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

but i honestly differ from this comparison, i get what you mean, but DS is just superior in every context and damage number wise lol. you can see even a comparison with scoreboard, it just melts everything and very good at damaging bosses as well.

seeing a zealot asking for ammo, it is the proof of a zealot not being very good at being zealot really. bolter is good as weapon but we were talking about melee weapons.

On this I totally disagree with the method.
I would prefer something more punishing… like a penalty on toughness when you’re in front and don’t wait other.
After all, toughness is the emperor protection. Why would it benefit to an operative that is not acting like he should act?
There should be a malus on toughness regen (melee kills and others) if you are far away of your teammates.
Or other solution… the guy that rush should concentrate all new spawn and should face all crusher patrols, ragers etc.
I proposed that some time ago:

But nerfing weapons cause there are stupid players? absolute no.
Anyways, this is not how you will make them more collaboratives. Yesterday, again, I pinged a medikit and waited that someone come (when I ping I mean, ping - unping constantly until someone react, only way to see sometimes one guy reacting). Nobody has come. So I have carried my ammo crate at 20 meters and have given it to someone then I have come back to pick the medikit. By this time, the group was far away…
This is how the game is actually played…

This is clearly not what I see in the scoreboard. I have seen only one guy that has dealt an insane amount of damages. I think it was with shroudfield if I remember well…
The question is more, does the DS forbids others to play cause it is insanely too strong? This is actually not what I see.

not a problem if you are using DS. i survived with way worse stuff DS is simply strong.

it is something there will be in havoc mode only.

nope, the weapon is stupid, not the players.
it is overtuned and should be nerfed really.

also anyone can use DS, including inexperienced players, which doesn’t reflect well how strong the weapon is, but it is an issue. i only see people using DS really cause it’s a comfortable weapon to use and overtuned.

C’mon, lets face true reasons to nerf it:

  • it’s not brutal as any chained weapon, in fact we shall hate all non- powered/forced/chained weapons by default.
  • it’s too tiny, so only squishy eldars and other low-life xenos would pick such light-weigth piece of iron.
  • It’s so ugly, so our characters refuse to pair it with something brutal like boltpistol.
  • No orkid would be scared by it.
  • Outdated core design, long time before DAoT.
  • Ogryns usualy confused it with a toothpick.
  • Curved form, so it even cannot be used as shaving blade.
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But you don’t nerf a weapon cause there are a tiny amount of players that can be great with it… or you have to nerf, by example, the Power sword.

Players are stupids. Not all, of course, but you usually face stupid players (I would say that I meet 5% of players that are totally dumb).
Yesterday it was me the stupid player… I have wanted to save an Ogryn rusher. I won’t do it again, next time I let the rusher dying.

I have not read that… I don’t know where you have seen this.
There will toughness regen lowered, but nothing to dissuade rushers to continue rushing. Reread what I said. I talk about a mechanic to dissuade players to rush.

Noobs and designers like to nerf the only few barely qualified weapons. Wiser think most of rubbish ones should be buffed.

feedback from playtesters
and you will see that rushing in havoc mode it will be never good, but death sentence, it will be a game mode where cooperation team it will be important for real.

yours not a mechanic but a change about loner. and fun fact good people don’t take loner not ironically.

so when people move away from you rushing leaving you alone, you will get the malus? gotcha.
or when everyone dies you get the malus? gotcha

i played with you btw, we played some months ago, since you had a zealot called exactly Ralendil and i soloed the end event in silo cluster solo ressing everyone, included you, no stealth. and you apologized saying that was been a while you were not playing the game.
in that game you were going down a lot even with DS. when built well it’s just very hard to die with it. to the point maybe you are not understanding how truly strong it is.
so it reconnects to the fact that it doesn’t reflect well how strong the weapon is, and it is kinda cheating that weapon for real, especially with certain builds.

not to shame and blast, but i’m going to try to be objective and listen your opinions regarding the DS weapon, despite you saying it’s been a while you are not playing the game, so therefore not knowing how damaging are these issues for the game. it is indeed an overtuned weapon.

if you don’t agree, it’s fine however, lot of people have similar opinions though. everyone is free to think whatever they want.

