I mean yeah sure noobs probably kept running out of rampage all the time and got killed for it, but really I do think it’s a necessary tradeoff to be significantly more vulnerable after the most powerful active ability in the game ends. Now we’ve just got a Zealot with nuclear damage potential and who never, ever has to leave melee range.
If the exhaustion removal is going to stay, I would halve the strength of the Rampage buffs (ALL of them, including the addons) to compensate. Gangers are already so powerful, they don’t need the extra help.
Not saying it’s fair or whatever, but I couldn’t care less about an OP ability any more. They have not fixed the game ending, mission aborting, errordcoding, fall through the damn map, broken input, fps dropping, stalling, freeze frame, audio dropping BULLSH!T… so until they remove the havoc demotion system penalising players for their spaghetti coded buffet of bugs and fix the ass insane brain splitting instabilities in the game, who really gives a toss about an OP ability? Be nice to just PLAY A DAMN MATCH THAT DOESN’T END IN BUGFEST OR CRASH!
Couldn’t disagree more that Rampage was weak. I ran through oneshotting every heavy armor elite I came across and output insane damage vs bosses. It’s HUGE.
Yes and No, I like the exhaust from a balance design but in practice hard to tell when you have it and change behavior for a short period… usually just built stim to counter the negatives and popped it at end of ability… now I can use stim for other things!
The amount of power in this ability is concerning though… maybe balanced by overall squishy-ness of class which the high skill players play around no problem… until they mess up a dodge.
…but hey enjoy some power creep before the nerfs and may the nerfs come for Balance sake.
What are you even talking about? My melee HS was destroying mixed hoards better than zealot with Rampage, if other Abilities even stronger than that, THEY need to be nerfed.
Couldn’t disagree with OP more, they should remove all the other monkey’s paw stuff from other talents as well, (adrenaline frenzy subnodes comes to mind) huge Fatshark W.
There simply wasn’t/isn’t enough cannon for all that glass. (Speaking of high havoc experience).
I was hoping that with the Rampage ability, there will be other debuffs introduced to already existing abilities or nerfs so that things like shout with its Gold Toughness will be brought down. All so that enemy spam can finally be reduced, but FS just buffed Rampage, and I honestly don’t know what will happen to the game’s balance next.
They care for players who play the game from time to time. Those who want to play, feel powerful, cleave through millions of enemies and put the game down for a week or so, not players who play for hours on end and who very much care for the balance.
Same thing happened with Helldivers 2 and now it’s happening to Darktide. I guess that’s just business these days…
Hardly an issue, you just select a bit lower difficulty after the nerf and do all this. It’s weak justification for endless powercreep that only makes the game worse in a long run, just deal with a bunch of whiners losing their favorite crutch in Havoc 40 without which they would never get there - and move on.
Tell that to FatShark, not me. Also, it’s never that simple. The thing is,people want to feel powerful without going down in difficulty. They want to cleave through all those armies on Auric Mealstorm and Increased Enemy Concentration. Anything lower than that is just boring for them. That’s why weapons in Helldiver 2 constantly get buffed so they are viable for the highest difficulty.
If you think telling people “just go down in difficulty and stop whining” will actually make them do it, then just know, it won’t.
In fairness, that’s catering to the overwhelmingly vast majority of the playerbase.
The proportion of the playerbase playing Havoc 40 is…tiny, practically negligible. Your average player however is running Heresy/Damnation and will still wipe using full meta builds with regularity.
Look at the upsides, this should keep all the “lets stomp vet to the ground and while we at it make the game like slower vermintide” busy for a week or two
But seriously tho, Hive scum was a massive mistake to release in the first place, just from the stability and performance point of view the game is just a one big dog crap since then
Pretty surprised that they just straight up removed the mechanic instead of tweaking it. But exhaustion was really only a detriment in some really niche situations. The rest of the time, it’s just a few seconds of not having Jittery. idk. Lowering the skill floor on the highest skill floor character is fine.
Unless it’s composes teams by some hidden “skill” metric, in my plays there (go there sometimes for casual power fantasy runs) I almost never see wipes these days. Powercreep completely trivialized difficulties below Damnation. Even in Damnation I ever see wipes when it’s full team of (semi)newbies and mission has some extra modifiers.
You may be insanely capable and doing a lot of carrying. That said, from my experience, as a now very rusty ~weekly/biweekly player, mostly playing with similar (if not even less regular players), I’d say ~1 in 4 games wipe on Damnation, ~1/3-1/2 if there’s difficult modifiers. Fatshark’s overall numbers for 2025 showed just over 30% of missions failed (with ~28 hours played on average for the year, so about a game or two a week), and given that most of the playerbase isn’t running Havoc or higher difficulty games, that doesn’t track too far off my experience.
I think the people running the game’s highest difficulties often underestimate the skill/experience gap between the upper crust and the average player, it’s absolutely enormous.
they’ve been certified gross since launch, got even greasier in that week 1 update and now if you can’t hack it in the world of crime you should probably go back to arbites and stay.