Let’s not go the path of Helldivers (calls for nerfs)

Ya’ll realize the BM “nerf” on c-axes are actually a buff to em, right?

It lets you do FULL dmg to everything you cleave, instead doing full dmg to one, half the second, and tickle the rest. Who cares if it can’t cleave infinite, you clear horde faster still. I still wouldn’t call combat axes OP, but they have no weakness (except the bugged maniac dmg, that I’m afraid a “feature” by now), making em an excellent all-arounder. Tac axes are donkey ass compared, the lack of unyield and carapace dmg can really be felt, especially after their HP buffs.

Hard to take opinions serious, if you don’t even know game mechanics, and / or use weapons with their correct combos. Sticky attacks on chain axes are the ones that have penetration and good dmg. You pushattack heavy hordes on OG, and light spam new, while light / heavy spamming elites.

Full damage to the first 4 on WS kill you mean.

You’re not wrong ofc, I think their suggestion was to avoid the sticky lights w/ heavies.

the same patch they lowered the HP from Poxwalkers from 650 to 350 on damnation so you would proc new brutal momentum more often, to give you the sense that is working like before

brutal momentum got nerfed big time on my book, inconsistency is what get you take damage in melee

the more gymnastic they make you do to do the same sh it that you did before for free the more balance patches pisses me off

every balance patch is literally a scam to everybody who bought the game during the beta

The more things change, the more they stay the same.

Flashbacks of post-launch nerfs intensify

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I think this single thread has had more talk about nerfs and item discussion than this entire board has seen in months.

OP basically astroturfed exactly what they were ostensibly arguing against.

Ever since Rashad got headprio 1, if you kill anything while touching a head during the attack, it will count as a WS kill.

You’re gonna have to rephrase this for me, because I don’t see the the whole swing doing full WS past the 4 Brutal Moms (edit: really it’s 3 +4th being the “1st” swing).

	if self._num_killed_enemies <= 2 and result == "died" and hit_weakspot and melee_infinite_cleave_on_headshot_non_ogryn then
		amount_of_mass_hit = current_amount_of_mass_hit
		abort_attack = false
	elseif target_is_character and target_is_alive then
		self._target_index = target_index
	end
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I’m glad it spurred discussion, that was the point, and it taught me more about how the community feels.

I’m not against nerfs as I noted in the OP but am perhaps a bit more conservative than some others here. Apart from the core gameplay loop, fun gear has been this game’s consistent positive since beta imo, and I just hope FS knows what they’re doing if they decide to focus on watering it down.

I’m getting a pretty positive bead on you not playing the game much prior to patch 13 because this is just ludicrously untrue. Poxwalkers had their health RAISED from 300 to 375 where it currently sits.

Brutal Momentum literally didn’t work on anything but Combat Axe/Tactical Axe light attacks either…and as said before, you’d be doing 33 damage to everything that was target 3 or greater. Everything else got infinite stagger cleave, but the same target cleave damage as before. Which for most weapons with brutal momentum meant hitting 3 enemies with huge fall off damage.

Brutal Momentum in its current format is so good they had to remove Ogryns from the target list to keep it from trivializing those patrols in melee-only combat…but it was better before?

Kinda like using rev attacks on chain weapons being their main draw, like what game are you playing.

375, right, -25hp of mistake, i still think my memory is pretty good

300 to 375?, never happened, poxwalkers had 650 hp, i used to do lot of testing back then, they got lowered in the same patch they nerfed brutal momentum

i’m also pretty sure the health decrease of poxwalkers was stealthed in the patch notes, but i’ll do some research just because you pissed me off

as i thought, it was just mentioned that health pools were changed, i will have to relie on old screenshots or videos, which is a shame, every little thing should be documented, but it can’t be helped i suppose

local melee_infinite_cleave_on_headshot_non_ogryn = buff_extension:has_keyword(buff_keywords.melee_infinite_cleave_on_headshot) and not is_ogryn

I feel personally targeted.

I can tell you with 100% certainty the only nerf for HP in Darktide that stuck was the pox hound (used to have 1900 HP now its 1400). Mutants had 3800 HP for a short period, but it was brought back to 4000 and Ragers had 2400 but that was brought down to 2000 after many tears.

Poxie was 300, and Groaner was 200.

Basically when they power crept the ever loving kark out of the players they kind of buffed some health values. But more the actual numbers of those entities in game did they raise than the HP of each one. And nothing is weaker than it was before besides dogs which was 100% to make it easier for console players to shoot them.

fuc no, poxwalkers had 650 hp before patch 13, got lowered to make brutal momentum proc as if they didn’t nerf it

i played most of my 2400 hours before patch 13

Everyone is entitled to have an opinion, no matter how wrong it is. This is why we can’t have nice things.

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Here is an old article so instead of pretending to have suffered as a member of the Old Guard like myself you can confess to only being familiar with the game post-patch 13. Repent and be saved.

Right there. 300 HP on Poxwalkers in an article less than one month after launch.

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i don’t believe journalists, simple as

poxwalkers had 650 hp, they always had, since closed beta, which i have 34 hours in

Ok so you’re just confused and weren’t playing until after patch 13. We already knew m8

ye i got most of my hours pre 13, cause patch 13 ruined the game for me and most of my friends, i stayed around, but not so intensivly

poxwalkers had 650 for the most of the duration of this game

@Antilus
GamesLantern ripped the numbers from source/scripts.
^ 300.
Edit: OK gonna simplify it further, look at Sep '23 and Nov '23 in the archive.
URL of interest Poxwalker Stats Breakbown - Health & Hit Boxes - Darktide - Darktide WH40k

It is also possible to simply observe the wrong things. Like how hordes of poxwalkers were never tougher than bruisers before. Which they would have been by a significant margin considering Bruisers barely had over 400 HP before.