Crushers and Maulers are among the most dangerous enemies in the game, as they have the potential to take down a player in a single hit. On top of that, they appear in large numbers, forcing players to eliminate them as quickly as possible. Here, I want to highlight the point that “weapons that are effective against armor are practically efficient against all enemy types.”
For example, let’s compare the Heavy Sword and the Shock Maul. If a Rager (Maniac) and a Crusher (Carapace) appear in front of you, the Heavy Sword can take down the Rager in a single hit, but you would need to land 25–30 heavy attacks to defeat the Crusher. In contrast, the Shock Maul can take down a Crusher in just about six hits, while still killing a Rager in roughly three.
In other words, anti-armor weapons function as “all-rounders” that can handle almost any situation without the need to switch weapons. If, hypothetically, the Shock Maul required 25 hits to kill a Rager, the situation would look very different. There should be a clear trade-off: highly effective against armored enemies, but very inefficient against Maniac-type enemies.
CDR, the direction of the balance adjustments seems reasonable. Zealots can now reduce cooldowns by a maximum of 100%, meaning their abilities can be used at most once every 30 seconds. However, with Curios, an additional 12% reduction is possible, and the effect lasts about 10 seconds. Personally, I feel that the base cooldown for Chorus could be 70 seconds instead of 60.
Additionally, I would like the staggering effect of Chorus to be disabled against bosses. I’ve seen non-Nurgle bosses repeatedly defeated like punching bags, which is absurd and not fun at all.
Veterans have been improved compared to before, but they still feel overly powerful. In particular, the effect of “Duty and Honour” is far stronger than “VoC.” Its cooldown is 30 seconds, while the invincibility effect lasts 15 seconds—meaning that, if used skillfully, a Veteran can become invincible every 15 seconds. Moreover, the effect applies to all allies, so if there are two Veterans in a team taking turns, the entire team could effectively be invincible almost constantly. Any player can understand how problematic this is.
Unlike Zealots, Veterans are not restricted in their actions while using their abilities, and the effects activate immediately. In the next update, I hope these aspects will be carefully reviewed, thoroughly tested, and appropriately nerfed if necessary.