What you have in a video may be more about wonky boss models, not CB’s reach. I believe it has been report for a while some bosses are bigger (in terms of hitboxes) than they look.
EDIT:
Like go fight a jittery, jumpy rager who hits you nonstop, with the CB - and then with Relic Blade or Power Scimitar. And then try to fight a pack of 3-6 of those. And tell me how “OP” CB is as a melee weapon. Sure, you can dodge a lot and run faster, but when it comes to damage application, weapons with long reach are way, way more convenient and safe. That’s how you pay for CB’s pros.
Part of the issue is that the boss’s collision size feels larger than its visible model, making it hard to get close enough. Another factor is that some CB combos have very short reach, so even when other weapons can hit normally, CB attacks often miss.
I glanced over it, but not sure what do you want me to do here? I’m not an expert in everything CB-related, use it on my single build of shroud Zealot sometimes. I can’t say I noticed some issues with its attacks, but that doesn’t mean they are not there still.
Ah, sorry I didn’t mean to start a debate or anything
Since you mentioned it doesn’t seem like a range issue with CB, I just wanted to share my perspective that the range itself might still be part of the problem, so I linked that post.
the hitbox reach range on knife is big but it’s fine
vt1 had so smaller reach hitboxes in everything until vt2 came and they made all weapons hitboxes more generous
but combat blade nerf should be more in the mobility, cause what i hate most of combat blade is the speedrunners with it being a total crutch by outrunning everything and just ressing people
I’d probably start by reducing Uncanny by 50%. It’s a huge armor debuff with a relatively simple requirement. I also think the heavy swing movetech looks silly…. but then again our primary mode of transportation is sliding repeatedly over rusty metal walkways…
Yes, not all movetech in VT2 use stamina, but I don’t see your point here
Even Dagger has a no stamina movetech option (light spam)
But I think the point is kinda clear, if movement itself is an issue, then making the movement less cost effective is a good idea
No blocking on a melee would be ass, I can agree with a push nerf but I’d rather first do the things in order first one at a time to see if at any point it becomes a fine weapon
Uncanny nerf
Sprint cost increase
And only then whatever extra if it ends up remaining OP (but it’s unlikely after the 2nd change so no biggie)
i dont wanna boss spawning walls locking players til the boss dies just like in vt2, but i want at least knife mobility nerfed, since you would still zoom in anyway
most of the time possible to outrun stuff even by using a bolter and just sprinting
and by that challenge that i created, was fun to rely on the other teammate to stagger enemies since sprint and dodge was disabled, it promoted more cooperation, which in DT is not much of a thing
Fine… but then I think that uncanny should be removed form the game and replaced by something else.
No way you remove it only for one weapon. Or you remove it for all weapons, or you don’t.
Tbh, I don’t feel that Combat blade is OP. But I see melee weapons that are really really stronger. Using a combat blade during one match result in a pain on my hand.
There are ton of weapons that are even more efficient than this one.
And also, I repeat, about uncanny and everything else, that blessings should NEVER impact blitzes and soulblaze. Not at all. This is the first change to implement.
And any change on uncanny, has to be spread over all darktide weapons.
Sidenote: I don’t use a combat blade as main melee in a melee build. Or really rarely. This is something not efficient at all, and why I think this weapon is FAR from OP. I see several weapons that do better. Example: Pickaxe.
And as always, I will say that there is a build that transform this weapon in a mass murdered one. This is the zealot one with stealth.
Simple. If you think uncanny is a problem, then remove it. Then remove it from the game.
I think that uncanny is not the biggest problem. I could live with a nerf of its efficiently.’
However, if really you think that it is too strong, then it is too strong for ALL weapons. So removing it from all and repolacing by something else is obvious.
Espcially because uncanny is here since day 1 on combat blade.
I am not against. Even, I would say I don’t care at all on combat blade. This weapon is good for mixed builds, but not for melee focused ones.
I hope so… however, I wait that Fatshark does it for 3 years. And as you were talking about uncanny, I wanted to repeat it (instead of opening a thread just for that)
I feel, as I said, that there is weapons that can deal a LOT more damages.