Yeah, and whenever a team mate (bots amiright) hits me with friendly fire after I jumped in front of them, I’ll chuck a spear at the back of their head for 20 hp.
Hagbane has really, really good monster damage - beamstaff levels with a str pot. Swiftbow does too, with serrated shots.
WS has F to deal with elites in general anyway, but Hagbane with blood shot handles everything short of a Chaos Warrior without any problem. Swiftbow charged attacks are also very decent, it’s 2 headshots for a stormvermin.
Why nerf Sofia? She hasn’t even been released as career/boss/plot device. Let poor un(dead) sister of Sienna alone, she has suffered enough.
Unless she really becomes the fourth career (my bet is still on Undead enemy faction though). Then burn her down. Burn her to the ground.
I think you misunderstand me. What I’m saying is that you redistribute some of the power from her super strong talents and put them elsewhere - perhaps add more actual support benefits for the team rather then the team supporting her with free THP, crits and whatnot.
Compared to Grail Knight and Outcast Engineer, Sister of the Thorn has a true identity crisis when it comes to whether or not she is a Support, Damage over Time or Burst Damage class. Fatshark needs to fix this class eventually but perhaps they enjoy having a lopsided class because it means more revenue for Darktide.

Let’s be real, do you see any elf without moonfire/javelin nowadays?
I agree with this and the thread title. I think it epitomizes the larger issue - DLC is generally, with some exceptions, too powerful.
Kruber w/o spear or mace & sword?
Bardin - dual hammers, masterwork pistol, cog-hammer?
Saltzy - griffin foot, axe & falchion?
(not sure about Sienna. Her DLC seems fine to me, but maybe I’m missing something)
DLC weapons and careers are an issue, but they aren’t the only issue.
Kruber also has executioner sword. It’s probably too good against both hordes and armor. Saltzpyre’s best weapon is rapier. It’s probably too good against both hordes and armor. Bardin…yeah Bardin doesn’t have any outlier vanilla weapons, just some solid ones. And don’t even get me started on Kerillian’s melee weapons…jfc.
Really, I think you can boil down most problematic melee weapons as being too good against both hordes and armor. While ranged weapons generally just do too much damage and/or functionally have infinite ammo, making them too spammable.

same armor/monster damage
Actually without armour-piercing talent OE’s gatling is worthless against armour and frankly the talent which gives you more go-time is better.

2 headshots for a stormvermin.
Are you sure? On what difficulty?

redistribute some of the power from her super strong talents and put them elsewhere - perhaps add more actual support benefits for the team rather then the team supporting her with free THP, crits and whatnot.
Well, it seems you’re basically for nerfing her too.

Sister of the Thorn has a true identity crisis
I’d argue that the guy who wrote her class description did not get the memo. She is not “support”. She has one in-built talent which is “support” - the extra healing. The rest of the tree has 0 support choices.
I mean it should be balanced, like wanna deal more dmg to wounded enemies? Deal less damage to healthy enemies.
Want your teammates have more healing? Lose your character healing.
It is the way all other careers work.
SoTT has: YOU WANNA DEAL MORE DAMAGE? MKAY!

Are you sure? On what difficulty?

One swiftbow WS can prevent 3 other people from playing the game in Legend.
Legend, and yes I’m sure. Check the breakpoints calculator, you only need 0.8% investment to get from 3 to 2 shots by default ; and it doesn’t take serrated shots’ bleed into account.
Without serrated shots :
With serrated shots, it just adds an empty line :
What the game considers “near” :
(Sorry for the lack of sound, was recording on the wrong output)
Also, I’m waiting for the dummy’s stagger to reset, but you can shoot about twice faster and deal more damage.