Use the armour bypass on FOTF to kill crushers with your gun
Seriously?
You can then nerf combat axe, power sword, tactical axe (better on cleave with BM), heavy sword, catachan swords, cleaver of ogryns…
Maybe we could focus on what is clearly broken in this game… Revolver and plasma gun on veteran and also kickback…
Thank you. Yes, I know about that. And how you can set burn ticks and then activate it (that was the issue in Jan 2023 that got the flamer destroyed).
I meant just the knife in that bit of my post. No way should it rend carapace.
Yea, its tough to say either way, the playstyle of a knife requires kiting. I can agree with you if you see a player just leeroy to the next checkpoint.
The main issue, for me, is the invisible (get out of jail) ability. They can aggro-dump enemies. If they play the build correctly, it punishes the group. Its a class design decision that creates these issues, not necessarily the player (in most cases). It just goes back to Devs re-hashing old builds, not playing or testing themselves to create organic synergies between builds.
The idea is that it can also go in the weakness of a carapace…
But, I am astonished that people wants to nerf a weapon that cannot make you record best damages… that’s like AIG…
Fatshark should, as they have clearly the statistics, focus on weapons that have the highest DPS. In the list you will find clearly all broken weapons of Darktide.
Revolver with veteran, plasma gun and kickback are the ones clearly totally broken in ranged weapons.
Combat axe is surely one of the strongest melee weapon, but power sword is not far away of it, cleaver is also monstruous (but it has downsides)… did not play other classes than zealot and veteran for too much time to be able to make a list here, but sure on zealot / veteran power sword and combat axe are the highest DPS weapons. If you have to nerf melee weapons, then here are your candidates.
lol nice deflection
What can we say?
Dagger MKIV, best horde “killer” is seriously under a tactical axe to kill hordes. I won’t even bother comparing it with a combat axe.
Speed, well, if you remove the speed behind the dagger, what would be the interest to take this weapon?
Damages? well I use the scoreboard, I have NEVER seen anybody with 700k (good damage output) or 900k (clearly OP) damages when using a dagger. I have seen it with heavy sword, combat axe, plasma gun, revolver, kickback.
So, no dagger are not OP, we are far than that.
Maybe, as always, people points the weapon when it is obviously one talent (like talents on veteran than transform revolver in a one shot killer weapon).
The only point I would agree is with weeping.moon about the acceleration when you use heavy hit. But, I think that it is normal to use daggers with an hit and run tactics. I tend to be more behind the lines tactics, but considering the weakness of the weapon (and why I think nerfing it as a weapon is not the right path) this is clearly what you have to do. You don’t wear an OP power sword or a combat axe that can cut heads like butter.
These are all very good points.
I see that the glaring “issue” is the talent synergies with the knife that reward players for speed running, solo playing, and relying only on the knife.
We can make similar critiques about the plasma gun as well.
Well here we are all guilty (about people that try the speed run and usually fail…).
Let them die, they usually quit the mission. This is clearly what we all should do. Don’t even try to follow them, or they come back by themselves, or they die like a big s… and they will deserve it.
About going solo, I do it with veteran, zealot, with or without dagger and I think I take loner like 5% of my games (but not for loner, but for the talents that are close to it).
Its pretty easy to not mess up as solo knife because outpacing all the enemies totally breaks the well designed flow of action. It also casts out all the loadouts that aren’t also the knife, if you’ve ever had the misfortune of running a blunt weapon in the same lobby. You’ll be a hab block behind less than a quarter of the way into the level. Whenever you do see your buddy they’ll just drop a flash mob of enemies assembling behind them on you. Most any pressure they just slip out of because why not its a knife.
The whole ‘the game is several difficulties lower because no enemy can pressure you but the DH’ thing was always the advantage of the knife. Then it was able to 2 hit kill crushers without fury of the faithful and its descended into literal garbage gameplay for the lot.
That’s the double of the number of hit (yes without s) that need a veteran with a revolver…
Yeah using the absolutely dumpster-AF marksmen focus AND executioner stance with stacks of MF on a 5 bullet weapon under ult only. I don’t think Crushers are an issue with the revolver, the cleave and ray cast size are. One critical flies through a group of shotgunners or ragers and kills 3 of them.
Same problem as it was in vt2. Most players in general have overall shitty 3D map view of positioning. knife zealots just makes it shown even worse. In high difficulties their deficiencies show up so much
In Vermintide 2, some weapons are better than others, but none of them cause the situation where you see your team mate across the way, rush to help them, and then realize that they’re not actually in danger, and they never will be.
I don’t mind problems with balance as much as that.
Yeah. If the problem is players running away from their team maybe that is something the game director could react to and punish/challenge instead of nerfing a weapon.
The director can’t account for the fact that you CAN NOT put pressure on a knife zealot, he can outrun anything thrown at. Even without stealth, most of the enemy will simply redirect towards the team, or ultimately, the slowest moving one left behind.
And this is even without taking into consideration the fact that the mk6 knife IS the very best melee weapon in the game, bar none. While some aforementioned options can clear horde quicker, and thus, achieving higher dmg numbers, the knife can absolutely deal with anything, while always having the option to just bail. I see it more of a problem of weak enemies, rather than knife being inherently OP. For example multiple reapers are the scariest sight on my zealot as you can not stagger them outta shooting with a knife, and have to revert to pewpew, which is like pulling a teeth. Need more like that, and knife will instantly be knocked down a peg.
It is just a combination of a stupendously overtuned weapon in the current state of the game + zealot movespeed. Stealth is just the cherry on top, albeit hardly needed (and is mostly useless imho). The fact that I can take on ANYTHING south of a reaper patrol without stealth or any fear whatsoever on my fury knife zealot, just running headfirst into danger is plain wrong, no matter how fun it might be.
Having all that said, it’s not really problem, in my 2700 hours, I’ve had a grand total of TWO runs where the zealot was just chilling at the end before rest of team got even halfway thru.
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