I’d say they should balance Plasma i other way, then just lowering damage.
Maybe give charged bigger stagger, so it could open bulwarks as before?
Monkey’s Paw curls…
The items in the game are an absolute mess, blessings are a complete failure.
The itemization rework will change the landscape entirely so we really don’t know what will come out the other end.
Where are all these calls coming from? Who’s calling for nerfs?
I’m seeing basically no focused topics on these items in general discussion here, and only like one related thread on one of the mentioned items in the Gameplay Feedback category here that isn’t from loooooong ago, and have literally never seen complaints about most of the stuff in the list.
Probably charged shot damage should be buffed, damage isn’t where it should be for burning 3x the ammo and added charge time.
Same feeling. Reddit and Fatshark forums are pretty quiet on all this.
I’m guessing it’s on the discord? Or YouTube videos?
I find the trouble with some people’s calls for nerfs is that they seem to judge the weapons attack in an isolated scenario without considering the risk/reward ratio of overall usage.
For example, people calling to nerf the pistol simply because it can headshot kill some specialists… As if killing 1 specialist with 1 bullet in a game that often has 20 specialists at once, is some sort of uber superpower.
It has a tiny ammo capacity, hence the high power. That’s the risk reward! Duh.
If you play the higher difficulties then you will have way more than 6 elites and specials charging at you at once. You will not have time to keep shooting after the first 6-7 because they’ll be in melee range. Even with weapon specialist you’ll be forced into melee.
So yes it’s powerful but it’s extended use is very limited - if it’s nerfed then it becomes literally useless.
People need to stop judging weapons on a single attack without considering the bigger picture. One shotting a single enemy in the meat grinder doesn’t show you anything about the weapon at all.
that isn’t why. it needs a nerf because it effectively outperforms every other gun option for zealots in DPS and is effective on everything, for the minor penalty of having to steal the ammo from everyone else to make up for your low ammo reserves. it’s an idiot-proofed weapon choice with no actual downsides, and that shouldn’t be happening.
in the bigger picture i’d drop the revolver’s long range accuracy into the toilet (it’s a snub revolver, accuracy is not a concern for those) and put heafty damage reduction on carapiece armored units since it’s a soft slug (stub guns don’t use AP ammo normally, autoguns do) that way players will have a strong weapon that sacrifices making ranged enemy kills and a handful of melee enemies for dropping most specials quickly.
few more dead weapons I’d throw on the pile I never even see mentioned
-Mk12 chainaxe is straight up disappointing compared to how visceral and thrilling/actually effective the Mk4 is. who thought of this. the heavies are so slow vs. light attacks on Mk4.
-Mk13g chainsword throws the yuge horde clearing potential of Mk4 to…accomplish nothing. its like twice as strong as a normal heavy for single target damage - this is still appallingly bad for most weapons, and not worth having 0.01 hitmass on those moves.
-Graia autogun has the same damage as Columnus and less crits in a burst than the Agipinaa (the slowest model)
-Mk2 bully club is basically the same as the default, but worse (reversed heavy combo, and like the same light set up but a third relentless hit tossed in the mix and even slower single target strikedown). The punch was also made useless a few updates ago, no longer doing anything beyond being a ‘relentless’ style light attack with like 1/3 the range.
-Krourk stubber still has trigger delay and like negative accuracy when shooting, along with damage mods that make it hit most enemies as hard as the Achlys.
-Mk12 Kantrael does literally nothing better than MG1a even before any talent trees or blessings are taken into account, the opposite issue of before
-headhunter autoguns, lmao lol even. why do people pretend these aren’t the worst performers on ranged atm…awful mobility, no damage, need to stale ADS in that 1 meter/minute movement speed to do anything meaningful with garbage ammo use, near the highest suppressive fire penalties in the game. just remove these things if you’re going to crater every redeeming quality they had and not rebuild them. the Mk7 ‘rework’ was 100% a massive nerf and you should just give me back my space SKS.
Kickback should not have so much ammo, it’s spammed so so much and can suppress and stagger from far more than the effective range a shotgun should have.
Voidstrike I don’t think should kill crushers so easily, maybe a bit less cleave.
Assail has too much stagger and suppression for little shards to make sense and it makes it more frustrating to play around.
