Fatshark 'open to conversation' on Dueling Sword

I can agree with that

but that was not what others were saying

in fact you can one shot the crusher under circumstances with lot of ways.
However, even if you take 2 heavy hits, it may be too powerful.

I do agree, but I would add something here… On Vet, take the Precision Strikes (30% weak spot DMG), Bring it Down (20% Ogryn DMG), Desperado (10% melee crit chance + 25% melee finesse bonus), Superiority Complex (15% base elite DMG) nodes & 25% Carapace/Unyielding DMG on perk weapon… Use Thrust/Uncanny because it’s better on Vet since he’s not as crit-based like Zealot. Technically, you don’t really need all of this it’s really an overkill honestly. They synergize together nicely; you’ll be literally 1-2 shotting Crushers/Maulers easily. Vet is literally just as good if not almost on the same level as the Zealot with the DS. If somebody has been playing long enough, they’d know this.

i totally agree

i just pointed 3 talents that change the DS in a monster…
but precision strike helps and the +10% rending also…etc.

The only time I even notice the armor system these days is when it takes an inordinate amount of time to kill a poxhound.

Its like they created Carapace to be a problem, and then they just solved it for us like the world’s most impatient math tutor.

Has armor specialization just been tossed out the window, or is that just the vibe I’m getting?

Yeah, carapace armour is like paper. I was running the first loadout in ages where I had nothing that could melt carapace last night. It didn’t matter, because my 3 random teammates for every game could each 2 hit crushers. It got to a point where I was just marking crushers then sliding past and ignoring them knowing they would be dead before I had to worry about them again.

Rending blessings and innate penetration on so many weapons are so overtuned that every elite enemy type is irrelevant. Crap like this is why nerfs matter and unfortunately Fatshark isn’t delivering.

It is a skill issue which is exactly why the dueling sword on psyker doesn’t matter, so many psykers have a skill issue - me being one of them. I played psyker for a bit and regardless of fun/potential factors - I didn’t enjoy the possibility of being sneezed on and going down every game. This equates to a damn near perfect playstyle needing to be present on the hardest of difficulties which for most people is actually impossible. That means an overpowered melee weapon on a glass cannon doesn’t mean anything because one mistake = death.

Depends on what game you played a lot of PvP on - I played tons of WoW and we called it skill cap. If you wanted to be real technical here it would actually be skill ceiling though wouldn’t it?

nobody runs that psyker build in havoc, pointless comparison.

Devil’s advocate:

The psyker just got a ton of buffs and quality of life changes to the right side of the talent tree. I’ve played some maelstroms with the new changes and It feels really good. I wasn’t even running high finesse weapons like the DS either and it still felt great, post changes. Obviously that wasn’t havoc testing, since ya know, the shite ranked system actively de-incentivizes any form of limit testing.

You know what, I played with knife IV this evening and I have to agree, it’s way overtuned now if you pick your talents right.

Pair with tenderizer and you can just stagger lock Crushers and Bullwarks while stabbing them in the face.

Does that sound like fun? It kinda is, but it’s also too powerful and braindead.

I have some balancing ideas, but too tired to type them out.

i personally liked it a lot before because you used literally every move on it depending on situation, and the way the combos work is just very smooth. it still has that but now there’s sorta no point doing it.
imagine if they took the mark X relic blade and just made it so that light spam kills everything better than actually using the cool uppercut combo etc. it’s a shame

as a principle, the more difficult an action is (like combos in beat’em ups), the more damage should they do in order to balance effort vs outcome.
if repeatly pressing a button gives the same results, there’s just no incentive to use anything more complex.

Knife can be nerfed as well, it is a silly weapon to have included at all.

a minority plays havoc. No need to consider this game mode to balance things. Especially cause this mod focus on a restrained number of builds and weapons (OP things).

Knife is not the problem… shroudfield could. But not knife, at least on the damages point.

It’s like that since release btw. :'D

You still haven’t tested the weapon on Veteran like I’ve asked.

Stop YAPPING and go see the problem we’re describing for yourself.

image

appropriate risk

aware copium

Yep this applies to both weapons. 24% rending stacks to 5 times… because why should armor bother a knife or toothpick?

I mean, Knights in Plate armor feared knives more than swords. I assume the explanation is you’re poking through gaps in the armor.

But 24% a stack is insane. The dang thing gets quartered after 100% rending, so even dropping to 20% a stack would only lose about 5% rending from max.

I think they could halve it and it’d still be a pretty OP blessing.

We are talkinf about 3 ton Ogryns wearing carapace armor, not some lousy landowner in a can suit.

Knives are essentially finishing tools in those situations, not a weapon utilized in opposition to another weapon, but rather something resorted to when you’re too close to actually swing a sword and are physically grappling with the opponent, typically when you already have them in some sort of controlled position. That’s an aspect of melee combat we just don’t have in the game, something probably best left to a finishing animation or the like.

In a game filled with fantasy weapons, knives are surprisingly some of the most fantastical in terms of actual functionality in Darktide, though this all equally applies to the Dueling Sword with regards to armor as well, a saber should not be an ideal tool for dealing with an opponent in armor :rofl: