Many weapons are extremely underpowered and some are down right not worth bringing at all.
I am not advocating for nerfs of any kind. Just bring the underpowered weapons to a reasonable power level and make them simply more engaging and fun to use.
Please post below CONSTRUCTIVE FEEDBACK for the developers.
Flamer
The flamer needs at least one or two canisters of ammo back. After the chastise nerf, the flamer was barely compensated. If you wanted it to be a true cc/close quarters weapon, I would increase the magazine size, overall ammo count, and pull out speed. I saw in another thread a suggestion of having lingering flames on the ground (could even be a new blessing).
Thunderhammer
One of my main gripes with the thunder hammer is that you’re always hitting chaff before your target. I’m not a game developer but how hard would it be to be able to cleave through 3-5 small enemies and still target the elite/monstrosity with the full special? It just doesn’t feel good.
There are many others like the boltgun being massively underpowered even after the veteran auto-reload nerf, Obscurus force sword has no identity, Rumbler and ripper gun are very weak (needs a slight power increase), bolt pistol recoil is god awful and has no damage to compensate, many lasguns are not worth bringing over the plasma gun or columnus autogun (don’t nerf), the knife & zaronia pistol overshadows almost everything etc. I could go on.
These are my suggestions and I am by no means an expert. I exclusively play Auric damnation/Maelstrom though. What are your suggestions for the team?
My constructive feedback for FS is to look at Creative Assembly’s Dev Diary and take notes. This is how you communicate to the fanbase and setup expectations for the future.
Need to have some of the damage and cleave moved away from normal shots and baked into the charged shots, with great firepower comes great risks. Might have to reduce the charged shot ammo consumption.
Needs to have its finesse damage reduced and have a more steep damage falloff. In it is current form it just outperform the headhunter variants. Increase the close range damage to compensate.
Have more damage falloff from range and reduce its cleave. It’ll still be a good quickdraw weapon for specialists enemies while not acting like a sniper rifle penetrating a row of shotgunners in a patrol.
Kickback needs it ammo capacity be more like the rumbler, so a 50% reduction would be a good start. I don’t mind the cleave or the damage since it is a single shot weapon, but reducing the total amount of ammo available would reduce the spamming.
Should have some of its movement speed reduced, outrunning enemies so that they cannot catch you unless you back yourself into a corner is not okay.
knife
Should have some of its movement speed reduced, outrunning enemies so that they cannot catch you unless you back yourself into a corner is not okay.
To piggyback off that, I would recommend that they revert the Invocation nerf back to working on critical hit instead of the full critical hit swing. It would still make knife builds viable even with your proposed nerf and make survivability in general more feasible with Zealot
Invocation of Death is still very powerful. The criticism is that the nerf affected some weapons more than others, more than weapons which were already meta.
The better nerf would have been an internal cooldown.
I abused IoD when it was OP and yeah reverting it would be… not good. It lets you spam Chorus of Spiritual Fortitude, easily the most powerful defensive ability in the game, with the knife and just trivializes everything in the game.
Headhunter autoguns need pinpoint accuracy for all 3 rounds of the burst.
Vraks rifles need more damage and a bit more ammo. Alternatively they should have innate carapace damage or access to a blessing that gives them armor penetration.
Braced autoguns need some kind of stability blessing when bracing and no respite would be really good.
Shotguns could either use a bit more ammo or have their special attacks buffed. I think they should also probably do more maniac and unyielding damage, maybe the kantrael incendiary shot can just do a lot more damage to maniacs and unyielding and the lawbringer can stagger a rager Packs and drop bulwark shields with one shot.
Boltgun needs it’s finicky ads fixed and I think it’s fine
Lasguns need something but idk besides the recon there’s just better options everytime.
Heavy swords are mediocre but I’m not sure what to do with that they just kill hordes really well. Maybe they always cleave the first enemy they hit aka even crushers and maulers
Tactical axes need to be something other than a worse knife. Maybe make them throwable with special attack do low damage but give you a free panic button stagger at range.
