Just off the top of my head we are missing the long-las, hellguns, volley guns, meltas, grenade launchers, man-portable stubbers, and plasma pistol. Most of which already have assets in the game (aka used by mobs) and a reason to be accessable (aka salvage/ war prizes).
But the twits at Obesetuna seem to have this hardon for melee so that is what we are getting. More useless melee weapons that recycle the same animations with clumsy gimmicks that somehow take 6 months plus to produce. Its almost as if they trying to turn Darktide into âWarhammer Fantasy in SPACE!!!â. Failing miserably of course since all theyâre really doing making more and more people say ânopeâ to all their products.
vet haters wont stop till its just a worse version of zealot entirely
idk if its good gameplay especially on lower diffs like aurics that the answer is almost always " just meele it" cause its not even worth/necessary at all to even draw your gun gunners and shooters are a joke there anyway
or even better just play ogryn and afk leftclick through the entire map but thats ok cause ogryn is not op at all kekw
Are you referring to pre-13 Vet with the old Bolter and old Power Sword (PS)? Those were so obscenely over the top, they demonstrated precisely why the whole âITS A PVE GAME, so NO!â made no sense. Everyone but the vet was basically fluff, you think that was fun for them? Hell it wasnât even fun for the vet and I avoided it because of that. Constant ult uptime auto-reload deletion was boring for everyone. It wasnât any better after they buffed the Shredder autopistol, you had unlimited ults and crazy DR and on the off chance you needed to pull a melee out, PS was more than great. The PS was still extremely good after the pre #13 ânerfâ, they did not come clsoe to gutting it.
PS took a drastic hit post #13 nerf but was brought back up to a good level shortly after, until the recent 6 month period where they broke it accidentally and shockingly refused to fix it, but thatâs another story.
Your memory of a pre #13 vet is either severely degraded and/or your assessment of the team balance then is way, WAY off.
âITS A PVE GAME, so NO!â re:balance and fairness is such a silly statement to make, by both players and devs, that they deserve to spend the rest of their gaming time playing a gimped/bugged class so they can experience âPVE SO IT DOESNâT MATTERâ until they get fed up and move to a cabin in the woods.
They wonât nerf Ogryn. So Zealot has to be buffed at Ogryn level. Veteran will need also a buff. Psyker should get then a little nerf. Psyker should remain strong on damages, but not so much.
However, a psyker that remain a rock in middle of the battle, use the peril to deal high damages, removes threats fast and regenerate toughness if really they need it. Nerfing it too much would kill the class. So, peril generation should not be tweaked. Damages of staff are not really too strong. A gun psyker deal also insane damages.
I really donât know the correct answer. I donât play psyker, I really donât like it. But, I am sure this is not the staff damages.
I would suspect, maybe, soulblaze. But not sure there is not other things too strong in their tree.
For zealot, I think that one of the most powerful interaction is until death and holy revenant. I guess zealot will get a rework. I know they donât care of what we can think⌠but my opinion is that it should be something behind martyrdom keystone. These talents are needed for this keystone, but really a must have for any zealot, because there is nothing better than these 2 talents, and you donât waste your points by spending 2 points here.
Enable the overheat explosion from non charged shots, make normal shots to generate more heat when shooting carapace.
Part of the reason plasma is so powerful is because there is no risk invoved in spamming non charged attacks (they also donât worth the ammo cost but thats a different story) as you canât explode from it.