That will depend on the weapon being able to meet 1 shot breakpoints against horde enemies.
If it can 1 shot them, you get bonus cleave on every attack (if you hit a head) and potentially can even 1 shot more than 1 enemy per swing.
If you can not 1 shot an enemy, you will only trigger the bonus every few attacks, and likely only ignore the mass of 1 enemy each time.
I am a bit sceptical regarding that change, since it will likely be a massive nerf for some weapons, while it will barely affect others. It will probably also make the blessing’s effect quite inconsistent across difficulties. When enemy hp is higher, you might no longer meet the 1 shot breakpoints, which not only requires you to hit that enemy twice instead of once, but also effectively reduces the amount of bonus cleave that you get from the blessing.
As long as the cleave bonus from the blessing is active for a certain amount of time (as it is right now), pretty much any weapon can make use of the bonus cleave on any difficulty.
Well, for sure the blessing will be more interesting on a CA than on a tactical axe…
I don’t think I will like these changes… I really feel that this move was clearly done to nerf the Combat Axe and not for balancing things globally.
When I think to the change, it looks good for a Combat Axe. Less on a tactical axe. But, what about latrine shovel? BM was bad on it, nerfing it won’t make it better.
Also, there are mauls for Ogryn that have a priority on body if I am right…
Really not sure of this move. What bother me is that there are lot of blessings totally useless, and, for now, I don’t see any change to make them more interesting.
I understand that CA with BM is too strong… but, my personal opinion is that we need to see all weapons and blessings interesting and/or balanced (or something close to).
So, I hope that they will address the lack of interest from players to several weapons and the weakness of several. Same for blessings, every blessing should have an utility.
I really really hope that the change is not a move to just nerf the CA… cause it would be stupid as it would sure nerf effectively the CA but, by the same time, will potentially make BM useless on the other weapons that have it.
Tbh, I am more than sceptical. I will wait to see the changes, but I fear that ranged weapons will see their role increased in a game where they took already a good space.
Same.
I do not like the idea of a ranged focused ogryn class at all.
Especially ogryn players with machinegun or shotgun, already use their insanely strong ranged weapons for almost everything. Crutching on these weapons requires absolutely no skill and although these players usually kill a lot of enemies, those kills are quite often completely useless for the team.
(Why waste your ammo on a horde that is already being fought in melee by your 3 teammates, or burned down by a psyker? At least shoot enemies that are not already getting killed by someone else.)
I hope we do not (although i think we will) see ranged weapons become more used than they already are, allowing bad players to further climb in difficulty, while the remaining melee players have to struggle even more, trying to prevent the team from being overrun.
It already happens too often, that psykers and veterans can not do their job, thanks to ogryn and zealot players who spam their guns at bulwark shields and crushers (as well as hordes and everything else).
I constantly have to run in as a brittle psyker, because the 500hp ogryn comfortably sits in the back with his machinegun with no care in the world, instead of being at the front line and knocking over the massive blob of enemy ogryn coming at us.
Oh no, I ain’t stupid enough to jump into balance discussions. To me BM nerf is fine, heck it’s might actually be a buff for Power Sword.
And I’m all for shuffling meta.
You can lament the changes all you want, appeal to devs, not me.
Isn’t this more of a player issue then a specific class issue? I’ve seen gunpsykers and veterans doing the same thing against enemies that the weapons they’re using do low to no damage at all.
While ranged combat does take up alot of space in Darktide’s hybrid combat, I do share some of the worries that has been mentioned about ranged combat, not because of a specific weapon but the over reliance on ranged weaponry in general. Now that we’ll get a overhaul on the talent trees we can no longer assume that as long as we have a veteran in the team we’ll get a ammo refund, quickplay is going to be fun for a while after the update hits.
If your class only has talents that enhance your performance in melee combat, you might want to put those talents to use instead of camping the backline and watching your far less tanky teammates do your job for you.
But when every single class gets talents for a ranged loadout, there will likely be even more ranged focused players.
More than 90% of the players that i see actually dropping to 0 ammo, are ogryn who spam their shotgun/machinegun at hordes. They do not even keep a few shots to deal with spcialists.