But the game designers only listen to the feedback of extremely talented players they have personally invited to a private Discord chat. They balance the game for them, not for us.
Also, whatever combination of weapon/blessing/feat that is very popular and lots of people have fun with will inevitably get nerfed. At least this has been my experience so far.
Some good points but I would say that the heavy sword is fine. You need particular blessings for it to come alive but that’s true for half the weapons in this game.
The fact that these “underperforming weapons suggestions” threads come up pretty frequently and I never see anyone discussing the headhunters is pretty telling for their state.
They should at least compete with zarona on damage potential but maintain damage at range, with the trade off being their slow move and ads walk speed.
The Mk VII should be fulfilling that sniper role for the skitarii class hopefuls among us.
i don’t see why we should have 1 barely used weapon in many families: obscurus, achlys axe, krourk 6 cleaver, mk6 ripper, krourk stubber, mk2 club… give each of them more unique strengths. in contrast, all 3 pickaxe models get widespread use. fatshark needs some finer tuning.
Internal cooldowns tend to feel unnatural and unpleasant to play around to me, though I definitely agree that would have been a much better nerf than what they did. Almost anything world be mind you, they did it in one of the dumbest ways possible.
To my mind just straight number reduction would have been by far the best way to tackle invocation. Would have tuned it down in the most even way possible across different weapons. It 100% needed to be nerfed mind you, anyone who wants a straight reversion is coping beyond belief.
Ain’t no way someone is saying rumbler is weak. Absolutely ain’t no way. Basically removes difficulty spikes from the game, requires no talent support to be useful, still does respectable boss damage despite the explosive damage vs boss nerf a while ago, honestly pretty generous ammo supply, and adhesive got buffed recently for absolutely no damn reason to boot. There are so many situations you can walk out of fine just by spamming the damn thing either towards the dangerous group or at your feet if the situation is already out of control.
Asking for rumbler buffs to me feels like asking for kickback, plasma, or CIAG buffs. It makes me question if I’ve slipped into an alternate dimension.
I’ll probably revisit this thread later with thoughts about what I want buffed and why.
Rumbler buff is fake fat shark language, the monstrosity/ogryn damage isn’t there. You can kill reapers on damnation with adhesive charge heavy weight and unyielding regardless though (one grenade).
Anyway here’s some things I might add to. I get annoyed by the three variants a lot.
Brunts Pride - reverse light combo to strikedown-> relentless-> vanguard->vanguard. Increase base weakspot stagger power of the special punch to 50 (so with Slam node it could stop a Crusher overhead).
Mk6 Ripper: increase pellets confirmed by 1. It would still be worse than Mk5, but you could shoot it unbraced for longer before it becomes less accurate? Definitely less useless.
Krourk Stubber: remove trigger delay. Same maximum spread as the Achlys. Increase flak mod to 0.75. Increase maniac and unyielding damage so it does more than the Achlys would.
Lawbringer: make special shots use 0.5 ammo. Bring up the ammo pool of all shotguns by another 17 rounds each variant. Less extreme damage fall off and slightly more close range damage.
Graia infantry autogun: give it its own damage profile and crit strings that match the Columnus.
Obscurus: give 6.0 hitmass on the opening lights and another target. Throw this move on the Illisi for all I care. Without a true horde moveset in this weapon its just going to be crap Deimos. This new heavy attack just drives that point home further.
Braced autoguns: give every variant double cleave bullet profile. Increase Agripina damage profile to 195 base. Make it able to cleave Maulers. Faster moving speed when shooting with Graia and less maximum spread on Columnus.
Shredder autopistol: increase flak and unyielding damage. Increase reserves. Reduce accuracy fall off and overall spread so its basically a Graia braced autogun that shoots in a near perfect cone. That damage is still trash.
Tactical axes: give it 4.1 hitmass on all cleaving lights and all heavy attacks/push attacks. This is a very trolly number devised to hit 3 bruisers without a blessing. Brutal momentum would still be insanely good, but not feel so necessary. I’d also maybe reduce the carapace modifer down to 35% damage.
Again there’s a lot more I’d throw it but that’s a start.