels like a bat, but they are not perfect either.
There is this thread on the forum by Reginald that explain far better than I do what i would like to see with the chain weapons Chain Weapons are just wrong
Near the 25:30,he even shows some clip of the gameplay trailer of darktide that shows a old version of the chainsword that used to latches and shred on mob in the light moveset.
Now note that a lot of point that he adress in his video seems to have made their ways onto the game except the bonky visual and feels on the chainweapons
Now I know that some of you don’t like the stickiness of the chain weapon moveset, so how it could be implemented could be a blessing that would add shredding to the unreved moveset, a bit like the sticky bomb changes the properties of the grenade launcher on the Ogryn. That way, we could have a moveset like it is now (but with sound and damage decals reworks to better sell the chain part of the weapon) with a possibility for people (such as me) to get a chainier chain weapon.
The latest patch did not touch this part of the chain weapon and, unless there is an obscure blessing interaction, no blessing change this property.
These picture were taken after only using the special attack on a bullwark back.Compare the pristine back versus the one where i used light or heavy normal attack on their back just beneath this text.Only one can put a decal, multiple often end with a myriad of decals. I limited the screenshot after one decal.
What i would like to see is the decals on the two last screenshot on the special attack but with bigger/gnarlier decals. You know,because you just boosted the motor action.
Well boys, while testing the green esvicerator in the lastest patch it now apply the decals i spoke off in my post. Sadly, it seems to be the only chainweapon where I managed to get decals on. I tested the blue esvicerator( the one with the thrust),the chainaxes and the chainswords. I hope that in time, those weapons do too.
Still, i feel like it’s a new addition that I agreee fully with so thanks fatshark
I still maintain the fact that the chainweapon should either pass through like they do on some of the moveset or bite and saw the ennemy. They should not bounce on enemy.
I also think they should add a faster animation for chain weapons, something more like a direct cut rather than sticking to every enemy they hit. It makes them quite slow and inefficient, especially with the amount of enemies in higher difficulties. At least the light attacks should be like this, since the heavy attacks are well done in terms of animation.
I think it was how they fixed the eviscerator moveset back in the first year. The upside are evident but the downside are that this make the weapons feels a bit weightless too when they always passtrough the mobs in my opinion
For me the chain weapons main problem remains its special action, similar to 2 out of 3 force swords. The ability to interrupt the special attack by dodging is a band-aid. It hasn’t really addressed how situational and niche usage of those abilities remain.