How To Nerf Plasma Gun

i agree with Soul, but the current design is lame, just setting its base cleave to 100 is not nice

You didn’t mention shooting through walls!

  • I think the vent should do health damage / corruption… so voted no
  • and remove some of that infinite cleave maybe some cleave and splash (I liked Space Marine splash if you fired too close to self you’d FF)

I think its a fun class specific gun and should be a bit powerful

Yeah, in an organized Havoc group that may work. Unfortunately I don’t believe punishing the teammates more by reducing the ammo is going to suddenly give the Vets who currently dump the ammo into every thing that moves the epiphany they need to stop wasting ammo in Damnation/Auric.

Increasing the damage vent gives - be it health or toughness, directly targets that group of players who refuse to put away the Plasma Gun and use melee. They’re the ones venting, then dumping 8 more shots into hordes. The ones who actually switch to use melee while it cools passively are usually the players who are more selective about what they use the ammo on.

No, the Plasma Gun does not have enough cons.
It doesn’t need to be nerfed into the ground, but it should have more drawbacks than it currently has.

I agree, it should feel like one of the more powerful weapons in Darktide. Light attack cleave is just too much and the venting doesn’t punish players enough for spamming Plasma. That’s really the only two things I’d adjust to be honest.

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Move most power from normal shot to charged shot so it’s at least not totally braindead to use.

Powerful weapon should have higher skill floor to compensate imho.

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  1. Toughness cost is irrelevant, you can build for insane toughness regen.

  2. HP cost is just cruel and frankly makes no sense. How a contortionist tries to balance a game.

  3. Plasma’s issue is simple. Uncharged shots are too good.

Easy solution, cut light shot cleave down very significantly. Make it so you can blow yourself up with it rather than auto venting.

That’s literally all it needs. If you need to continuously charge shot to access its crazy cleave, that alone slows down DPS enormously. Outside of high density situations it’s not really problematic to begin with.

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Just for weapon special vent can reload full vent at no penalty or swap and let it cool down.

I hear in table top they randomly explode and down you.

Yeah let’s give the vet no options for sticky situations where your team has done something awful or gone down to a crusher overhead for the 4th time in a few minutes.

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Very much agree. This would increase the skill required to handle the weapon, differentiate & incentivise charged shots vs. light, and it’s explosively thematic.

The plasmagun cleaving through the world is fun. Taking damage from overheating isn’t. Blowing up is hilarious too.

To add to this, I think having to vent (more) and therefore not shooting/swinging is punishment enough. Toughness chip would just incentivise Shout more, and losing health just seems too harsh to me. If you lose actual HP from venting then arguably the gun should be even stronger.

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Yeah I know. That makes no sense at all on a weapon that already has ammo and a long reload animation. That mechanic existed previously for Staves to cap uptime of infinite ammo weapons. The only place this balancing idea makes ANY sense is for venting as Psyker. Genuinely health cost for venting would make a lot of sense for Psyker balance. Again for Plasma this is massively over complicating things for no discernible reason. Beyond that it also just adds a needless “unpleasantness” to the weapon that will turn a lot of newer players off even if it’s perfectly manageable.

Just a really bad approach to the problem IMO.

Cool but this is an action RPG which by nature has a very different design philosophy to a turn based board game. Also I agreed on taking the safety off light shots. You should indeed be able to explode yourself by spamming left click thoughtlessly.

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There aren’t many ways you can balance a gun aside from damage and ammo. Making vent cost toughness, a resource you’re going to regenerate to max every shot anyway, that your team can generate to max anyway, that voc and infiltrate is a max restore on use anyway, does nothing for it or move its place in the balance. You oneshot 2 specials, that’s voc cdr and 20-30% toughness with out for blood and confirmed kill, and that’s not even 25% overheat generated.

Just lower the ammo. Attrition is an important mechanic that vet can entirely ignore on the ammo side and nearly ignores it on the health side with yellow toughness. It’s either that or you lower damage and cleave by a lot for both lights and charged attacks, thus requiring more ammo but have less dps anyway.

I’ll have you know my Onslaught Autogun builds are shooting Carapace with a purpose and there’s no despair to be found!

But yeah, to the wider point, I think plasma’s fine if they just drop it’s cleave and make it more single target, or make it a ‘splash’ instead as that feels more thematic and fun. Right now any and all the changes proposed in here just have people trade plasma for boltgun and call it good, and boltgun received a vast amount of buffs to get it to it’s current state soooo I highly doubt that’s getting otherwise touched, so just making it a ‘massively hard hitting Helbore’ would be fine enough to me. I already basically use it as such as I didn’t even know it cleaved given I mostly use it to pot shot specials and drop Ogies XD (of which the later don’t get cleaved through).

And to this point, I also basically never see Plasma Gun outside of Havoc, unless it’s very clearly a fresh vet just having fun with his new pre-build he got offline to go try out auric with. It’s strong, but a lot of it’s ‘busted’ nature is because Survivalist gives +2 bullets of the 3 needed to fire a shot when you take Fully Loaded, and that it fires in a straight line from hip fire. Making it more of a ‘splash’ against the first target hit and maybe upping it’s ammo cost per shot to 4 would likely ‘bring it in line’ rather instantly, verses having to nuke your toughness from full to vent it on the class with the literal worst toughness regen outside of CA cast (thusly killing the weapon), or having it ping your health again on the tied lowest health class in the game (once again, killing the weapon).

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So what I’m getting cross reading DT forum

We can’t even can get consensus on which difficulty to balance for (?)
Veteran isn’t the strongest class (?)
very low play style variety (?)

wouldn’t a nerf to one of the enablers (call it crutch for what i care) result in less pickrate of the class rather than proliferate other play styles if they already not the greatest class?

Educate me guys, it looks like a bizarre to me.

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yes, idk why they put this safety auto vent thing, it is so spammy knowing you can’t blow up with lights

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My guess would be because it’s imitating the tabletop behavior, where Plasma Guns aren’t dangerous if you’re firing “normally”, but are Hazardous when Overcharged to do more damage (though against enemies like traitor guard and cultists, those die to normal shots as trivially as Overcharged shots, it’s an excercise in “don’t roll 1s” at that point either way, whereas against a Space Marine the Overcharged shot is nearly tripling your damage output).

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vet got screwed over so many times that those who are left won’t pick a different class even if they were forced to play with wooden sticks and a hand behind their back

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I agree that they should start by that… and not touch venting at first.
Unless the internal tests (lol) show it is clearly not enough.

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The VT2 psyker Sienna did suffer health on vent they just lowered the mechanics in this game for our spammy fast action play.

leading to throwing more enemies at players to make it difficult…because they can’t balance basic designs and power.

The power, quick vent and large ammo make it a pseudo staff and either overheating the cost or nerfing cleave/power to keep it spam able.

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Can’t vote.

No option to vote:
“Stop the Nerf-Train!”

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Pretty sure the consensus is…

1 Damnation
2 Opinion / Preference
3 Most variety of possible builds

I mean yeah that’s why nerfing
Left click cleave is effective IMO. You hit less things per shot so you either need to shoot more lights or commit to charge shots. Either way both ammo economy and effective DPS into density go down, without making it worse at sniping spread out high priority targets, which it’s already mid at.

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