Dueling Sword should be nerfed and here is why – long discussion post

Sections:
1 - Introduction
2 – Current Balance
3 – Nerfs

EVERYTHING HERE IS MY OPINION. I’m open to discussion and my only goal is to signal that I believe this is a problem.

TLDR:
This weapon can’t be good at everything with this mobility. It should be nerfed against Crushers/Unyielding and Thrust. Uncanny, Agile blessings should be nerfed/removed.

1 - Introduction

So 3 days ago, after work, I was watching some tryhard darktide content (Tanner Lindberg) and I’ve heard the statement that the only weapon that needs nerfs is plasma. I strongly disagreed, updated the ‘solo play’ mod that I hadn’t used for the last 7 months, and went to play true solo.

This resulted in the attached video of me beating Carnival Damnation HISTG true solo on DS IV (3rd try) to prove my competence. (1075 hours on steam, account level 1110, playing since launch)
MY GAMEPLAY

1a – Should we care about balance in PvE?

The argument I often see on Reddit about weapon/smite balancing is: “Should we really nerf it if the game is PvE?”.

Yes! With the powercreep that is introduced to this game since the class rework (Patch #13) and increased with every following patch, we as players have much more power at our disposal. This makes it so the harder modifiers aren’t a challenge to experienced players and instead turn to dps rush to get that sweet orange ‘damage dealt’ number on the scoreboard. This statistic doesn’t track only the player’s ability to play the game but mostly the efficiency of the setup they’re using.

This becomes especially aparent if you are matched with a +500 level player that uses current meta weapon like plasma to evaporate every elite/special entity on the map through the walls. This can heavily affect other players’ enjoyment of this videogame, as they are no longer challenged by the gameplay, they are put in the passanger’s seat to watch the overperforming weapon in the experienced hands just trivialise the run.

Because of this, some high level players were complaining that they can’t increase the difficulty any further (which will be solved now by Havoc mode), and that the only effective way to increase difficulty now was to decrease the player’s power (as proven by content creators like tanner and telopots beating maeltorms without perks, blessings or/and curios (or just straight up level 1)).

2 – Balancing

How strong are the Duelling Swords? They are currently the strongest melee weapons in the game.

Why are they so strong?

There are 2 main categories I think are crucial when picking a melee for the build:

  • Defensive – mobility, stamina, additional effects,

  • Offensive – target selection, DPS.

Mobility – This weapon has the best mobility in the game, on par with daggers. The attack-slide tech allows you to ignore 95% of ranged damage, the dodge distance and speed are the best in the game and to top it off, we get a blessing that gives us virtually infinite dodges. I can’t understand how Fat Shark made the decision to remove infinite dodges from the mid mobility psyker melee (force swords) and give it to the two most mobile weapons in the game (t.axe is 2nd)!

Stamina – This might be an issue only on Veteran. Zealot and Psyker have extremely high base stamina regeneration speed. Stamina curios exist and stamina regen is a very strong curio perk. Psyker additionally gets peril block (and can spam push without any risk of being guardbroken), so it only affects Vet.

Additional effects – Special attack staggers Muties and Crushers. ‘Agile’ blessing exists.

Target selection – Some weapons struggle with certain enemy types. Some are weak against flak/carapace armor or bosses, but not this one. You can stab ANYTHING in the face (if it has one) and it dies in one or two hits if it’s not a boss. This weapon has no weakness when it comes to target selection

DPS – Is high. THIS WEAPON CAN 1 TAP EVERY ENEMY IN THE GAME THAT IS NOT A BOSS. This is the most broken thing about this weapon. The fact that we can do this amount of damage with this mobility and attack speed is just icing on the cake. This simply invalidates any other melee options, because nothing comes even close to being this effective.

2a – Comparing DS IV to other melee weapons

So let’s compare DS IV to other weapons that can 1-tap crushers.

  • Ogryn weapons need special action, then they need to charge the slow heavy attack of slow Ogryn weapons, hold to get 3 stacks of Thrust and then they can kill one crusher.

  • Thunder Hammer needs a special action that stuns you, has the lowest mobility in game and sometimes even fails to get the one tap even if you jump through all the hoops.

  • Eviscerator – needs to rev up and ult to 1 tap.

  • Dagger – should also be nerfed.

This creates a scenario where a group of weapons has a huge, absolutely humongous, disadvantage of low mobility, while gaining no real benefits over the DS.

As mentioned, weapons should only be nerfed if they affects fun of other players in the game. This weapon should be nerfed for exactly the same reasons as the plasma.

When you use it, you basically become a heat seeking missile that is always first on the target and has the highest dps to deal with it. And if the game goes wrong, you have the best ability to rotate out of the bad spot.

3 – Ways to solve the issue

Now, how can we fix this issue? How can we make it more fun for everyone? Yes, that’s the goal, to bring this weapon back in line and allow everyone to enjoy the game.

3a – “Back to square one”

Make this weapon psyker exclusive again. – I think it’s the worst option. It would be fair and balanced, but people have already had a taste of this on other classes and taking away their new options will only cause outrage (and as the past has shown with deserved nerfs, even review bombing (shout out to vets crying about power sword like a year ago)). We need another solution.

3b – “One step back”

Make this weapon available to psykers and veterans. – It’s just as bad as the first one, but it solves the issue of Zealot boosting melee to a totally different level.

3c – “A reasonable nerf”

Here comes the main dish of this post.

This is how I think this weapon should be adjusted to bring it down to earth while not killing it.

This weapon shouldn’t be as effective against everything in the game, so it needs to be weaker against carapace and unyielding. A 20% base damage nerf to both armor types should be reasonable.

Next, the blessings.

Thrust – should be removed, this weapon shouldn’t have so much power and 1-shot breakpoints,

Uncanny – should be lowered to 20% or 30% rending at max stacks level 4 (all brittlenes perks of weaker weapons cap at 40%),

Agile – should only restore dodges on weakspot kills or removed (as mentioned, Force Swords were “too op”),

Goal:

Is to keep the weapon good at dealing with ranged enemies, even flak armor and mutants, while encouraging us to bring an anti-armor secondary.

Results:

This will make people focus more on Riposte (crit on dodge) and Precognition (finesse on dodge), which I don’t think is a bad thing. It makes the weapon better at what it was designed to do. Rewards for high finesse play, headshots and crits.

3d – How to not nerf

The mobility aspect (other than Agile) shouldn’t be nerfed. I have seen some opinions that all mobile weapons are too op and should be slowed down. This is the worst imaginable scenario. This game was designed to interact with ranged enemies in melee combat and taking away the movement speed affects both the meta and fun aspects of the game. If I can’t dive into a group of shooters to tie them up before they split and take cover, then a huge chunk of the gameplay satisfaction is gone.

Additionally, there is nothing more valuable in this game than survivability. Mobility is a big part of this. Anyone who plays true solo will know how important it is to be able to kite through a huge horde of enemies. If you can’t kite, you’ll drown in a sea of crushers.

Summary

Mobility is the most important aspect of all melee weapons in this game. Having good mobility allows you to do some crazy stuff, like in my solo run, I was able to outrun 10 ragers for 2 laps around the colloseum just to chase some gunners, do objectives, heal. All of that was only possible because of the movetech and speed. Imagine playing in this scenario with eviscerator. Is it possible? Yes! Even comfortably, I love mowing down ragers with Evi, but it wouldn’t look anything like this! So mobility allows us to straight up ignore some of the dangers on the map and gives us some of the best advantages and at what cost? Currently none. Zero.

This is why I think high mobility weapons should have lower damage against carapace/unyielding.

Thank you for coming to my Ted talk.

19 Likes

We thank you for your contribution and we wish you a very good evening.

8 Likes

A nerf is wrong, it simply should be, as before, a Psyker only weapon

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why do you think it was somehow balanced on psyker?