If ogryn only had ranged weapons with low ammo pool and low horde clear (like the Grenadier gauntlet), those players would not be enabled in their useless behavior
We already have a ton of players who are near useless because of how much they focus on using their guns.
Imo it is a bad idea to further enable these players by officially adding ranged talent options to more classes.
I am not for having all the options on all of the classes anyway. The classes should be different from each other.
But i guess we will see, how it actually turns out, in about 2 weeks.
My money says that people who mainly play QP will eventually gravitate toward more generalist builds once we’re all past the experimentation stage. Randomness in your lineup is a great way to destroy the average quality of runs.
That, or people will play whatever their favourite youtuber tells them is good.
Imo, it partialy should be balanced with new enemies - like enemy psykers (maybe with protective spells), more shielded enemies, more swarm types of enemies like nurglings - small and fast, so it’s not ammo efficent to shoot them, etc. Like we are fighting nurgle faction, but they aren’t rly tough as should be.
BM is garbage for PS??? Since when?
Yeah, PC outclasses BM but if you don’t have PC for your PS, BM is the next best thing.
Garbage as in bad, no that is hilariously wrong. “Grabage” as in outclassed, yes sure but it’s not up to you which blessings you have is it?
Because DT is a gacha game and you do not just nerf sh!t because you feel like it. Even BM shouldn’t be changed for as long as DT is a gacha…
Any of this sound familiar yet?
But it’s “ignoring X% of bodymass” the same thing as hardcoding a max cleave limit, except it has a contition?
ALL of this is under the assumption that this outright kills BM.
Seems like you’re jumping the gun very hard here.
exactly.
The discussion about specific balance yes, that should wait for after the update.
Whether we should get sweeping changes to a gacha experience is a different discussion and I can agree with the sentiment that a nerf sucks assuming nothing changes about crafting etc.
Probably the most reasonable take in here, too bad I am not that reasonable xd
Have you had your head under a rock? These are the subclasses, for free, very ahead of schedule, plus instead of being locked into a subclass we get to mix and match between their abilities and passives. In other words it’s a vastly improved version of what we were promised. This has been thoroughly confirmed by this point.
If you’re going to speak in such a petulant manner you should try to make sure you’re at least informed.
The way I’m reading it, you get infinite cleave on the swing that killed an enemy with a weakspot hit. Is that right?
If so, it’s just a matter of chaining headshots and it’ll be exactly as good at killing hordes as it is now. You’d literally just have to aim high and you won’t notice any difference.
According to the statement, the blessing would make your weapon ignore the hitmass of any enemy that had their head taken off by your attack.
If an enemy is killed with a headshot by your attack, the hitmass of that enemy is ignored.
If that same attack also hits a second enemy, but does not headshot kill it, then that enemy’s hitmass should count as usual.
Basically, any enemy that you hit, will have their hit mass counted as usual.
Unless you headshot kill an enemy (or multiple enemies), in which case the hit mass of that specific enemy (or these specific enemies) will be ignored.
So not “if your attack does a headshot kill, the entire remaining swing gets infinite cleave”.
I can’t lie, if that’s true it makes it sound like it’s going to be pretty bad. Sucks to be someone who has that as a blessing on their best weapons, I guess.
If you hit 4 Bruiser, for a total of 40 mass (exemple I won’t bother taking the right mass values)
Your weapon can do a Hit mass of 30, so you would be stopped at the 3rd Bruiser, but with the change, if Bruiser 1, 2 or 3 is killed with a weakspot hit, their mass won’t be counted, letting you hit the 4th, but if you have only 1 weakspot hit, it won’t let you hit a 5th Bruiser
Yes. The question is, if there is still damage drop off for the second enemy hit, after headshot killing the first target.
It sounds like 1 shot breakpoints and attack patterns will be incredibly important.
If your attack pattern does not mostly consist of horizontal strikes (or vertical strikes with hit prio for heads), the blessing will have pretty low value regarding increased cleave.
It seems like it will mostly allow to ignore the hit mass of 1-2 enemies per strike, assuming that you can 1 shot the enemy at full hp.
It is the same description just without duration, so it makes sense it works for a swing. A bit similar to salvo blessings, it’s just you need to turn on buff with every headshot kill, instead of waiting for recoil to calm dawn.