Leave them! They’re basically the only thing in the game forcing my jerkass discord group to even consider working as a team
(pardon if the rant comes off as unhinged but I know what comments and threads y’all are looking at)
PLEEEEEASE do not make them count as elites!
Please take into account that the talent Perilous Combustion exists. Psykinetics Aura exists. Bruiser exists. Survivalist exists.
No Escape, Target Neutralized, Writ of Execution, Commendation from Condemnation, Voice of Tertium, Punching Above One’s Weight, Pickpocket, Vulture’s Mark, Boiling Blood, Focused Resolve, Splash Damage, Confirmed Kill, Superiority Complex, Executioner’s Stance, Abolish Blasphemers, Unrelenting Fury, Prime Target, all of this stuff exists and this isn’t really a complete list of everything that triggers off of Elites.
These are some of the strongest talents in game and the introduction of vanguards are one of the only things stopping these talents from having 100% uptime in Havoc.
Vanguards, right now, are working as a speed bump. They’re not hard locking anyone into meta builds because all builds can push through them, and they suck to fight in groups out of coherency with most weapons equally (minus the outliers ikyk). This is not a bad thing.
That doesn’t change the fact that making enemies weaker is a terrible idea. We need stronger enemies so the density spam can be reduced at the same time as reigning in player power. The only reason people rely on flame staff and other OP mass clear stuff is because it’s the most optimal way to counter enemy spam. Flame staff needs elite spam to be effective. If enemies are too strong to quickly die to soulblaze ticks player’s are forced to actually engage in the melee combat.
The thing is, they are the only enemies to survive the power of most of the weapons out there, so it’s not like this argument holds any water.
You cleave into the horde, and despite the Vanguard stopping your attack, a quarter of the horde is dead already from that swing. They don’t make the horde more threatening; they just slow you down at deleting it. I wish they would buff the chaff so it isn’t a total joke that doesn’t clutter the screen 24/7.
The only way of them hurting me is by hurting the game’s performance by how much they are spammed in higher difficulties. I know the game has the word Tide in it, but VerminTide exists, and it shows you can have threatening hordes that aren’t spammed like they are in Darktide.
The new class Skitarii, as warriors of the Adeptus Mechanicus, feel far too fragile in terms of damage resistance. As heavily augmented cyborgs whose entire bodies have been replaced and reinforced with extensive metal structures, they really shouldn’t be this vulnerable.I suggest that all Skitarii start with 15% resistance to all types of damage. This should be an innate racial talent for the Skitarii. It would also perfectly match the core tenet of the Adeptus Mechanicus: “The flesh is weak, the machine ascends.”
Since Skitarii will already have 15% resistance to all damage based on my previous suggestion, and considering that one of their existing talents grants 90% Corruption Resistance while inflicting 1 Corruption damage every 20 seconds, I recommend reducing the Corruption Resistance of this talent from 90% to 75%.
When are we going to see any acknowledgement of the texture streaming/lod issues? I’m getting pretty tired of the game randomly deciding that everything is made of mud now.
Side note: still haven’t managed to level Skit to 30 but on Heresy at least the Vanguards are…fine?
Yeah they’re noticeably tankier but in all honesty that’s all they are. They don’t really do damage, their job is to be an annoying mob-level wall that slows you down and that works. Everyone seems to still be running Skit groups atm so maybe this changes if a meta-humper pops up with a flame staff but thus far they’re fine?
I’m actually fine with vanguards for the most part, especially after the first tweak. The only things that irk me with them now is the fact that they attract Krak Grenades, making it near impossible to hit more dangerous targets behind the vanguards like reapers etc when tossing the grenade
A smaller pet peeve I have with them is that they can survive an empowered brain burst, so you’d need as many BBs on a bulwark as on a vanguard despite the size difference. I guess size doesn’t matter when ogryn brain gets hurt worse or something by BB.
