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

Whats up with all the butthurt people on this forum. In Auric with randoms there’s zero guaranties games will be cakewalks or even be winnable. Plasma/Zarona, Karnak Twins emblem or whatever it’s called, Auric titles, true level 500+, your team can get rolled anywhere anytime, which is what makes this game fun imo.

And yes in case you didn’t know we’re all in the vocal minority here.

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I’m not complaining. I play Auric because I want a challenge and am enjoying myself a whole lot win or lose.

Couldn’t your argument be turned the other way round though? Of course the game gets easier if you play with 3 people you’re in constant communication and sync with. Should FS balance the game around this?

My guess and hope is they focus it around whichever user group is largest whether it’s premades or pugs. If it’s premades and it gets too easy then go ahead, nerf and buff accordingly.

sure can and it is, the balance is meant to provide a spread of difficulties for all skill levels. the easiest difficulty should allow even the worst controller using ceiling spraying omfg what’s a fps? i feel sick bunch of noobs a moderate chance of success and the top difficulty should be humbling the best pre made squad with at least regularity if not high frequency.

but i was responding to

one should not have anything to do with the other, the guns need to be balanced against each other not to enable players to stay at a specific difficulty. i am saying in this scenario the argument doesnt follow. it being tough on auric for a pug group does not equate to nerf not bing needed its not relevant. i am struggling to make the point as clear on the page as it is in my head :wink: but i think that should do it.

While Fatshark might take notes from players opinions, at the end of the day they decide how they want to shape the difficulty curve.

Most likely not something they have in mind for T5, if they however where to add a T6 difficulty level it might work. But then we have the biggest modifier to difficulty on a mission, which is your teammates overall skill level and at the point I do hope Fatshark adds some barriers to jump through to be able to play the new difficulty level.

Having discussion about balancing weapons around QP with random players could easily be stopped if there are some gatekeeping to prevent said players from entering in the first place, even if it might sound cruel.

Pretty much this. Weapons should have a clear niche and try not to overlap to much with other weapon groups.

The number of crutches you have in your team should not be the determining factor of winning an auric maelstrom, player skill should be.

How many times will you witness plasma vets folding the moment they can’t just infinite cleave anything in front of them while their frontline keeps enemies in check, or knife invis zealots after they can’t just aggro dump and run to safety, and have to actually kill stuff. Kekback spammers running out of ammo, smykers running into nurgle infested ignoring their infinite power, and the list goes on.

If you shape your gameplay around crutches, chances are, you’ll run out of ideas how to handle the situation when said crutch fails. Do yourself a favor, stop using crutches and just focus on movement, positioning and correct target prioritization, you’ll win a lot more games on the long run.

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I play with a a lot of randoms, and if you get players who know what they are doing the game on a lot of maps is just a snooze fest. Most pre-mades is just a duo, any full pre-mades we play the difficulty actually increases, as the those guys are below average and don’t have time to play Fatshark’s casino progression (one of the reasons why they dislike DT). My duo “partner” plays the game on a calculator also, which doesn’t help, luckily he is a decent player. Most of our run fails are a result of Tide cheese: silent disablers etc.

The main game mode which remains a challenge is probably monstrous (especially lights out), especially we often don’t use “meta” builds, but then…you cannot play that game mode at will.

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Good balance discussion here and it’s warranted for sure.

I think it would be beneficial if FS could post what the upcoming balance changes are going to be prior to releasing the update so we can comment and look for any glaring issues from our perspective. Maybe include balance discussion in the upcoming dev blog itemization part 2.

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Virtually all weapons designed around CC had to be rebalanced after the launch, because how bad they were.

Today a lot of weapons trivialise the game, mainly because of infinite / excessive cleave and some insane power / DoT stacking. There are certain builds and weapons which make the game a breeze in hands of a decent player.

Another matter is move tech and general character movement speed achievable with few specific weapons. If you cannot win, you just make some space, and pick them off one by one.

Patch 13 brought some great changes, but we have seen some player power creep, and I expect some corrections over time. I also fully expect an explosion of “I quit”, “Why you nerfed by fav weapon/build”, "Balance doesnt matter in PvE games2 threads soon after.

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to the average auric player, the crutch they use IS their skill.

Tbh columnus has been garbage for 1 year. It is now a little too strong due to the bonus at close range (increased by player demands) and the lack of true falloff at long range.
But Columnus is not OP like is a plasma gun, a zorona or a void strike.
If I would change something I would put back close range at 8 meters, put a true falloff above this.
And shredder is garbage… Compare it to a brauto and tell me it is at this level…

To remind what changes they made on columnus: (patch 14)

I don’t feel the falloff… And I guess close range is too important. 8 meters was good, 12.5 is too much.

(To be complete: i don’t know if they use same distance that the 12.5 that was changed in the lastest patch, but the close range distance has a lot of impact on talents that has also an impact on aig damages)

Those simplified notes show the problem though. It has the same range profile as the Graia and the same damage per bullet. Also unmentioned on those buff notes is how crazily high Infantry Autoguns had their Finesse values tuned. Its literally in the ballpark of Headhunter autos now (2.7 WS 3.0x CWS on the Columnus). Just spraying these weapons at head level when Dance of Death procs (add Duelist for maximum pain) completely obsoletes Braced Autoguns for Zealot. If you use the newly buffed Mk2 Accatran Lasgun on Veteran, its basically a super braced autogun. Its hipfire doesn’t bloom as wide, it has double cleave like the Mk8 and a longer range profile for close range blessings. Remember that Dum-Dum uses either 30m as the max range or the weapon’s distance profile whichever is greater…

Basically the guns that can’t aim, are terrible. And a lot of ones that can, are awful vs competitors (infantry las, headhunter auto). Gun balance needs to be handled a lot better.

Imo while not amazing, currently the biggest problem with the Infantry Las is the insane amount of suppression you take while using them.

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Idk i don’t really care about getting some pvp level parity when discussing balance in a pve game. But i also won’t be agreeing with a statement that balance is totally a irrelevant metric in a pve game.

You only have to look at the special sniping weapons in this game. If asked what weapon should you be using to have the easiest time with special/elite sniping the obvious answer 99% of the time is zarona.

I came out swinging against that mechanic on players before. It makes no sense to have it not effect a majority of weapons in the game.

But the infantry las have it worse because they do so little suppression themselves. At least hip-chucked bolt rounds will terrify everything in a wide radius so you can start getting shooters under control again. Infantry Las needs Falter blessing to stop Gunner elites from shooting, if you somehow hit them in the head while they’re firing back.

It might not be bad but it’s 100% not where it should be. I find that point very hard to argue against.

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LOL SOMEONE GIVE THIS MAN A POSITION AT ARROWHEAD GAME STUDIOS

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