More like almost all non-Warhammer 40k weapons overshadow Warhammer 40k weapons.

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GREAT! Finally, they did it.
I still will wait to see it in action. Cause the description they delivered does not describe something like that.

This was addressing critics about loners and addressing also rushers problem.

Reread.
I would say that there would be no malus for 3 going ahead while 1 has chosen to stay behind. This sometimes is not a choice, however, it would be bad to punish 3 players cause one does not follow (even if sometimes it is not a choice, and I experimented it yesterday when playing a psyker without any movement bonus with 2 zealots that had such bonuses and were rushing).
But it was just something to say that, if you want to address rushing / coherency problem, nerfing mobility of weapons is absolutely not the solution.

Problem for you…
I have no zealot named like that…
The only character I have named Ralendil is a veteran I have not played for more than 6 months (I would even say for 1 year).

Actually, I can have my bad days, and sometimes when I push too far, I can start playing bad as I should have gone to bed.
However, except when I made a little pause with helldivers 2 and had a really bad day when returning cause I had reflexes from HD2… like thinking we could move like in HD2 (but we don’t, and can be stuck in hordes easily while in HD2 you can always escape) or wanting to avoid FF (but this does not mean anything in Darktide), I have not said that I had not played for a lot of time

Also, I test a lot of things… and here yes, it can be a bad idea. And sometimes I can apologize cause I wanted to test something that was… a bad idea.
Example of what can be catastrophic… I want to test something, I create the build and launch the mission. Then I realize that I have forgot to adapt my weapon (I don’t know what blessings are on the weapon, and this is not the good mark) and I have forgotten to put wounds curios and picked a martyrdom keystone. Real story… and happened several days ago. I played the entire mission, but it was a hard time for me.

Problem, several months ago DS was not available on zealot.

True. As I said, if something is too strong on this weapon, it is its ability to deal with hordes and single target at same time. Not its mobility.

yes but it is sad to see these debuffs only in havoc mode. in normal auric damnation will be the same. that game mode will be very hard. it is some real spicy content.

some people suggested to put “green walls like in vt2” when a boss spawns, which physically prevents rushers to rush because a wall. it wasn’t really cool to be honest.

and i understand rushing, it is also to increase difficulty in the game. i do it often also because it is never a problem and i like more challenge, usually with friends though. with pubs i stay with the team.

coherency mechanic is not very used because once experienced, the auras from other characters can be skipped.

mmh i see, thought was you
so i assumed :laughing: sorry. not even sure if was zealot or vet, think the perk on the DS were weak spot and something about stamina i think :laughing:

well it’s not a problem and understandable, i meant that balance of the game should been looked closely since sometimes FS either doesn’t know well what to do with weapons. so the more someone is actively playing should know what’s going on with the balance in general.

some are indeed overtuned others are very bad, other weapons look like are bad but are simply balanced and it’s just the overtuned weapons that make look those weapons weak. gotta analyze deeply the balance. and FS is not known to be very fast with balance reworks, since vt2.

weeks i meant

knife and DS with their high mobility and the fact can deal so easily crushers it’s insane though.
while other weapons are not really able to take out crushers so quick like those. DS in particular double tap really crushers at auric damnation, no ult needed, no carapace 25% perk needed, imagine with those on also.

It will be nerfed the same day knife will be: Probabbly never.
Gotta admit: It’s rather hilarious to 1 tap a 3 ton Ogryn in Carapace armor with a toothpick tho.
“The pavement was his enemy!”

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I would prefer that they keep the ability to deal with carapace and remove a little the cleave on hordes. This weapon is too good on hordes.
However, there are several weapons that really need nerf. And my problem with such proposition is that, for me, the DS player never impacted my gameplay. And I don’t talk only as a zealot, I talk in general situations. So when playing zealot, veteran or even ogryn.
The DS player cannot kill enough things and enough fast to forbids me to play. And I don’t see a reason to nerf something that is not in the stronger weapons and that, also, is not impacting other players.
That’s the same reasoning I had on PS. Power sword is too strong, clearly. However, until I see a lot of players using it to the point that it impacts negatively a lot of the missions we run, I don’t see a reason to nerf it.
I see zealots with DS. But it seems that it is the same that were using combat blade. And also, to say the least, 80% of them are not very good with this weapon. The 19% remaining are good, but this is not extraordinary. There’s a 1% that are really awesome. However, I suspect they could deal insane damages with close to all weapons…

