I think this balance advice should be good for all players(part 1)

*All suggestions are based on level 5 curse difficulty.
*Balance is to make players happy, not to ruin their fun.
*This advice is based on builds, only then you know how each adjustment works.

Veteran:

  1. XII sniper Vet:
    __XII vet is for those best rifle players, and XII is very powerful when ensured headshot.
    (1) for this build, the standing first hip shot should have precision in 12m, for this would enable those best shooters to perform emergency shoot.
    (2) XII blessing “Opening Salvo” should also grant a 2 pierce to let our best shooters to shoot specials who block either by teammates or hordes.
  2. Bolts Vet:
    __Bolts Vet is for those who can not perform perfect headshot rate vet players. And it has an advanced way to play, that when doing melee fight with swords, use Executioners’ Stance to quickly switch to bolts and strafe elite squad in face.
    (1) Bolts with 25% manic should ensure 2 body shot to kill any specials except mutants, this is to ensure the experience of those vets who cannot ensure headshots.
    (2) Bolts should have more controllable recoil when doing hip shots, this makes our best players to dual with Monsters in close range with bolts.
    (3) Shorter the waiting time of bolts after reloading to shoot, this ensures the technic which when both Volley Adept and Tactical Reload are active to continue their Executioners’ Stance.
  3. Plasma vets:
    __Plasma Vets is for those who very bad at shooting skill, but still loves shootings. It should have the easiest difficulty to deal with specials except Mutants, however, it should have punishment for ammo to encourage players to use those sniper-like weapons when they have better shooting skills.
    (1) Plasma should have a much larger magazine volume but less back-up ammo(200 magazine, 100 back-up), this would punish those players who shot everything with Plasma, also lower back-up ammo lowers the ammo regained by Survivalist.
    (2) Plasma should have damage increase, to one body shot kill gunners and specials except Hounds and Mutants with 20% Manic and 20% Flaks, this is to ensure the experience for those target players.
    (3) However, to encourage our best shooters to play Plasma, to significantly lift heavy charge-up head shot damage to Monsters (15000 I suggest).
  4. Headhunters and Infantry Autogun Vets (Dadada! vets):
    __This build service those players love Destiny2 or COD, APEX like shooting games, they have great following shooting skills, their demand should not be ignored.
    (1) Deadshot should be changed into this: passively lower 60% recoil when aiming; at least 3 continuing headshot grants you 25% crit rate. (this with Exhilarating Takedown would encourage them to keep head shot rate when shooting)
  5. Shouty Power Sword Vets with hand cannon:
    This build is for those who loves Bounty Hunter Victor in Vermintide2 (like me), however, in Darktide there is no bless shot to ensure ammo supply.
    (1) Always Prepare should just replenish ammo into magazine, this is to ensure the cycle of switching melee and range, and you can see little who have Survivalist and Always Prepare at the same time because which put too much talent points for nothing.
    (2) Confirmed Kill should have high Toughness regain when triggered by melee attack, make it 20% please.
    (3) I think most of players want the Smoke Grenade to put off fire, if all players like it, you should do it.
  6. General advice for low choosing talents:
    (1) Covering Fire: make this benefit to vet itself, but slightly lower down Toughness regain by setting 1s inner cold down time.
    (2) Twined Blast: maybe make it ensuring a double throw of grenades with 60s cold down time, but killing things by grenades short it for 3s, while cold down time is above 20s would be better.
    (3) Keystone-Focus Target: if anyone highlight an enemy, who of course want it to be kill as quickly as possible. So, maybe give player who last hit that highlight target some ammo would be more useful. People choose it are who wants quickly Monsters kills, by imagination, if we make it into a skill which can create additional weak points for Monsters (like Divinity in Destiny2, oh yes, by certain equipment which can even produce heavy ammo now!).

Ogryn:

  1. Bleeding Heavy melee build:
    This build is for those players who like to cosplay Carapace Ogryns. This build should let you feel strong but slow, choosing good fighting positions, make every swing counts, this should be. Yes, this kind of players wants to fight Monsters like Monsters.
    (1) Crunch should also ensure that heavy attack critical, only then that is worthy.
    (2) Delight in Destruction should be change into that killing bleeding enemy grants you 10% Toughness, this can exceed your Toughness maximum for 50. (this is better for encourage this build to bleed enemy and quickly kill them, and 50 exceed would still let players damaged by Pox Bombers.)
    (3) Just significantly lift damage to Monsters and hordes Cleaves deal by Clubs and Shovel, this is the reason why Blessing-Trust exists.
  2. Slab shield Guardian build:
    This build is lack of aggressive method, however, in most of matches players hate a Slab shield who just stand there doing nothing but block there shots.
    (1) Not just block! Slab shield should have the ability to push enemy grenade back!
    (2) Loyal protector should passively grants Ogryns ability that when blocking attacks, who apply bleed for 4 stacks to enemy who is blocked. (this would grants those slabs suitable ability against hordes and non-carapace melee elites.)

Zealot:
1.

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