“Boom bringer” is exactly what it should be right now, on light difficulties it’s an epic fantasy of strength. The Havok 35+ is a useful balanced tool that does not have constant replenishment. I don’t think he needs any more changes right now.
Blackouts and pocket toxin are pretty underated. CC alone is really useful. DoT does decent damage. It’s basically an emergency stim cooldown reset if thrown into some trash horde. You regen blackouts with range kills but also toxin dots, whatever from crits or passive bonesaw toxin application. Personally I really like those extra gameplay loops.
At least one ammo crate is found by someone in every mission.
I can’t even remember a mission in which none were found,
unless the mission failed within the first 5 minutes.
This skill works for the entire team as long a the vet is in the team.
Even when dead.
This skill is extremely usefull in multiple scenarios.
Also it’s just there on the way now, so you can pick it up on the way to other skills you would take anyway.
It’s one skill point, which benifits everyone.
You spend 29 skillpoints for yourself. Just spend one for the team.
I really would like to see, what skill you take over this one and how much usefullness this skill has.
So back where we started, back to being situational and the usecase being dependable on 1 out of 6 available classes being present in a 4-man premade
Thou its fair to admit that my outlook is affected by not really being a pug player and always having a discord premade at hand and lot of the field improv benefits can be easily worked around by the simple and mere act of the run being lead and directed
Field Improv would be a lot better if it buffed stim duration or effects too. It’s the limited uses that cause people to not take it, even though it really is a game changer in those limited uses.
Also ammo crates need a visual counter for players and some kind of distinct visual identity if it’s a Field Improv Ammo crate so players can plan on expending their grenades before using the Ammo Crate.
If you play a lot with N00bs, maybe stop playing Heresy.
Also you may want to do some self-reflection, if you are with so many “N00bs”,
maybe you are not John Darktide yourself.
With good players, which you find in Auric & beyond,
you’ll notice that people know when to drop the ammo crate.
Also:
Rude & no argument, which fit’s nicely with my next point.
Maybe you should unistall the game,
since you don’t really seem to understand what Field Improvisation does:
You can take those 2 easily with the 29 other points
and nobody said that EVERY build does have to have Field Improvisation,
BUT if you got a free point to spare,
it’s definitely worth it, since it’s good for the team and therefor good for you, too.
But by your wording,
I get the feeling that you are not a team player (Strong me-me-me-vibes),
in a online Coop-Game…..
It’s written in the obvious game design and tide DNA, that you have elite enemies killing players with quality, not quantity. What are we gonna pretend they didn’t increased their numbers cause of powercreep?
Because V2 have crushers in a form of CW’s and managing just fine without the need to spawn clown cars? Because tide games are supposed to have engaging combat, not arpg?
Who said about evertyhing shouldn’t work against? BB should work against crushers, game just should stop spawn 20 of them at once. So there would be actual build diversity instead of everyone running aoe anti armor.
Damn, how i wonder how that works in other games, including horde pve games.
Define engagin then. Blowing up a whole pack of buffed crusher isn’t engagin, because it means they don’t exist. and since they you don’t interract with them. You just despawn enemies instead of fighting them.
True… and also for medikit…
But from time to time, we see players that take the crate and deploy it on floor immediately, wasting it entirely, and even in Auric (a noob lost?).
This is usually with such players that I get the worst wipes… the ones where you finish to write in chat “next time, please do not rush… you had a medic station BEFORE jumping” and after you had… “not gg”
That marker mod should be part of the base game. As for the medipacks yeah I was aware they cleanse corruption, but if stims were enhanced in some manner by Field Improv too Scum could get a lot more use out of Field Improv as could other players using stims.
Specials do it, or to be precise it’s combination of all that does the kill of player. I rarely die to crushers, often it’s because they are silent, i don’t hear them and don’t see them. But what i die to most, is always combo of some special enemy and everything else.
Again this power creep, i fully started playing from release day of unlock and loaded, prior to this i played very little and have no nostalgia about darktide prior that. Maybe they increased numbers because of that or maybe because it is fastest and easiest way to balance. Maybe it was made for havoc only, because since i started playing, in auric the only thing they really increased is amount of specials, not elites.
