Tl;Dr : Ogryn weapons bad. Ogryn class kinda meh. Psyker bad. Zealot meh. PLZ BUFF. Veteran good.
It is one day to release and there are still serious unresolved issues with weapon and class balance that I think will aggravate new players and are worth addressing quickly. Perhaps the complete build will have fixed these already but we have heard no such communication so I cannot help myself and must write this essay (I just have to ok?). I will herein propose what I think are necessary changes to ensure a satisfying launch experience for any class and any choice of weapons. I have the luxury of 100 hours of gameplay experience in Beta. I have the added benefit of friends and a wife who are playing Darktide and as a consequence I am able to try out their preferred classes at reasonable levels and equipment as well as hear their opinions and disappointments.
Section Zero: Philosophy
I believe that this is a PVE game. As a new player to a PVE game I am here for a challenge and for the power fantasy. I would much rather have things be too good instead of disappointing. Every change proposed below is to keep in line with the lore and to make things good or even too good. Gradual debuffs can always be applied after launch, but players shouldnāt have a bad time playing with any of the classes at launch.
I will only touch on things I know about. and Iām not writing any user stories, iāll try to be brief where I can skip explanation.
Section One Ogryn Weapons
The ogryn is in a very bad spot. Its knives are the main damage weapons and you get them at like level 2. There is no end game. I assume more weapons are in the hopper given leaks and starting screen, but until then we need to talk about how bad the clubs are. Lets remember. The Ogryn is strength five on table top. This is stronger than a space marine, in cannon and in rules. Just as a point of order a bolt gun is considered less powerful than a melee attack by an Ogryn. Yet at level 18 with a middle of the road club and middle of the road shield/club it is taking 2-3 swings to kill poxwalkers. Here is a description by that level 18 Ogryn of their experience from a recent game:
3 Ogryns and a lady with a chain sword. The 3 big boys we just smack and smack and smack. And we can NOT clear out a horde of squishies. I wanna be at least as strong as the damn sword. I canāt bail people out if they are down because I canāt kill stuff at any reasonable rate even at [the low malice difficulty]. They have to just wheeze on the floor while I play bongo on squishies for half an hour. By then thatās enough time for a bomber to spawn and BBQ them to death.
Does this sound like a good experience? Is this how players should feel about this class? I do not think so.
I want to reiterate once more: Ogryns are stronger than space marines and their bolters in general lore. Bolters cause people to explode when hit. Getting hit by an Ogryn swinging a plasteel maul should be like getting hit by a car. Common poxwalkers should be exploding when hit with these clubs. Ogryns should be able to cleave through at least 3-5 poxwalkers and kill all of them before damage starts to fall off on their one handed clubs, let alone the anticipated 2 handed mauls.
Buffs: significantly increase base damage and base cleave of the bully club and the shield and club.
Gameplay: add gibbing for targets killed by blows from Ogryn clubs
Section Two: Class Balance
Right now the Veteran is far and away the best. The other classes are all lagging in various ways. The general opinion I hear is that the veteran is best, the zealot is fun but weak at higher levels, the psyker was nerfed too hard and not worth it at higher levels despite being very interesting to many players, and the ogryn is a very valuable ātankā in higher levels but tends to be lackluster as an actual vehicle for damage.
Veteran: Do nothing.
Ogryn: The Ogryn is too squishy for something that is toughness 5 on table top. It should have at least 200 toughness alongside its defensive buffs. Considering its large hitbox and tendency to attract shooter fire this would make it tanky enough to wade into las fire to get into those squishy boys without eating health damage.
Buff: Increase base toughness of Ogryn to 200 (iād even argue 300 but he does have 20% reductions)
Buff: Remove the grenade box deploys secondary grenades Feat. Integrate it with the grenade box by default.
Zealot: zealotās F occupies the weird space of feeling like its intended for sniping specials and single targets. But this is a horde shooter. Zealot is a melee class. We already have a special sniper (vet) and veteran sharpshooter has a timed duration based sniping ability. The zealot should receive the same.
Buff: Chastise the wicked now reads - The Preacher dashes forward or towards a targeted enemy, replenishing 50% toughness. Entering a zealous rage the preacherās next Melee Hit is guaranteed to be a Critical Hit. For the next 5s all Melee attacks gain 25% increased damage.
Psyker: I recall psyker being much better in CBT. Most people seem to agree.
Buff: Revert the nerfs to Psyker after CBT.
Section Three Human Weapons
Power Sword: lets address the elephant in the room. This thing is super super incredible. And why shouldnāt it be? But it is so good that nothing else is even in the same league right now. Do not nerf it. Sidegrade it.
Resolution: Change the second Heavy Attack combo move to an overhead instead of a horizontal cleave. This instantly halves its general horde clear effectiveness while not making it feel significantly worse to use. Itāll be a fun and awesome weapon with high utility.
Boltgun: This weapon is in a good place and many people argue in favor of certain lasguns at the highest difficulties. This suggests it is well balanced at this time.
Plasma Gun: This weapon is getting beaten out by the Bolt Gun right now. The plasma gun cannot take advantage of Deadshot as it has no ADS. And it has low shots to over-heat.
Buff: Increase base shots to overheat by 2
Gameplay: Change plasma controls to match that of the Lucius las. (LMB is fire/charge fire, RMB is ADS).
A note on Chain Weapons - these are iconic to the setting and MUST be awesome. They should be as good as mundane weapons without revving, the revving should just be added bonus.
Eviscerator: This weapon is in a pretty good place but is just a touch to weak so far.
Buff: add a small amount of base damage. I should never be able to not oneshot a poxwalker with this weapon on any swing type.
Buff: make both Heavy attacks horizontal sweeps
Chainsword: This weapon is much better than CBT but still is a little too quiet. If you can do so, please add more rev as swings are initiated and after. I think literally its just the audio that makes this weapon feel kinda meh. Its damage numbers seem fine in testing.
Thunder Hammer: This was the most disappointing thing Iāve ever experienced. Its a joke weapon in my view. The hammers in VT2 are really fun and satisfying to use, how could this thing be THIS bad? Please keep in mind the stated ambition of the devs is to have hordes more populous than VT2, yet the current iteration of the Thunder Hammer is only able to kill one or two enemies at a time. You canāt ship the weapon this way to the public. Itād be a travesty. Iād have to write three illuminated gothic treatises to properly frame how bad this is as a release plan for this weapon, so I hope his gets my point across.
Buff: Add sufficient cleave and armor pen to the weapon, uncharged, that it can deal reasonable damage to carapace and kill at least as many poxwalkers per swing as an unrevved eviscerator. Or (as I understand it) revert the CBT to Early Access nerfs.
edit notes:
- reordered based on priority of feedback. Ogryn weapons moved to top.
- shortened Thunder Hammer buff justification for quicker reading and clarity.
- added an additional buff for Ogryn based on player feedback