Based on all the balance changes so far, if they actually did that, I wouldn’t be surprised at all.
“Waaah!!! Waaah!!! Don’t nerf me, I just want to feel powerful and I don’t want to try hard to actually get better!”
Glad to see the discussion has yet again decomposed into the usual back and forth that leads nowhere. Guess we will see what Fatshark brings in the future.
New maps, new weapons, new enemies. In two years, the number of new weapons, maps, and enemies we’ve gotten can be counted on one hand. And you’re still saying there’s enough content? Ogryn literally only has six melee weapons. You call that enough? And what about the new mode? Is it even populated? It’s as dead as it gets. My strong suggestion remains: optimization > new content > balance. Instead of constantly rebalancing the same few crappy sticks, they should just add new weapons. Nerf the Trauma Staff, nerf the Dueling Sword, nerf the Plasma Gun—what’s even left? They cut down everything that stood out, and yet we’re still stuck with the same tiny pool of content. Even the new enemies are just reskins. You call that enough content? Are you insane?
The Commissary hasn’t gotten any new outfits in ages. Even the tabletop minis from GW have way more new cosmetics. I have no idea why they’re not releasing them.
Realistically? Because engine Optimization and Balance is rework, and unless something requires a break-fix, it’s not a priority to fix anything that doesn’t hinder a service.
New content is almost always going to bring some interest to the game, so it is a worthwhile investment; but it is resource intensive, and the scope of new content also matters for peaking interest of old and new players.
As to why? Fatshark has always had something about implementing innovating stuff in their games, but most of it seems very hobbistic rather than truly strategic in goals, unless some of it was just stepping stones for future improvements to the game, but frankly after 2000 hours I can’t tell if any of it was worth it (Mortis Trials, in-game events and whatnot; Expeditions to an extent).
There are examples of such approach present all throughout Vermintide 2 and Darktide, but where Vermintide 2 has mostly succeeded with these ideas (Fortunes of War reiterating Last Stand; Weaves failing as a sweat-mode in official realm and Chaos Wastes being a solid alternative to Adventure mode), Darktide hasn’t really met these expectations.
I guess Havoc succeeded where Weaves failed, but even then it’s not perfect by any stretch of the imagination, and I doubt it will see further rework. They - the devs - don’t dwell on ideas before it’s time to move to the next “big thing” for content.
I feel like they’re just gonna bring even more arguments, lol. The game itself is already pushing 100GB.
I’m totally with you on that, bro. What we need is a roadmap. A roadmap for Fatshark’s next update or at least their plan for optimization. The optimization issues are already at a critical point right now. Next big patch they might push the game over 100GB, and that’s just insane.
Yes because we asked Fatshark to cut a finger on these, and they just clipped their nails instead
Do you even remember what was nerfed about DS? I don’t, because it barely mattered not because “balancing does nothing”, but because they didn’t nerf it where it mattered
As a sidenote, they didn’t even change uncanny strikes, meaning we’re still stuck with that taking over melee choice by benefitting finesse weapons with uncanny strikes
And this applies to buffing weapons as well, Fatshark is scared of making Heavy Sword a good weapon, they’re scared of making Chainswords be good for some reason, how about Combat Axe? Still as clunky as ever with sprinting resetting it’s heavy attacks
Barely buffing/nerfing something without tracking the issue is not proper balance, and of course we’re gonna be stuck if they’re scared to commit
Its sitting at Mostly Positive if we exclude the “never nerf” crowd from the Asia server who saw plasma gun take the worlds smallest tiniest side-grade change and an extremely modest but much needed change to VOC and started a review bombing campaign.
This is absolutely true! Completely true. But the inverse is also true. Grey-goo balance works both ways. If everything is so OP that there’s no meaningful distinction between gear you get the same effect. Balance then is about maintaining variety while nerfing or buffing outliers.
What about wargear and points, this is 40k after all.
Better weapons cost more points in your load out. You want an OP melee weapon, your gun is going to be sub par. Makes a home for under performing weapons and ‘nerfs’ OP weapons without decreasing their effectiveness.
I have got the same feeling about psyker for 2 years.
and I agree
And your inability to read is just sad. Do you see how many nerfs I talk about in the top post? You’re damn right the class is overtuned. It’s insanely over-statted, and that needs to be brought into line.
JFC, the inability of people to understand nuance just makes discussions absolutely pointless.
I don’t think the issue here is on my end.
Nice strawman ya got there. Would be a shame if you learned . . . basic reading comprehension. Go back and actually read the first post and the number of nerfs and balances I suggest. But hey, nuance is hard, right?
Yeah, it’s almost as if it needs nerfs like I said in the first post, isn’t it?
You know what you’re requesting here. Do not even pretend that it’s “reading comprehension” or whatever.
As for your recommended nerfs and other changes, they don’t address the core issue that you have probably seen a lot in this thread if you paid attention to others rather than constantly posting about your class fantasy or whatever.
Ranged gameplay is INCREDIBLY safe. A lot of people seem to have no regard for this, and think anyone who can just play at ranged and be safe happens to be very skilled. I can tell you that it is not nearly as skilled as being able to play in melee, where at least non-ranged enemies have the chance to hit you. Nothing in this game can beat 2 dodges backwards if all you do is space them out just a tiny bit. It does not matter if you have 50% dodge distance, nor if your dodges refresh faster or you’re still in dodge state for a bit more time (which I noticed you didn’t mention a nerf to), you’re simply immune to all melee attacks and the only threat is maybe a crusher overhead speed charging straight at you that you don’t adapt to. You can nerf boom bringer, but you’re not nerfing the fact that dodge linger means nothing can hit me. You can nerf the outright damage input, making your class fantasy a complete garbage case if you actually balance it out with stims and other sources of damage increase, but you won’t kill me because of dodge linger.
These suggestions you’re making are being made with the idea that I will be playing 95% of my time in ranged combat. You have just made me invincible to a majority of threats for 95% of the game instead of 100% of the game, at the cost of my games taking a little bit longer to win. Thank you. Problem solved.
I agree with everything you mentioned in your post, and as a Hive Scum main, I have a few complaints. Most of all; Stimm Labs, which in my opinion, is a failure since it’s not a very interesting mechanic (but it’s powerful) and you lose access to Darktide’s “rogue lite” element of discovering random Stimms in game.
People have created auto inject Stimm modifications so they don’t have to press the button off CD for goodness sake!
That is how boring it is to use!
Hive Scum has a lot of untapped potential, and I personally think that Fatshark slacked off by making them the “fentanyl kid” when gangers, bounty hunters, and gangs in WH40k/Necromunda have far more complexity and variance than that.
There are a lot of fascinating weaponry missing, and what is there is little overtuned.
I miss stuff like: crossbows, throwing spears (Kerillian), plasma pistols (richer gangs), whips, chains, dual las pistols (Jericho), pipe guns, and so on.
There is so much that Fatshark could do with the game’s classes that they are not doing.
Delaque’s psyco abilities, Cawdor faith points, Van Saar’s high-tech weapons, and Goliath roided up hulking steroids are just a few examples from the top of my head.
There is no nuance, in “give me infinite ammo”.
But how do you nerf infinite ammo to keep it feeling good while not being able to easily steal your stuff from teammates?
I’d really rather let them steal stuff but work for their ammo tbh




