cheeky reminder as part of this it took them approximately a year to add “armour_sliding = true” to halberd heavy 2 despite it being in the mod AND having it reported as a bug/issue through multiple channels. Still baffles me to this day lmao
It’s frankly bizarre that it takes so long to push out a random number fix. Okay, two weeks is probably pushing it from a testing/math perspective, but they can’t be bothered to nerf or buff stuff once a month?
I do think it’s interesting when the meta shifts with every major update, but judging from the balance adjustments Fatshark has made in the past, I can only see it leading to a completely broken state, so I’d rather they didn’t.
Not everything needs to be perfectly balanced, and I think it’s fine for some weapons to be slightly more powerful than others. but, weapons that are overwhelmingly broken, like the DS, absolutely need to be nerfed.
Yeah, like the 6 months it took to add 2 similar flags to the weapon Lua tables for activated weapons, flags needed to restore them to their earlier functionality before that code was re-factored to check for these new flags.
The game’s balance has failed because FS thought that every weapon must be “equial” despite the fact that 40k entire point is that the gaps between regular and master-crafted weapons is insane.
This worked OK in VT2 because a sword is still a sword, even elven/dwarf/chaos dwarf one (unless we’re talking about unique magical weapons), but in no way or form disposable standard issue knife and a parade rapier should outperform master crafted two-handed Power Swords and Thunder Hammers.
There is no way around it, because too much effort was spent on making “humie” weapons in terms of art (knife animations are awesome btw) so devs shouldn’t expect us to dump them in favor or power/force weapons.
If there ever be VT2, I hope we will be Stormtroopers/Bodyguards/Personal Retunue/etc from the start and only get access to semi-high end weapons, no generic trash like shovels, knives, hobo boomsticks and gangster SMGs.
I wouldn’t mind it if there was a decent reason to take them over better weapons. But that’d be an added elaboration, and the well-named FS already tries to bite off more than it can chew.
I actually agree with you—and that’s exactly why I think the best approach is to do it incrementally and frequently. Fatshark already pushes out weekly or biweekly patches, so why not use those to test balance changes more dynamically? Adjust a few things each patch—some minor, some major—and just see how they perform. If something overshoots, scale it back the next week. No need to let anything stay broken for months.
Take the Devil Claw, for example. A lot of work clearly went into that weapon, but it’s barely used. Why not make it dominant for a while, then fine-tune it once people figure it out? Same goes for the Double Barrel Shotgun. That thing is begging to feel like a Doom-style super shotgun—and it should. Right now, though, there’s no reason to pick it when the Plasma or Bolter do its job better, at longer range, with more ammo efficiency and more versatility.
Honestly, with Doom: The Dark Ages just released, now would’ve been the perfect moment to ride the super shotgun hype and give it a big, satisfying buff. It’s literally one good change away from becoming a go-to close-range powerhouse.
It doesn’t have to be busted—it can absolutely be balanced, just more dynamic. Honestly, whatever they buff won’t be worse than the endless months we had with the Dueling Sword dominating everything.
And the issue isn’t even just that it was strong—it’s that it had no real skill ceiling. It’s safe, fast, efficient, and basically does everything better than its competitors without requiring much investment from the player. There’s nothing rewarding about using it well—it just works.
The only “tech” I can think of is that weird pre-charge interaction where you can apply Shroud damage twice: pre-charge the DS, go into shroud, attack once without breaking invis, then swing again. That feels like a gimmick more suited to a knife or something like the Heavy Sword, which actually has some interesting timing and tradeoffs built into its design but still doesn’t get its moment to shine.
Same goes for the Devil Claw Sword—which, like I mentioned earlier, has a lot of potential but needs a real push to make it a viable high-skill alternative. There are cool weapons in the game that just never get a chance to enter the spotlight, while others stay stuck in perma-meta limbo. That’s why regular, focused balance updates, even small ones, would do so much for the health of the game.
I’m not a native english speaker. i use a few tools here and there to make my posts more readable and structured. this reply right now is how i normally type without anything helping.
the reason i do it is honestly out of respect for the community. i don’t want to waste anyone’s time with messy or repetitive posts. i tend to go on and on when i write, so when i clean it up, it’s just so people don’t have to dig through walls of text or deal with me repeating the same point three times.