Sidenote: I tend to think that balance problem are less present on maelstrom missions where rushers end on floor…

What is sure is that if it was named Ralendil, this was not me. I have such char, and it is a veteran. However, I don’t play it and since I switched to a female char for the veteran (verified: not played it since march 2023).
But if you have the mod that show the steam account name, here my account name is Ralendil.
However, I can apologize sometimes cause I played really bad. But sure, I would not say that I had not played for a long time. Worst pause I did was 2 - 3 weeks when I played helldivers 2, and still I was playing from time to time.
As I said, I can also have a genius idea, the build that will be the perfect one with something so excellent that it will be a revolution… and in fact, in game, this is… “what? I am again on floor??? How???”. This sometimes happens and I can laugh a lot behind my computer… but sure I imagine that my teammates won’t laugh at the situation.
Yesterday I experimented something like that… but with the psyker and a build to complete my penances. Auric Histg… was on floor 4 times (if I remember well). Here this is not cause of a build, this is just cause I suck as psyker (but I plan to train at several builds that looks fun to play… so maybe in future I will suck… less :rofl: )

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nah just the light attack, light attacks on Mk4 latch. this stagger effect is pretty strong but ogryns ignore it sometimes. Mk12 has even stronger stagger on its latching heavies that even disrupt ogryns. Meanwhile the Evis one will only reliably stagger Bulwark from my experience. I usually don’t ever use the special on the chainaxe…the Mk12 can usually kill most enemies in a push attack/heavy, and you rip/tear to death with lights anything you catch in a couple free seconds on Mk4.

that’s weird, in my experience they get stunlocked despite any animation they do, included the overhead. interrupting their attack is massive, hence why in my opinion chainaxes are way more enjoyable when revving crushers and denying their overheads and etc. with the fact they added the ability to cancel rev by dodging it is also massive since you can stun and dodge and repeat.

the only times i have seen crushers ignoring a stagger was when using thunder hammer special attack that for some reasons couldn’t stagger a crusher doing an overhead, but other times did, resulting in some weird inconsistency.

yes.

that’s fair. and it kinda back ups my point that evis instead, needs to rev in order to even kill some crushers. which it barely does compared to chainaxes.

meanwhile normal light attacks of MK IV orestes completely destroy crushers, even without special attack, the fact you can use special attacks to stun them it is a good bonus, then up to players to not use it, the chainaxes however are way more practical.

i hope we agree that evis feels okayish but there is still some type of issue.
giving the ability to stun crushers, as in interrupting their attacks just like chainaxes when revving, it would be at least ideal and fair for eviscerator. don’t know why a chainaxe could and a big eviscerator couldn’t.

i’d like to add that due to the limitation in mobility of eviscerators, revving stun locking crushers should be way more than fair.

considering chainxes can do it, and have slightly better mobility really.

Excellent post and graphic

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Some people think that the Dueling Sword and Combat Blade allow for too much movement, and that the cap for movement while wielding melee weapons should be lower than these weapons allow moving forward. What do you folks think? Anonymous btw.

Should the the movement of the dueling sword and combat blade both be nerfed in some way?
  • Yes
  • No
0 voters

I voted no because that’s closer to what I want than yes. I specifically think the knife heavy attack move tech should not work when out of stamina as proposed by @Nish .

Other than that I would prefer the mobility to be maintained and have them nerfed in other ways. Knife and DS should probably be significantly worse than they are at horde clear if they want to keep both high mobility and single target damage.

Alternatively they should be significantly weaker against carapace and bosses. They need a significant weakness for everything else they have going on, but the mobility is a nice weapon differentiator that should mostly stay IMO

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If they would have low enough “killing power” to be overwhelmed by enemies the mobility shouldn’t be a problem for these weapons.

The problem arises when you have enough killing power to clear (even if slower than other options) while having enough mobility to endlessly kite. This combo can easily make a weapon game breaking imo.

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