It’s not a Vermintide 2! Maybe darktide wasn’t designed to be vermintide 3 but in 40k universe?
Also from what I’ve seen on streams, it’s got plenty of rpg elements just like darktide. And it’s gameplay as a whole looks different, different system of health, somewhat different movement, it’s looks more melee than darktide.
But armored enemies will still exist and without pre made groups, only logical solution for every individual player, is to bring something to bust armored enemies, without hoping that some random teammate will play class/build and good enough to do it for you.
There’s, only 3 solutions, make crushers reversed maulers with weak head and strong body or make every weapon have x amount of innate rending, either of which goes against making crushers as elites most dangerous enemies in game as you claim they supposed to be. 3rd solution is everything remains as is, there’s anti armor blitzes, blessings, etc and everyone must use them.
Last online game i played was 7-8 years ago, it was MMO SWTOR and there was no perfect balance, there were classes within same role that were way better than their analogues. Same can be said about other online games i played long enough.
And speaking of your beloved VT 2, don’t it also have or had balancing problems? i’ve read here in discussions about scum, that classes on release also were op, then nerfed just like arbiter was.
Are other enemies, more dangerous or inconvinient enemies also don’t exist? Monsters which are weak, but a big nuisance on whom it would be not a idea to use BB and deal with everything else later, including crushers.
Bulwarks don’t exist, which block every other enemy from player,heavy gunners packed or forced to be packed together in spot, also don’t exist, even though they are way more dangerous than slow crushers and it would be nice to kill them all fast instead and then fight crushers in melee.
To me it’s enganing because game creates a sort of puzzle, puzzle of enemies i must kill, situations i must surive, pick up priority target(s), then next one, use movement, use enviroment, like barrels, ledges, stairs, crates, doors, to either kill or to be safe.
Being able to nuke 6 crushers don’t change anything in this, because there’s next 6 crushers or maulers not far behind or many other enemies and their combinations.
Strong agree that balancing around H40 is stupid. The gamemode is built around being unbalanced and crazy. Surely they don’t plan to just make everything OP so it can deal with H40? Cause then you’re actually powercreeping the challenge out of havoc, too.
as someone who plays almost daily since beta days (only involuntarily timeouts would be my time in the hospital) and pretty much remembers when damnation HISTG was the be all/end all, along with the enemy density and the 6 talents we had to chose from
it is a night/day difference.
and in terms of havoc and its cheapshit mechanics, for the worse.
I wouldnt mind much if the modes idiocies would be quarantined in that mode, but since they spill over in terms of character power and abilities, they soil other modes to the point of making them obsolete.
the mere fact that I “need” 3 other dudes with “fitting” attributes to counter the rainbow crew havoc is throwing at me means the same character and his weaponry absolutely dominates other modes to the point of making it boring.
and while I enjoy having a fuller screen so to speak in terms of chaff to mutilate and chop apart, key enemies that where a test in movement, aim and positioning (and yes not getting boxed in by crushers and bulwarks are a situational awareness and pre-thinking check, I too sometimes albeit rarely fail, one scum match on relay station had a bad call of mine be my demise)
are by these mechanics castrated to the point of irrelevance.
and for what? a single player power fantasy?
or the warped idea of an imaginary pad on the back clearing a havoc 40 only by the combined effort of 3 other dudes?
at least in the early days you had similar effort but put (and doable) on a single player who as a result could claim superior performance and having truly saved/carried the round.
late 2022 and 3 crushers spawning from a side door was about 12 chameleon blinking “whatevers” havoc churns out today.
only with far less abilities and bloated aiding items
the rewarding part was having to deal with them on a physical/skill based level, not pop some ults or throw a dozen nades
balance should be made around the median of what a single, very skilled player could do in the situation alone to safe the day.
not some kobayashi maru nurgle test that results in “blue stim”&bubbly armor wins against whatever isn’t bringing x,y,z as a group