i agree with Soul, but the current design is lame, just setting its base cleave to 100 is not nice
You didnât 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 youâd 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 donât 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. Theyâre 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 doesnât 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 doesnât punish players enough for spamming Plasma. Thatâs really the only two things Iâd adjust to be honest.
Move most power from normal shot to charged shot so itâs at least not totally braindead to use.
Powerful weapon should have higher skill floor to compensate imho.
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Toughness cost is irrelevant, you can build for insane toughness regen.
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HP cost is just cruel and frankly makes no sense. How a contortionist tries to balance a game.
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Plasmaâs 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.
Thatâs 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 itâs not really problematic to begin with.
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 letâs 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.
Very much agree. This would increase the skill required to handle the weapon, differentiate & incentivise charged shots vs. light, and itâs explosively thematic.
The plasmagun cleaving through the world is fun. Taking damage from overheating isnât. 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.
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 âunpleasantnessâ to the weapon that will turn a lot of newer players off even if itâs 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.
There arenât many ways you can balance a gun aside from damage and ammo. Making vent cost toughness, a resource youâre 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, thatâs voc cdr and 20-30% toughness with out for blood and confirmed kill, and thatâs 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. Itâs 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.
Iâll have you know my Onslaught Autogun builds are shooting Carapace with a purpose and thereâs no despair to be found!
But yeah, to the wider point, I think plasmaâs fine if they just drop itâs cleave and make it more single target, or make it a âsplashâ 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 itâs current state soooo I highly doubt thatâs getting otherwise touched, so just making it a âmassively hard hitting Helboreâ would be fine enough to me. I already basically use it as such as I didnât even know it cleaved given I mostly use it to pot shot specials and drop Ogies XD (of which the later donât get cleaved through).
And to this point, I also basically never see Plasma Gun outside of Havoc, unless itâs very clearly a fresh vet just having fun with his new pre-build he got offline to go try out auric with. Itâs strong, but a lot of itâs âbustedâ 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 âsplashâ against the first target hit and maybe upping itâs ammo cost per shot to 4 would likely âbring it in lineâ 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).
So what Iâm getting cross reading DT forum
We canât even can get consensus on which difficulty to balance for (?)
Veteran isnât the strongest class (?)
very low play style variety (?)
wouldnât 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.
yes, idk why they put this safety auto vent thing, it is so spammy knowing you canât blow up with lights
My guess would be because itâs imitating the tabletop behavior, where Plasma Guns arenât dangerous if youâre firing ânormallyâ, 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, itâs an excercise in âdonât roll 1sâ at that point either way, whereas against a Space Marine the Overcharged shot is nearly tripling your damage output).
vet got screwed over so many times that those who are left wonât pick a different class even if they were forced to play with wooden sticks and a hand behind their back
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.
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 difficultâŚbecause they canât 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.
Canât vote.
No option to vote:
âStop the Nerf-Train!â
Pretty sure the consensus isâŚ
1 Damnation
2 Opinion / Preference
3 Most variety of possible builds
I mean yeah thatâs 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 itâs already mid at.