Gives us rending

Seriously what’s stopping you from buffing rending across the board? Every game is armor spam now, we have so many weapons that don’t get any use because of it.

Somehow uncanny strike with it’s stupid 125% rending doesn’t bother you, but classes get only like 25% rending max from the tree? What is even the point? You could easily double rending on all talents and people would still prefer uncanny strike. Anyway

Veteran

Rending strikes. 10% => 15%

Chink in their Armour. 15% => 30%

Onslaught . 1 stack per hit => 4 stacks

Psyker

Penetration of the Soul. This talent sucks but because inferno staff exists, you just can’t buff it. It needs to be buffed from 20% to 40%, but you need to deal with inferno staff somehow. And I guess smite will get it’s nerf even before inferno staff because of all the whining. Otherwise don’t touch it.

Zealot

Inexorable Judgement. 2.5% rending per stack.

Ogryn

Brutish strength. 4 stacks => 8 stacks.

Fire away. Add 4 stacks of brittleness.

Hail of fire. 15% => 30%

Rending boost. 5% => 15%

Arbites. Arbites doesn’t really need rending because most his weapons already have high armor penetration, but this also means talents need to be buffed significantly to be relevant. High base penetration means less rending value.

Serrated Maw. 6 stacks => 8 stacks

Writ of judgement. 15% => 30%

Strike down. 15% => 25%

There, I fixed your game. Ship it.

1 Like

Or Fatshark could just nerf all of this excessive Rending so that Armoured Enemies are more threatening in smaller numbers…

25 Likes

we are never escaping fatshark balance samsara

11 Likes

Wow, such a great idea. Like at this point not everyone runs DS, powersword, maces, rashad, force greatsword or knife. Which all have high penetration. Guess what people will run if they remove uncanny? They will still be the only weapons with carapace penetration.

2 Likes

Lol.
GIF_20251001_231620_049

8 Likes

Better idea:

Step 1: Nerf Carapace, make it similar to Superarmor in VT2 (where heavy attacks can go through it, but deal reduced damage, unlike in DT where they bounce off and do 20 lol)

Step 2: Remove Carapace from Enemies head’s, either turn it Flak (Plasma Gunners, Crushers, Maulers), Unarmored (Crusher, Mauler), Unyielding (Crushers) or Infested in special cases (Crusher/Mauler/Scab Rager with Rotten Armor Havoc modifier)

Step 3: NUKE RENDING/BRITTLENESS (mainly for Melee benefit), but essentially now that we made Carapace so rare to the point that no enemy will be unkillable by any weapon, we don’t need Rending/Brittleness to this degree anymore

Step 4: Okay, with the previous 3 steps, it’s time for the problematic weapon nerfs, which would be:

  • Duelling Sword
  • Knife
  • Power Sword
  • Bully Club
  • Arbites Shock Maul

And for Ranged:

  • Inferno Staff
  • Plasma Gun
  • Arbites Shotgun
  • Rumbler
  • Zealot Flamer

I’m not sure what we’d need to do on the melees, someone help me here, but with ranged it’s just the sole idea of not allowing infinite cleave (Make it have a cap on how many enemies a projectile can hit before disappearing, you know actually giving flamer and flame staff CLEAVE), spam (Rumbler should get a considerably reduced reload speed), or total domination (Plasma needs a rework similar to what Fatshark originally has in mind, better M2 but slightly worse M1, and not sure what I’d do with Arbites shotgun)

Step 5: Finally, now we can reduce Elite/Special spawn at least a 33-50% across the board (keep the big hordes they’re fun)

Step 6: Rebalance Talent values. Some talents are overtuned on purpose just to be able to compete in the Armor spam fest we are right now. I can’t say exactly what needs to be tuned, but generally just tunning a few numbers down on each tree and we should be good

9 Likes

I really just wanna add that they did hit the nail with how VT2 handles armor, I’m not sure why they tried to reinvent that all over again. VT2 didn’t need this amount of Rending/Brittleness, just a few here and there and they weren’t even NEEDED to succeed in Cata (even 200-300% twitch mode) games

6 Likes

Rending needs to be heavily nerfed or completely removed actually

8 Likes

Actually these talents nobody picks are secretly overpowered!

There are only two sources of rending in the game which I think should exist and that’s the rending on fotf and onslaught the rest should be removed, that being said though many weapons in this game are useless against carapace and I don’t think any weapon should be useless against them. I like @Vror’s idea on how to fix carapace.

4 Likes

People use these “anti-Carapace” Weapons for two reasons.

  1. Because Armoured Enemies are being spammed INSANELY hard. Why? Excessive Rending completely negates Enemy Armour as a Game Mechanic, so the AI Director spams them in clown car numbers to compensate.

