It ain’t good idea, given how game revolves around breakpoints. Sometimes +25% hp could mean nothing, othertimes just +1% hp could make weapon quite underperform.
well, if a dude has 100 hp and you hit him once for 99, you need to hit him 1 more time, so this tiny difference can amount to 2x the time to clear a horde. ok, cleaving through several of them cuts the time, but anyway, it’s a noticeable 1 hp.
Do you know what in my 700 hours of playtime I’ve never cared about? Breakpoints.
In a vacuum, sure we can theory craft about breakpoints all we want. But in most situations there are so many other sources of damage flying around that breakpoints aren’t an important thing in practice IMHO.
And it goes without saying that increasing enemy HP, for example, would affect breakpoints in at least some cases, because otherwise why are you even changing the HP to begin with?
same, even though the mainstream meta would suggest to refine perks to hit breaking points i always refine to deal with the hardest enemies for my weapon (which is bosses most of the times)
People who still think the Boltgun is bad are why I don’t trust the community’s opinions on balance in the slightest.
You’re not wrong, and you’re preaching to the choir, people do tend to obsess over them unrealistically imho.
That being said, they do matter at least some of the time, let’s split the difference and say ~half the time if only for the sake of argument (though it’s likely closer to 33-25%)
It went from top 3 to lower mid tier. That’s not good balancing. Classic knee jerk tuning.
In my 1.5k hours in tides, I’ve cared a lot about breakpoints, reaching those, improved my gameplay experience for sure.
I’m not saying that one couldn’t play without caring about those, but it is undeniable that a lot of end-game meta and theorycrafting goes aroud breakpoints.
no nerf for knife? lol thats the most broken weapon in the game also axes
funny how most “nerf” weapons are range weapons its almost like all the votes comes from zaelot players
You know that there is really few people that plays only one class?
Perso, I play zealot, veteran and ogryn from the most played to the less played. So, when I say that revolver is too strong, a nerf would impact me as a zealot and as a veteran.
Again, daggers are FAR from the best DPS weapons. Scoreboard shows this… this is really far from the most efficient weapon. As melee, combat axe, eviscerator, power sword are the most powerful. I don’t talk about psyker melee weapons cause I don’t play this class anymore. HS is not OP cause the carapace weakness is a big disadvantage and the DPS it deals is against hordes and only that (this is a horde killer).
As I said, combat axe the problem is linked to BM. Power sword is really terribly strong. Evis, not sure it can even be considered OP after all this time it was a bad weapon (however, it could be but I don’t feel it this way actually).
I want Damnation+ games to be challenging, if this will require weapon tweaks, then that is absolutely fine. Darktide is fairly easy. Even if odds are stacked against us, most of our wipes come from “silent” disablers and plethora of bugs and issues associated with the game engine (mainly audio and broken enemy behaviour). I would add we don’t consider ourselves some sort of “pro” players.
I just summarized the weapons I’ve seen name-dropped lately, but yeah they’re the ones I see the most at least.
I take it you play with a premade group. Funny though cus I only play Auric with randoms and lately games have been so tough I can’t really say I sign on for any nerfs at all lol. But Plasma and Revolver can trivialize the game slightly but only in the right hands and match ups. Columnus I honestly don’t see enough to comment on. The rest I really don’t feel need any larger adjustments at least compared to the gear that I think they should buff to perform better instead.
My hope is that the vocal minority’s opinion here/Reddit/Discord doesn’t reflect on their internal player data. I really don’t feel misbalanced gear is a large issue for this game compared to e.g. the content draught, but maybe that’s just me.
lol
Lmao
Imagine thinking it required skill to use Zarona and Plasma and of course anything that goes against your opinion is ‘VoCAl MinOrItY’.
