So, the Veteran already gets a ton of damage bonuses from talents, and then you add the armor-piercing grenade — it just makes the Veteran way too bursty. I think they should reduce both the damage and the number of those grenades. Because that’s the only way to actually make the Veteran rely on their own combat skills, instead of just spamming a throwable and cheesing everything. Darktide is supposed to be a game that emphasizes melee combat, not one where you can just use this overpowered, almost cheat-level grenade to delete every enemy.
Kraks need to go back to 2 base instead of 3
Demo team needs to have an internal cooldown of 12s after triggering (so you can’t get 5 grenades from a crusher clown car in Havoc at once)
Demo stockpile needs to increase the time required to regenerate a Krak grenade to 75s (like Lone Wolf increases the timer for a mine)
first of all FS needs to solve “crusher clown car” and then reduce amount of means that helps with that
just deep rooted game design issue that wasn’t a problem in vermintide(every weapon in VT2 could deal with the heaviest armor at an acceptable rate instead of 2-300dps for over 6k hp multiplied by 10+, no cleave allowed)
Bam.

Fatshark COULD and SHOULD do both of these things in the same Update.
I agree that magic grenades for Veteran (and Scum) are having too much effect on the game play. The director has to send enough Crushers at us so that some are left over when / if our grenades have run out. That is when the game becomes interesting again.
I would like to see no magic grenades. Resources should be found or earned in another way.
Krak is the most unbalanced blitz in game, I dont even know why veteran can have up to 4 of em in total. smoke grenade seems to be a joke in front of this n almost no one uses it
I found smoke useful in the foxholes bit of No Man’s Land but nowhere else.
Smoke is apparently a near requirement at high Havocs due to gunner density + processing toughness differently at least.
this is a regional thing, some people also think bubble is a mandatory req and book etc
Smokes are not a joke, they’re excellent in Havoc
My favourite thing about any balancing patch is the class war that occurs and the inevitable universal pendulum swinging back on veterans when the dust settles.
It’s the old Survivalist all over again. I find it interesting that Fatshark has not noticed that. It’s hard to find a vet who wouldn’t running that in Havoc.
thats why i dont play with hive scums. they r like locusts to me. they run fast, eat up all the ammo n grenades, then boom bringer everything in the front. typically pay to win characters
And in the normal game. They are just not as necessary…
Nope. Main threat are the ranged enemies. Always were. Even the disablers are ranged (counting the pox hound here too since he can pounce us trough the horde just like the Trapper).
Melee enemies are just meatshields. Crushers and Maulers were a joke before their health buff.
Now they also get damage redcution (because nerfing amror penetration is a no no), and we are surprised people bring Krak/Boom Bringer? LOL
Btw outside of rotten armor you dont even need Krak /BB that much cuz there will be less of them and are easier to kill.
Absolutly not.
The grenade is quite literaly key to several builds.
Krak NEEDS to be nerfed.
This “get-out-of-jail-free card” against the Crusher is a terrible design, its existence negates all melee strategies against the Crusher.
The other two grenades both need buffs. Setting aside their performance on Havoc—not everyone plays Havoc—in standard game modes, these two grenades are nowhere near as game-breaking or brain-dead as Krak.
