Nerf the flamer already

Such a ridiculous and overtuned weapon. All the zealots in damnation use it and clear entire rooms with it no matter how many elites are mixed in. Not to mention absurd interaction with ult. It even has huge amount of ammo for its power, majority of zealots that join just spam it on a single poxwalkers and it doesn’t matter. ‘‘Muh range is very big downside’’ it has more range that psyker’s staff which has whole talent tree balanced for flames, so yeah only issue are snipers. Guess what though, majority of people play veterans in this game and it’s a single enemy you can’t trivialize by yourself. Though i’m sure flamer abusers would love for flamer to be able to also reach snipers and still call it balanced. More often than not you can just clear packs of gunners with it because of range and stagger.

I rolled zealot myself recently and its absurd how it trivializes any challenging situation.
My group just kicks any zealot with flamer now since it makes game no fun

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Eh, I can see the issue. I’d rather have them buff other weapons than nerf the flamer (especially the Purgatus Staff as you noted). But it is the “best in slot” weapon type for zealots right now. Playing other weapons is just because you like the other weapons or haven’t rolled a decent flamer yet.

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Everyone says “I’d rather than buff the other weapons than nerf any one weapon” but it wouldn’t make the flamer any less prevalent. When a zealot starts burning everything, you might as well just stop doing anything because everything is going to die anyway and it makes the game not fun for the team. This is when things need to be nerfed. Yes there are still underperforming weapons but flamer is so anti fun.

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Envy is a dangerous vice to indulge in.

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It’s not envy. I’ve used flamer many times and just dropped zealot because I think flamer is boring and without it, zealot feels mediocre. I also don’t want my team to feel useless when I am using.

No way this game would be playable or enjoyable if the lazpistol/shredder were buffed to function like flamer/interact with Zealot’s ult the same way. Same with melee weapons.

Flamer is just not the gold standard among weapons, it just isn’t.

Flamer is probably best in slot for zealots, and a bit too good. I’m fine with the flamer being a great horde clear weapon. It’s nice and gives the zealot a unique tool. But it probably shouldn’t kill specials and elites relatively easily as well.

And yes, I main zealot with a flamer.

The flamer probably just needs to have less stagger or enemies specifically resistant to stagger by flamer.

Those enemies could be Ragers, Crushers, maybe Maulers during their attack animations.

My thoughts are enemies that hard counter it and removal of its interaction with zealot ult would go far. Maybe a small increase in ammo consumption.

You know, suppression is probably another thing. It absolutely should suppress shooters and stalkers, but pox walkers i don’t think should since they’re insane zombies.

Should the game’s hardest difficulty be trivially easy?

Add higher difficulties. Literally, make some runs have infinitely scalable difficulties (harder and harder) and let people push to see how far they can take it. Like Greater Rifts in D3.

Sure, that should happen either way.

But why should we invalidate existing difficulty just to avoid nerfing the flamer? What’s the argument for refusing to make one change (reigning in the power of the Flamer) and instead having to make giant sweeping changes the entire rest of the game (changing literally nearly every other weapon to be as powerful as Flamer, resulting in more new imbalances in the process, and adding new difficulty to deal with the fact that now Damnation is trivially easy)?

It just seems like changing one thing is by far the more sensible strategy.

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Shrieks in Winds of Magic PTSD

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Ah yes, make fatshark with their notoriously slow development time do 10x more work or, hear me out, just pull a handful of outliers into line.

Also people don’t seem to realise there’s a hard limit on increasing difficulty by way of enemy health or enemy count before you just create an unfun sponge fest or melt peoples’ computers. “Just add more difficulties” is one of those arguments that sounds good until you think about the practical realities for more than 5 seconds. We already have 5 difficulty levels, that’s plenty to cover most peoples’ preferences but the highest difficulty should be damn brutal.

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Not only that, but dividing the player counts into even more difficulties is a horrible idea. It’s already hard enough to find a group in t5 and that’s with only 2 maps available at a given time for that difficulty. Still, I’d prefer the vermintide 2 quickplay/lobby browser method more but I’m getting off topic.

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It’s why the high intensity modifier exists.
Hopefully they add fog and lights out damnation and heresy maps to regular rotation because that’s a different type of difficulty and challenge.

Maybe people will start running modded games if they want the extra challenge

it’s certainly a weapon most Preachers run with, followed by Bolter. It melts EVERYTHING, including monsters and heavy elites. It requires zero effort to be effective against virtually all type of targets as you just stand there pressing two buttons.

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bill-hader-eating-popcorn

Me, playing the agrippina braced autogan almost evry time, reading this post.

In all seriusness, maybe the flamer can benefit for a little range decrease to accentuate his weaknesses against the scurge of tis game that are the gunners but to me his performance is not really a problem, the problem is when i find 3 flamers teametes between zealot and psykers and i get constantly blinded.

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Flamer would be balanced like any other weapon IF ammo you find was different types and different rarity levels. If flamer had rare ammo type people would use it in desperate situations instead at everything which moves in packs. It would be a great new difficulty modifier if you ask me, forcing you to either consider ammo count or fall back to melee until you find a new source of ammo.

Also point system from the table top would be a possible solution for the balance issues Darktide will NEVER truly solve.

Maybe some modders in the future explore these ideas.

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About this i strongly disagree, this game has alredy little enough player agency as it is.
Not to mention that evry weapon, if properly balanced, alredy technically shoul follow the point distribution system.

For the different type of ammo is not a bad idea, would help even not having my autogun ammo stolen because the zealot is spamming his flamer for evry poxwalker he sees and the we all die destroyed by specials.

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It’s a little surprising you’d feel that way between dodge-slides and Braced autoguns not being terrible against Gunners (it’s sometimes hard at longer ranges to straight-up DPS them, but usually you can get the stagger to interrupt them). You can always go Lasgun/Recon if you really feel they’re the biggest threat.

I feel like you don’t really understand why the point system works in tabletop and wouldn’t work at all in a FPS where players are playing a single soldier.

In tabletop you control the entire force, meaning the points work great because you’re choosing between cheap, plentiful troops or expensive, powerful ones.

In a FPS that’s like choosing between a weapon that swings slow for high damage or fast for low damage. (Meaning just like in tabletop: regardless of which you choose, you’re still putting out great DPS…it’s just a matter of whether it’s the right type of DPS for the scenario at hand.)

It wouldn’t make sense for weapons in a FPS to be limited like tabletop in the sense that one player just has an outright weaker weapon. Weapons should be balanced. Gameplay is more important than lore.