I’m still trying to wrap my head around as to why nerfing weapons within the game is deemed “a hotfix” necessity rather than reviewing other weaponry to make them more fun to use. The most used weapons in the game currently dull the gameplay experience of saying,“If I just had X weapon with these blessings, everything else I really don’t need anymore.”
This doesn’t offer much on customizing builds to fit a certain play style that you want to do at the time if one type of weapon (ranged or melee) can be a “jack of all trades” kind of deal.
Especially when it comes to Heresy or Damnation difficulty missions where playing with the wrong weaponry will easily get you killed.
So instead, why not review the least used weapons that are currently being used and make them more interesting?
How about the Heavy LasPistol being able to pierce through more armor or enemies the closer you get? Hell, why not give them two Pistols since the recoil of just having one doesn’t seem to effect your character’s accuracy at all (which would encourage players to get closer to more effectively use the LasPistol)?
Why not cause +2 bleed stacks for every 10 rounds of an AutoPistol hits their target?
Since the Tactical Axe seems rather weak to use currently, why not give us two in each hand to see what kind of damage fanatics and the other classes can do?
Make the Catachan Sword’s parry attack a devastating, high damaging attack against enemies to use so it could be considered a melee weapon worth picking up again. You are literally reflecting an attack and creating an opening for a counter attack.
Ogryn’s shield and maul not doing nearly enough damage to be worth using without a bleed build. So why not adjust the damage of this weapon to reflect what happens when you really get hit by the maul or shield? I mean for F### sake, the Ogryn is literally using a metal door as a shield!
Ogryn’s not using their own meaty hands to punch heretics with is a crime against the emperor. You mean to tell me that they NEED a melee weapon to kill heretics with? They ARE the weapon!
There are so many other ideas to play around with and to experiment with in future patches which we would be more than willing to see vs nerfing on what is already is within the game? This game is supposed to lure people back to playing the game not ruining the mechanics of it for the sake of “balance.”
I agree. Gameplay is getting boring because there’s only 1, maybe 3, weapons in each slot that seem viable. The rest are moot. That plus the lack of subclasses, the diversity compared to VT2 is abysmal.
Nerfs to weapons when the crafting system has locks on it is a really bad choice. It can destroy what people have invested potentially hundreds of hours into.
LasPistol is great as it is. I love to use it with my psyker and my performance is great. People simply need to try it more.
…but certainly two pistols sound very interesting.
THIS. The parry costs stamina, does little damage, and a lot of times won’t even hit the enemy. There is no reason right now yo use it.
Ogryn really needs brass knuckles. It’s even on it’s class badge!
Nerfs are necessary in coop games. There needs to be some sort of challenge and overpreforming weapons need to be brought in line so that it remains a team game. FatShark hasn’t done this in the best way possible, but just because they have implemented it poorly does not mean you should only buff weapons.
because they are seperate problems, i mean i agree it would be great to do both
but weak weapons just are not the same tier of problem ones too strong are, look at the utter Histrionics all over this forum when the Power sword recieved a minor balance nudge , it still is S tier still best melee weapon in game but it was a review bomb worthy event, they left a clearly needed change about 4-6 months later than they should , people got used to that crutch and put time and resources into farming and fitting it out .
a too powerful weapon needs to be triimmed back asap it does real damage as long as its there so it requires fixing asap.
well heres hoping they are its a case of then rather than or , fix the broken op then the weak.
its triarge , and you may say its a bit tragic that 6 months in were still having to triage problems and i would agree!
It would be cool to get special curios that added unique mechanics for a weapon type.
For example a curio for dagger that gives it a crazy flurry attack. Or a curio for chain sword that keeps it revved up for longer and refreshes with each kill. Or a curio for tactical axe that lets you throw it.
Then a person can choose to use 1, or 2 of their 3 curio slots for special weapon attacks. But they give up the regular curio perks.
Even bigger problem:
Many players will never really play around with multiple weapons once they have something that works well.
Once you have a good weapon, you are unlikely to start using a different one that is not as good, thanks to the crafting system that makes it incredibly ressource intensive (and near impossible) to get to play with the item that you want.
If we had a crafting system that allows to get weapons into a good state with relative ease, playing around with different weapons would be much more interesting.
