Why that blessing stacks up to 120% I’ll never know.
Hel, with the diminishing returns after 100%, isn’t 120% just 105%? Did they really need that extra 5%? They could have done 20% a stack, which is arguably still OP but at least it’s a nice clean number. They could have done that already as a token gesture but nope!
Class tree: “If you’re really good and work hard, you can have 10% rending as a treat”
Weapon Blessing: “Here kid, have all the rending you could ever want, and an extra 20% just in case”
it has a little built in damage modifier that kicks in past 100% but i dont know how and wether it actually works, only that they said this is how it works
absolutely not a retcon mk4 cleaver was one of the strongest weapons in the game and if you want I can upload old scoreboards of my auric maelstroms with it as evidence, although I doubt you would care for that
the only failing it had was that its a cleave based, low stagger weapon and as such did not function on havocs very well because of hitmass changes and the importance of stagger there. buffing it to way overperform on auric maelstroms is not realy good design. it’s the opposite. look at how the weapon is used now: light spam because its sufficient to kill everything. before this you had to use the light heavy combo for hordeclear, and the heavy stab stab heavy combo for armor pen and singletarget. worked fine and was fun. now you just light attack spam like a monkey and it’s the best way to use it for all targets
something was lost here
ps: i disagree fully with the other guy saying ogryn was easy. it is braindead easy now, but it used to be the only class with a skill floor (but rewarded you for being good at it)
You’re right, because you can use any weapon to clear Auric Maelstrom depending on your team, skill and patience. But I’ll believe you.
I used shovel for a long time because I liked it and it was viable, but everytime I encounter multiple crushers I’m thinking I should have just brought pickaxe.
True, but this is due to the Ogryn rework just as much. Light attacks can now build stacks of buffs, and I think that’s good.
It’s just that the fast weapons highly profit of this and probably should not have been buffed in the same patch.
Don’t worry though, I’m sure within 2 years time we’ll see another balance pass on the Ogryn weapons.
there is a difference between clearing and doubling everyone elses stats combined while taking less damage than an evasion based human class and i was often doing the latter with the mk4 knife and not using my ranged weapon much. It did not need the buff if it was capable of performing like this. i will stand by this.
ogryn needed a variety buff to his weapons that could not keep up with the few well designed weapons. he did not need his few well designed weapons to be made so stupidly powerful that you can close your eyes and light attack spam through a level, this achieves the opposite of variety, and the main culprit is this
the old system was bad, it made it so only heavy attacks were mostly worth doing. I dont disagree on this. but the problem here is that the new system just gives heavies and lights the same amount of benefit so of course spamming lights is just always better.
what actually had to happen was heavies benefitting lights and possibly vice versa to encourage combos and versaility of weapons. anything that isn’t “light spam is now your best approach to literally everything” would’ve worked to be honest. it’s the single worst way to fix the problem ogryn had. it makes his variety WORSE: mk4 cleaver now plays the same as bull butcher. did we gain variety here? i dont think we did
However, pickaxes were as good as is the relic blade…now they seem insane.
But this can be corrected… However, I am not sure that Fatshark wants to balance… and if it is around Havoc, then they will destroy the game. So many things you cannot use in havoc.
And to be honest, if I like the Ogryn rework it is cause it made the melee ogryn very good. This is a better zealot.
I believe a tester or CM had to explain it back when the system was first announced. I don’t quite recall the details, but they said it was closer to “Bonus Damage against Armor” and that said bonus was quartered after reaching 100%. So if 100% did 100 extra damage, 120% would do 105.
You’ll want someone more experienced in the mathtide to verify that though.
I hold firm to the principle that the only balancing around Havoc they should make is nerfing things that are too powerful, under the assumption that if it’s too strong in Havoc, it’s too strong everywhere else.
However, buffing weapons to make them “Havoc viable” is such a flagrant disregard for balance and what Havoc mode is that I refuse to believe anyone at FS is that oblivious. Not until I get confirmation from a CM or Blog Post stating otherwise.
Only direct reasoning we have for why the cleavers were buffed is that they were “Out of Vogue” and that applies to all modes. Everything else seems like errant conjecture to me.
I do not bemoan people’s innate desire to blame everything on Havoc. I stubbed my toe the other day and cursed Havoc mode for it.
Essentially, ye. If a weapon has less than 1x damage multiplier against armored enemies, 1% Rending/Brittleness grants +0.01x to that multiplier
After reaching a 1x multiplier, it becomes 4% Rending/Brittleness to +0.01x multiplier
Which makes rending/brittleness absolutely nutty on weapons that naturally suck versus armor. FS could probably reign in the personal rending bonuses to be closer to 20 or 25% and they’d still be pretty strong, while leaving room for other sources (like Thunderous or talents) to push it to to the extreme.
no one cared when it was only psyker who had the dueling sword, and no one will care if vet gets it. why? cuz there is appropriate risk when those 2 classes go into melee. thats not the case with zealot.
i’m not saying ds isnt op on vet but that really doesn’t do anything because the dueling sword kills a crusher outright with a crit, so triggering something on a crit is pointless