OP weapons, OP builds, players that complain and want buffing things that don’t need such move… (last move, the increase of close range)
I really think that weapons like plasma or revolver needs a nerf. Void strike staff would need also correction in my mind (but I don’t play psyker so…). However after that, and only after, they should buff what need to be buffed. Boltpistol is a joke, shredder autopistol was OP and is now garbage, graia and agri AIG are under columnus…
can and indeed should weapon balance bridge the difficulty gap between pug and premade?
id think the answer is an obvious, no.
if playing in a pug adds so much difficulty that the highest difficulty in the game is too hard , then i posit that’s perfectly fine and working as intended and the solution should be to lower the difficulty you play at if that fail rate is an issue.
weapon balance should be decided on the guns relative power to other weapons. not on if it allows us to clear a higher difficulty. that way can only lead to a trivialising break in the game.
i do think there’s too much gap between various difficulties especially the auric/non auric but that is a separate issue with entirely different solutions.
and talking about unrelated subjects hows this for a hot take , the Revolver is a terrible weapon that causes more losses than any non flame weapon and is the best example of why the score board mod makes you play bad
i’d go for well represented
and its only garbage compared to columnus V which has been overperforming for too many patches in respects to his other solid projectile counterparts
First things first, this is not a reply to anyone, but rather a manifesto sent into the void.
Players should not decide balance. A nerf to Revolver’s rending back in a day gave me hope in Fatshark’s balancing, because it wasn’t as drastic as Flamethrower/Bolter nerfs back in a day. IT WAS A FAIR NERF.
When I saw they only slightly nerfed rending blessing, it gave me hope that Fatshark balance team finally know what they’re doing, because:
a) nerfing revolver will only create the next strongest thing in line, because no matter how much nerfs you do, there’ll always be “meta” weapons that overperform or are much easier to play than most options.
b) the problem is not the revolver itself, but rather the rending blessing, and even when you have it in the game it’s not a real problem, because we have spawns like that on auric missions →
The past nerfs to Flamer/Bolter were only this drastic, because some annoying people here couldn’t shut the F up about them, even though:
a) it’s not a competitive game where everything needs to be as close to equal as possible, because nobody is getting robbed off anything, if players complete the mission at the end.
b) Even in competitive games balance is a mere illusion, and we’re talking about PVE.
Look at any moba, any hero shooter, any fighting game. You can only have balance (somewhat) in games like Counter Strike where everyone on both teams starts on equal terms and doesn’t have unique abilities. And even then, some people wouldn’t say current CS is balanced compared to, say, 1.6. And these games are actual true display of the skill, because you don’t fight AI that reacts the same way every time.
Having “stronger options” is inescapable in a game where you have different classes with different talents and different weapons. You’re not forced to use them, if you think they don’t take skill. If it upsets you someone performs well with a strong weapon, it’s on you, not the person having fun in the videogame. And yes, it’s a videogame. We have all the hardship and toils in life, I don’t need Darktide to be my second job or a difficult love-hate relationship.
Look at Payday 3 (check the newest vids on unneeded ammo talent nerfs), look at Helldivers these past few months, people are sick and tired of elitist tryhard players and lazy developers who’d rather nerf stuff than create new fun options, because it’s easier to nerf one thing than actually work on the game we paid and keep paying for with microtransactions. I personally didn’t invest in multiple premium skins to see nerfs, even to guns I don’t really use anymore (revolver), did you?
An absurd take which is always used when people discuss difficulty and nerfs. It’s a PvE, co-op game designed for 4 people to have fun but the issue is that unbalanced stuff just ruins the fun for other players in the team.
You’re getting robbed of having fun if everything is dead before you get to touch them.
there wasn’t any bolter nerfs as far as i’m concerned, there was a substantial bolter buff in patch 14, what are you referring here? Pinning Fire nerf? Scavenger/Fully loaded nerf in patch 13 that would yeld you 1 ammo for every special killed instead of 2?, Sustained Fire removal from the vet tree in the same patch with his free reload?, the most recent Survivalist nerf so that you would yeld 1 ammo or 2 for every wave of specials?
those are all the nerfs to the Vet (and pinning fire blessing) that would affect bolter but the weapon itself only got buffs
Flamer nerf was a bigger hit, especially the ammo one which was so BS to me, also the fact it doesn’t pen armor anymore is complete nonsense, in real life we used flamers against tanks to cook up the crews
thing is what they advertised during the beta is so far gone after all the balance patches to the point where everyone who bought the game back then feels scammed