Fatshark how long will you keep wrong/not full descriptions?

Talents and blessing don’t have full description of what they do or outright wrong ones, i just watched reginald last video about trauma, how are we supposed to know it without such videos or datamained guides, why is rampage says it increases damage, when in reality it also increases stagger and cleave.

And don’t tell me it can be tested in psykanium, enemies there are standing in place with ai turned off, some skills, mostly ones that highlight enemies don’t even work there, immortality enabled so can’t test martyrdom at full power. How to know ghost blessing works with veteran talent that gives crit chance on dodge, when enemies can’t attack there and you don’t see crit chance, only small talent icon which is easily lost among others in heat of battle if do test in real game.

I would like to add that they should stop with some stupid descriptions like “applies 4 x 2.5 % brittleness per hit, max. 16 stacks” etc. Just write “applies 10% brittleness per hit…”.

Why do you unnecessarily add elementary school math in your description?

I actually prefer the current version because brittleness is a unique debuff which can be applied by a lot of means.

Honestly this drives me totally INSANE.

I cannot fathom why they would word things in such a way?? If each stack is applied separately via individual conditions then it would make sense…but when they are applied at the same time then they’re not stacks!! Just tell us the actual figure!!

One of the Ogryn talents just says “applies 4 stacks of brittleness on push” and that’s it lol. Doesn’t tell you what percent the any of the stacks are!! I don’t think it even tells you how long the debuff lasts.

Then the other thing that boils my blood is how they change the naming conventions on a whim. Sometimes they will call Strength ‘Power’ and vice versa. They do the same with TDR and call it about 15 different things I swear.

Didn’t we have a Fatshark’s game designer, few years back, say they don’t want to reveal everything and leave stuff for players to “discover” through experimentation? It’s certainly a view…

Some skills like vet’s Onslaught apply Brittleness at 2.5% intervals per hit, so I would imagine they build from there…

I mention it below. I would propably understand this kind of approach if it would be the case that one stack of brittleness would always be 2.5%. Which isn’t the case.

This is also driving me crazy! Just use the same term for the same mechanic! That can’t be that hard!

Could be the case.

I would perhaps understand why they do something like that when, in general, one stack of brittleness would always be 2.5 % and that this is the default they use for everything else that applies brittleness in some way.

But when you read the description of “can opener” from kuli you can see that some other mechanics that also apply brittleness have totally different numbers per stack:

Hitting an enemy while in secondary mode gives them X stacks of 2.5% Brittleness. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.

stat buff: rending_multiplier

Melee attacks while the weapon special is active (pointy end) apply a rending debuff (‘brittleness’) to enemies boosting damage against armor types Carapace, Flak, Maniac, Unyielding (including damage of explosions and DoTs). Per attack, 8 debuff stacks are applied: 4 on the initial hit and 4 on the rip. Each stack applies 2.5% rending (up to 40% max at 16 stacks), lasts 5s, and can be refreshed during active duration; can apply stacks through shields.

Stacks additively with other rending debuffs (‘brittleness’), and with rending buffs that only boost a character’s own damage (‘rending’).

The following table lists all rending debuffs that are currently in the game. They stack separately with each other in regard to the total rending amount on a target:

Brittleness%

Debuff

2.5% per stack
(40% max per target)

rending_debuff
• all sources of regular ‘brittleness’
• duration: 5s
• max stacks: 16

10% per stack
(10% max per target)

combatsword_p2_weapon_special_debuff
• Heavy Swords (weapon special)
• duration: 5s
• max stacks: 1

1% per stack
(20% max per target)

rending_burn_debuff
• Penetrating Flame (weapon blessing)
• duration: 5s
• max stacks: 20

15% per stack
(15% max per target)

phosphor_rending_debuff
• Phosphor Blast Pistol Mk XI
• duration: 20s
• max stacks: 1

25% per stack
(25% max per target)

shotgun_special_rending_debuff
• Exterminator Shotgun Mk VIII (weapon special)
• duration: 8s
• max stacks: 1

2.5% per stack
(37.5% max per target)

saw_rending_debuff
• Bone Saw Mk IV (weapon special coating)
• duration: 5s
• max stacks: 15
• 3 stacks per hit (+1 if critical hit)

Yeah, how great it worked out, that even their tester didn’t know about trauma for 3 years.

I would not be surprised if Reginald was nudged into the direction of Trauma by one of the devs. After who remembered from their data collection that for some reason no one uses that Blessing.

In before we discover that Terrifying Barrage has an actual use case…

Don’t forget about “Flanking” aka ranged backstab. It appeared with no explanation on Zealot’s tree. Every other instance of ranged backstab uses the term “ranged backstab.”