I mean, I have just been running Skitarii since the update but all skit melee weapons I didn’t really care about the vanguards. They were fine. They were just a bulky obstacle that switched up the pace nicely. You can still easily range head shot them if you need to.
I never said they should be weaker, I said it’s dumb to have them basically nerf melee while those other screen wipe builds exist that basically ignore Vanguards. Imo, they should buff Vanguards with DoT and explosive resistance so they actually hurt those builds too and them needing to adapt to them. I even made a post about that after the update and people cried about the idea of having an enemy they can’t just delete. I enjoy having fewer stronger enemies instead of 20 Crusher wave spam, my point is that the time of implementation is weird before addressing the screen wiping builds, and you can’t argue that they are still dominating while ruining the game for everyone else that want to have a challenge, and currently Vanguards further advocate those playstyles. I never said I want Vanguards nerfed, I don’t want there to be literal gods in my team that ruin my game and Vanguards make a further gap between normal builds and op screen wiping builds.
The mechanicus power sword having a complex move set I think is fine, it is awkward but it’s defensive and offensive stats don’t really justify it compared to arc maul and trans sonic in my opinion.
the kind of shield the Vandguards are using is like wearing plate armor on the torso only cheaper to make. that being said the heads still feal way too protected.
the Flamer and medic servo skulls do not perform to the degree they should cost a grenade instead of capacitance and neither does any of the green talents you can take, and they are never worth giving up the base servo skull.
I hope this means that Servo Skull isn’t getting nerfed. If anything the Purgator Servo Skull needs a giga buff, the 360 Flames need to be competitively viable with the Immolation Grenade, and the Cone needs to be on par with the Purgation Flamer.
Arc Grenades
I think the Arc Grenades are almost perfect. Im fine with them needing grenade boxes despite what others might say. The bigger problem with them is they have 4 Arcs plus 2 with Overcharged, which is 6 in total, they need about 9 Arcs. 6 base, and 3 more with Overcharged. They also need about a 5-8 meter blast radius so it can be used in hoards if need be, as of right now the Arcs get completely swallowed up by a hoard. Finally the Enhanced Arc Grenades augment is pretty bad. 8m is basically nothing compared to the 30m you get on Voltaic Emitter. When it comes to disabling gunners. In most cases, if you throw a Arc Genade near a gunner they just die.
Integrated Refraction Emitter
Its just ASS. Why does it cost grenades? Why does it last 8 seconds? Why does it electrocute enemies? So first things first what is its purpose. To ignore range damage I think. If thats its purpose then you have to consider. Its having to compete with pretty much every gun in the game. It has to compete with dodging and sliding. It’s also competing for grenades now because you made it cost grenades. You’re also making it compete with the default Servo Skull before any points have even been added to the talent tree. As of right now, it offers absolutely nothing to your build or any playstyle. Now let’s talk about the augments. Overcharge Refraction Emitter, the 50% duration increase from 8s to 12s is very good. The bonus electrocution halfway through the duration is just “fine”. Voltaic Resistance shoot up to 4 Arcs in front of you, based on the number of attacks absorbed. This would be nice if you weren’t already electrocuting nearby enemies. But that also comes with caveat that you’re having to deliberately let your Refraction, Emitter, be shot while you’re in melee. Kinetic Repulsion is by far the worst augment maybe even the worst skill ever made in this game. Limit health damage to 50 while refraction emitter is active. This would have to exclusively come from Bombers, Flamers, Bursters, and Melee units. Which why are we using our refraction emitter on enemies that counter it just so we can take a little less health damge. How would I fix this ability. Make it stop costing grenades and make it use a capacitance charge, Make Kinetic Repulsion built into the blitz by default. Increased ability duration 8s to 10s increase overcharge duration from 12s to 15s. Make Voltaic Resistance Arc shoot out while its active instead of at the end, and also make it so enemies, who hit you with melee Refraction Emitter is active get electrocuted. Now maybe after all of that the blitz might be worth using.