I’m making this post because I’m increasingly frustrated with the weak state of many of Darktide’s weapons, blessing and talents, whose main if not only problem is their numerical values simply being far too low.
I understand that full-blown reworks, new weapons, gameplay system overhauls, performance fixes, etc require a fair bit of work and dev time, but there are so many blessings, talents and weapons that are 100% fine in terms of their functionality, but simply have too low a value numerically in terms of things like their damage, buff duration, armor damage modifiers, etc.
Is it not a simply matter of just increasing the number values on weaker weapons, blessings and talents? They wouldn’t need entirely new code to function, just go into the already existing formula that determines the buff they give you/damage they do and increase a few numbers to make them actually worthwhile using. This would bring a huge amount of weapon and build variety to Darktide without requiring any new content and only a very small amount of dev time.
Here’s a couple of examples to show what I’m talking about:
Take a swing: Increase the 3 second duration up to 6 seconds; this would make it far more pleasant and viable to use, 3 seconds is just way too short a duration and forces the player to constantly be shoving in order to benefit from the blessing.
Devastating strike: Increase the amount of cleave it gives you from 80% to something more like 150%, otherwise why would anyone ever take this blessing over one like wrath?
Decapitator: Enemy oneshot (100% hp) required for the buff changed to count on any single hit kill on an enemy above 85% hp. Currently as soon as enemies take even the slightest bit of chip damage you can’t stack the buff from them, a random bit of stray fire can put them down to 99% hp and now your blessing doesn’t work even if you do that full 99% hp in a single hit.
Vigilant autoguns: Give a significant increase to their armor damage modifiers. Currently these guns are absolutely terrible and barely ever used, giving them a buff to their damage into armor would give them a niche vs the other types of autoguns, where they would still have lower dps, magazine size, etc, but would excel at taking out hard targets like Crushers and Maulers.
Twin-linked heavy stubbers: Increase ammo reserves a lot, give small buffs to accuracy, armor damage modifiers and cleave. These are normally vehicle-mounted heavy weapons and yet they hit like wet noodles and use more ammo to kill most targets than weapons a quarter of their size, they should be able at least somewhat decent damage into armor and be able to blast through a few more lighter enemies before a shot is stopped.