It has 6 bullets. That is why its powerful.
Please define “out perform” as I don’t know what metric or test case you’re using.
Being powerful and accurate is fine because it has max 6 bullets. 6 bullets. 6. Siiiix.
In a tide game.
It still takes 3 bullets to kill a crusher so wtaf is everyone going on about? If it killed 6 crushers on damnation with 6 bullets then I’d think a nerf is fine. It doesn’t do that, not even close so leave it alone.
If someone wants to snipe with it then that’s their playstyle. Precise, considered shots with a 6 round shooter is fine.
i feel like helldivers and Darktide are a bad comparison, because the killing power of gear in Helldivers is directly responsible in how many enemies you realistically can deal with, if you nerf the meta gear it directly reflects in the success of the players
where Darktide differs somewhat, is that even with way less powerful weapons you still would have all the tools necessary, since so much of the player kit is movement blocking etc
but then again, helldivers moved in a direction i really disliked in that it became so popular to avoid enemies rather than to try to bulldoze through
given how fast you can slap 2-3 rounds back in and keep shooting compared to how long most every gun takes to reload (let’s not even glance at the bolter taking a staycation between it’s magazines) 6 is plenty to max it out on. this isn’t even a problem. i see zealots firing almost non-stop all the time with their revolvers because they fire, reload a round and fire again like it’s nothing.
it does what it does too well and in too many situations regardless of range or armor and it needs a nerf because it’s just too stupid for other weapons to have a purpose when you can grab this and not worry about thinking.
I don’t think that’s true and i fail to see where have we learned that in Darktide.
Power sword nerf was needed and it worked out great.
Flamethrower nerf could’ve been avoided, but it had the intended effect of people stopping the abuse of a broken mechanic.
Assail nerf was definitely needed and worked out great.
If you don’t dial down what some of the weapons can do sometimes, you inevitably get power creep. And that’s what’s gonna be bad, arguably worse than boring.
To be clear, all i’m saying is that nerfs are definitely needed sometimes, not that we are in desperate need of them right now. Lots of weapons can use a buff, and we’ve already got some of that with the recent patch.
Actually it has 5 doesn’t it? Lol been a little while since I played vet my bad. But actually makes my point even more valid imo.
It takes 3 shots to kill a crusher on auric damnation so how is it doing it too well? 3 shots is actually lame for a supposedly powerful gun with only 5 rounds. That was using loads of crit and bonus against carapace too. It’s supposed to be a specialist tool for elite enemies. That’s it’s job and it doesn’t actually do it that well tbh.
If you use it on anything other than auric damnation then I could understand it seeming op due to reduced enemy density but with a normal auric damnation there are too many enemies to make it anything other than useful for the first handful of enemies in a giant horde. Occasionally you get to whip it out for a headshot on an enemy using weapon specialist but again that doesn’t even make a dent in the huge enemy density on damnation.
A shot and a reload must be something like 3 seconds for revolver. Even if that is one-shotting specialists or elites and is infinite then I still don’t see how a guaranteed single death every 3 seconds in auric damnation density is anything to nerf.
nods in agreement
Yup yup, I thought the same my dude! I kinda feel like either the OP is seeing stuff we aren’t, maybe in the cesspools like reddit and steam discussions?
Some of those people will be from newer waves of purchases and so are, unbeknownst to them, repeating things that have already been discussed ad nauseam here.
I wonder why this game decided to follow the path of MMO loot shooters like Borderlands and The First Descendant rather than follow the gear acquisition approach of every other mission PVE style game like Helldiver, Deep Rock Galactic, GTFO, and World War Z. I do not understand.
To make hardcore players sink hundreds of hours farming for “perfect rolls” and through the layers of RNG, while the game is severely lacking in content.
It is a known long-term strategy plan for many corpos to release a grindy game and hope that a dedicated minority will continue to sink time in it, making it “alive”. When people come in and post these “game is dead, 90% of the playerbase is gone” they don’t realize that it was anticipated and accounted for since the early developement.
FS hasn’t been known to do “slightly”…
yeah, that’s why you nerf the parts of the stats that are the actual problem, like outshooting rifles at range in DPS and accuracy and being overly powerful against all targets. like i SAID.