  2. Because most of said Weapons are GROSSLY OVERPERFORMING against Carapace comparative to what their intended niche is. ESPECIALLY those Throne-forsaken Duelling Swords.

The issue comes from an excess of Player Power, not a lack of it.

5 Likes

I somewhat disagree on that.

VT2 doesn’t do localised armour for the most part (Mauler being the only exception).

And DT having introduced that is to me a great evolution.

The problem here, and during a while it also existed in VT2 is that building toward armour has/had been so strong that at the same time the AI has to spam Armour to try to create difficulties.

The balance just has to de-escalate, lower the strength of Brittleness and Rending, make Carapace a real threat, and Flak something more worth pursuing, and make the units that use those armour types be rarer

5 Likes

buffing everything is what made the game like this in the first place lmao

8 Likes

hopefully their heads in the ground often enough to pause and

how for the first time in their life play without crutches and the game proper.

or maybe just maybe step a difficulty down and not go for the “carry me” option as a default?

dueling sword for other classes was a grave mistake which partly was responsible for the spiraling outta control of enemy spawns and their worthlessness in terms of type role.

when the game started crushers were frantically pinged as to divert the groups attention to the biggest “threat” on the chess board.

nowadays 12 pop up and unless it’s some weird artificial havocification-rainbow-:poop: stuff going on its fetus-deletus"i summon krak grenade”

guess what? “It’s very efficient” :man_shrugging:

if it leads to auric maelstrom being again what havoc 40 is now without the cheap mechanics behind and hard-counter mandatories, skillful gameplay being rewarded instead of bubble or yellow toughness ad nausea, i’m all for nerfing that crap into the stone age again :oncoming_fist:

6 Likes

Well… yes and no. Duelling Swords being on those other Archetypes raised awareness of how OP they are. That counts for something, I guess.

They were already OP on Psyker, and introducing them to those other Archetypes wasn’t Fatshark’s ACTUAL mistake. Fatshark’s ACTUAL mistake was… actually, there’s two. I’m really going in rules of two today!

  1. Fatshark CLEARLY didn’t test Duelling Swords enough while porting them over to the other Archetypes, otherwise they would’ve been nerfed.

  2. Fatshark ALLOWED Duelling Swords to remain OP for an EXTREMELY long time. This allowed them to FESTER. This made people EXTREMELY comfortable with relying on them as a crutch.

9 Likes

so basically every backyard country got to the atomic bomb level, governments “suddenly” found out….

“we fkked”

:rofl:

3 Likes

If they remove uncanny strike from the game, it will NOT change the fact that armored enemies are the only threat, regardless to their numbers. It’s already established that fatshark knows no other way of creating challenge other than spamming armored hordes. If uncanny strike is no more, players will still use the most powerful option to deal with carapace, it will not help weapons incapable of penetrating carapace, not even in the long term.

My point is that it’s alright if a weapon choice forces you into certain build decisions. If they buff rending in the tree, you could compensate for lack of carapace penetration on your weapon with your talent tree. As of now, these talents are useless to weapons that can already deal with carapace on their own, and not good enough to make weaker weapons work. And on top of that, it’s not a cheap investment because you need to take multiple nodes that are very far from each other and pay a lot of tax (if you want to take both rending nodes + onslaught on veteran, it completely dictates your build and you only have 2 talents to move around, and 1 of them will go into mandatory ability modifier).

I don’t care much about removal of uncanny strike, if there’s an alternative, it can stay.

then there shall be none remaining.

in such case 2 crushers will pose a threat once encountered and force people to switch aggro, actually dodge swings for once and feel a sense of accomplishment upon getting to the shuttle.

and lo and behold (and i’m almost losing my breakfast over it saying) even :face_vomiting: :nauseated_face: s….mi….te

will have a welcome purpose for once.

okay need to take a shower now, feel filthy :grin:

2 Likes

Don’t forget Disablers. Again, this is due to an excess of Player Power. Heck, it goes even deeper than Rending. CDR, Gold Toughness, Weapon imbalance, Players being able to mindlessly spam Dodge Slides to avoid Ranged Attacks, et cetera. Player Power in excess is the driving force behind ALL of this, and your demands would only make the problem worse. I’m thinking of the big picture, you see.

5 Likes

Laughs in krak

Even bolt pistol will be good enough to deal with 2 crushers. What’s next, nerf rashad and shock maul? Uncanny strike is a big red herring but it’s not the only way to kill crushers. Inflate crusher HP? Just make an armored boss, why not. There’s no reason for regular units to become bosses though.