18 Likes

Oh my god this goddamn forum I swear. Please guys have you tried touching grass? On one hand I’m like “Yeah just let this game die I guess” on the other hand you people will just migrate to some other PVE game I enjoy and start screeching there for nerfs so might as well be quarantined here.

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I’m not sure which game you’re referring to, but I’ve never played Helldivers.

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Good, and please don’t. You won’t like it.

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I’m glad you’re voicing your dissenting opinion on balance-related stuff, even though I disagree with them.
But have you considered:

DS should never have been given to Vet and Zealot, we all knew it was going to be broken, it’s not too late to take it back.

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Yes, it’s too late to take it back.
Why heresy screenshot tho? I attached a video o true soloing damnation HISTG. I’m complaining DS makes this game too easy, not too hard.

One additional comment I want to leave: Someone on reddit suggested taking away mark 2 and 4 from Zealot and Vet, leaving them with only mk V. This is a really good idea in my opinion.

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Psyker staves (i suspect more psyker builds with warp weapons), Plasma gun, revolver (hand cannon) are 3 things that deserve a nerf BEFORE any nerf of DS.
If these things are not balance, DS is perfectly fine.
Also, DS is here, in the meta, for what? less than one month. What I quoted is here from a lot of months.
Even if for staves I don’t think it was so concerning several month ago. Staves have always been strong, but not sure it was so strong before.

But I already have it in my inventory for both vet and zealot :slight_smile:

It’s an extremely strong weapon. Honestly, if there’s one thing that’s probably too good about it, it’s the blessing combos. Thrust, uncanny strike and either of the dodge crit blessings make this thing a monster.

It’s kind like the knife in that it’s really good at single targets and good enought at hordes with high mobility.

If in FS view, the knifes are fine rn, so is this weapon.

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image
It was reply to other dude.

A couple notes here. First, I think the game has only truly just released the state in which it should have been released. The game at launch, without crafting and totally reliant on RNG, and with a very limited tree of abilities, was very much a “work in progress” Alpha that was far from what the studio promised out of the title. Trying to compare stuff to pre-patch 13 I don’t think is really fair.

More importantly, the bulk of the playerbase is sitting at Malice and Heresy and finding that plenty of challenge. The proportion of the userbase that’s clearing Auric Maelstrom like its a walk in the park is tiny. If you have over a thousand hours in the game, to put that in perspective, that’s a part-time job, nearly 10% of a person’s typical total waking hours since the game released. Not hating on that, I’ve certainly spent similar amounts of time with games, but it’s also something that has to be recognized for what it is.

For me, if something is going to be nerfed in a PvE game, it’s because it’s doing something outside its niche. I don’t have a problem with the Dueling sword being an amazingly ridiculous weapon for dodging/mobility if that’s it’s intended niche, I have a problem with it being a fantastic armor killer without significant talent point investment when it’s not an anti-armor weapon.

The last thing I really felt needed a nerf was the original incarnation of Assail, which oddly was an inverse of most of the issues we’re looking at here. Before Assail’s minimum shard recharge time increased by 50% and the LMB click got its damage reduced by 25%, we routinely saw Lvl30 players running Assail essentially as their primary attack method, displacing Staves and Guns nearly entirely, far outside the weapon’s niche. For Auric Maelstrom players, this mostly wasn’t an issue and just highlighted bad Psykers that over-relied on this ability and often never switched to a melee weapon. For lower level difficulties however this ability was a huge problem, as it could be max’d out by level 7 and run through Uprising and Malice, where it was on par or better than top end level 30 ranged weapons (that didn’t need to aim) while being wielded by low level players in easy difficulties, leaving other party members with little to do.

From my experience, if everyone has similar levels of play behind them, I haven’t found any of the Meta weapons to be insanely dominating for other players in this way.

If there’s one player with a lot more experience, then that can happen, but if you’re playing with someone who’s massively better than the rest of the party with hundreds of hours more play time, they’re probably going to reign on everything regardless. That player probably needs to be playing a higher difficulty. If said player is finding the game too easy themselves, they have plenty of tools to increase that difficulty if they so choose.

For players at this level, they’ve “beaten” the game, simple as.

They’re not normal players, they’re not even great or fantastic players, they’re statistical outliers. If they can routinely clear the game’s hardest difficulties without issue routinely, much less win with literally nothing, they’re probably not terribly representative of the game’s userbase, and as such not the fulcrum around how the game should be balanced and designed as a whole.

Hopefully the Havoc mode will enable those players to get what they’re looking for without impacting the rest of the playerbase, though I think it may be plagued by other implementation issues.

So, for my own part, I may be missing something, particulary as I’ve only just started playing this weapon on my Zealot, but I can only manage this with Thrust, Rending Strikes (if ramped up beforehand) and Duellist (requiring a dodge first). Is there something I’m missing?

Now, I’d agree that even with all that the DS probably shouldn’t be that capable of dealing with heavy armor in general given its mobility, but it does feel like it has as many hoops to go through as the other weapons if I’m not missing anything.

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So everything needs to be gimped because the higher difficulties should only be accessible to the no-life spreadsheet gamer? Lmao what an amazing argument. How about no? How about you touch grass after 2000 hours in-game and realise your feedback isn’t objective at all?

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Remove agile and change rending across the board. It’s a bad mechanic that trivializes armored enemies. That alone should be enough to reign knife and duelling in.

If you want to delete armor you should have a dedicated anti armor weapon. Rework the weapons so that each has its own identity and niche. As it stands we have a few weapons that are universally great, which makes players way too OP.

Your argument is that the hardest difficulty should be accessible to you because… it just should?

Man if only real life worked that way, eh?

Jokes aside, you don’t need to be a 2k hour no lifer. Some people are simply better at these type of games and some are worse. No shame in that. There’s no ladder, no ranking, you lose nothing by going at it at your own pace. This isn’t a race so why do you care if other people enjoy a challenge?

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Your arguments make zero sense.
How is the ultimate game difficulty in any way good if all it takes is 1 or 2 good (not great) players and 2 anything to win? Where’s the challenge? Where’s the fun? You have nothing to strive for.
If all you wanna do is button-mash and face-tank, lower difficulties exist for that.

The constant power creep and dumbing down of the game limits the end-game loop, what happens when said mashers get bored after the better players do? Who’s playing? Do the bots play with themselves when nobody is looking?

The game should be challenging for 4 good (not great) player to use all the tools and resources at their disposal, including brains, to pull off a win.
The ultimate diff challenge needs to come from game design, not just more crap thrown at your face or bad players being a difficulty modifier. Broken OP weapons like DS for vet and zealot trivialize most anything on anyone with a brain, that’s not great design.
Balance and fairness is important even in PvE too, despite what some may think, it directly ties into challenge.

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Disagree about removing one blessing or a mechanic

BUT, rending is something too strong. It should be lowered on blessings and talents. Nerfing only blessing would be a massive buff of several builds (like veteran with onslaught)

Dexta have difficulties with the game. But instead of trying to see what goes wrong with how his choices on builds / weapons / blessings, he wants everything buffed to make highest difficulties enough easy for him.

@Dexta I repeat you. There is no shame to need help. There is no shame to play a lower difficulty.
I let you consult one of the first threads I created on this forum:

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exactly. i never saw it as OP for psykers because they’re squishy, and tbh i used more the force swords as psyker.

zealots charge right into crushers with it and vets shout everyone to the floor.

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Agile is straight up cheating. It gives you infinite dodges. On Zealot that means:

Infinite second wind 15% toughness regen on dodge
Infinite duellist 50% crit & weakspot damage on dodge
Infinte dance of death -75%spread and -50% recoil

While dance of death is insignificant in most cases, second wind alone makes you virtually unkillable. You can survive insane situations.

Agile is broken and should not be in the game.

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