Players wouold be much more likely to swap their weapons just for fun and variety, if getting a different weapon would not take tens of hours of grind, followed by a battle of your pile of ressources against bad rng.
When getting multiple weapons is so inconventient that players are more likely to just stick to a single one, that one weapon they spend their ressources on, is probably gonna be what they think of as a „meta pick“.
If only they show loadout in mission start lobby without needing mods. Then can switch loadout/weapon without having ask over chat/VoIP what everyone is using for team to be effective at all ranges and cover against ranged enemies but also large enemies. Also not everyone speaks same language either.
Or even less hassle. Let us equip 2 melee and 2 range weapons say. Means you’re effective at any range melee or gun, don’t have to ask team mates what weapon they are using. Of course re-balanced AI director to not make the game too easy.
At the moment random match making you’re relying on at least one person with good range against gunner/sniper i.e. Plasma/Lasgun etc and another person for anti Crusher weapon i.e. Ripper2/Thunderhammer/Boltgun.
The game could be balanced around the roles of classes. But random making does not ensure 4 unique class in a squad, which is why some people quit the lobby if bad mix of classes.
I won’t speak to the crafting (I feel like my opinions deviate heavily from the majority and I’m not interested in that discussion rn) , but I think the fact that many of the weapons require substantially more effort to perform with adds a lot to this. Like the Eviscerator, it takes a lot to push the weapon to perform well and still falls well short of other weapons. I love the chain weapons and they’re probably my most played Zealot/Vet weapons, but taking an Eviscerator just to be artificially handicapped by it kinda sucks.
I like tactical axes a lot. I just wish they had a real burner stat or the game would improve modifier score ceiling already, you have to compromise the zippiness. I have similar complaints speccing knives of all types (ogryn included).
As for nerfs, it’d be nice to see some fixes ride along with them fixing their own bugs introduced later like thrust. For instance not getting headshots with just about every ogryn weapon + chainsword. Stamina curios giving 1 less stamina block in the real game than the meat grinder. Mk2 Lucius not getting the Lucius buffs for 6 months. Etc etc etc I’m sure someone is keeping better track than me.
When something is over performing to the point that major buffs are needed to other options to put them in par, it’s best to bring the over performing factor in line a bit. That said, with crafting being the mess it is now, FS really shouldn’t be handing out nerfs, it’s just going to make people even more upset and drive them away. They need to fix their core systems before getting heavy with balance.
I think nerfs at this stage are a perfectly valid thing to do now, but in a more incremental fashion. 1 or 2 tweaks at a time (where you’re not doing a complete overhaul of the weapon), so that you can observe the impact of your changes. Throwing 3+ changes in at once, it’s more work to figure out the impact of each change, especially if you need to make additional changes
If they do nerf things it needs to be very small changes. Keep in mind the crafting system that requires a potentially large time investment to get a good version of a weapon.
Absolutely - small incremental changes will take longer to get to the target, but that’s much less disruptive than overshooting, and the consequences are hard to predict without a good deal of gameplay time to demonstrate the result
Is it? The only other mention in this thread re: Thunder Hammer is related to team composition rather than weapon balance. Did you reply to the wrong thread?
Truth be told, I noticed zero change with the Thunder Hammer. So when the supposing nerf was implemented was something that might of gone over my head tbh.
Then again, this is my current hammer that I am using which does a lot of damage if used correctly. Which the following needs to happen for the MK 2 Thunder Hammer to deal out massive amounts of damage.
Though be warned, this is a glass cannon setup and on higher difficulties will be challenging to pull off.
Feats
With Martyrdom and Honour thy Martyr, have at least 10% HP remaining
You can cause self harm by shooting at exploding yellow barrels or standing in the fire of red barrels.
Holy Fervor can possibly be added to you if another Zealot triggers it or if you gain a stack of Martyrdom.
Very difficult to pull off consistently without map-knowledge or pre-planning with the group.
Purge the Wicked grants you two ability charges.
Which means you have two guaranteed critical hits.
Tackle charging into an enemy with this ability does not count as the attack that you do.
Perks
Since most current bosses are considered one or the other, both perks aids you in doing the most damage to them.
+25% Damage (Unyielding Enemies)
+25% Damage (Infested Enemies)
Blessing
Thrust (Currently I only have lvl 2 but the more, the better)
Type of a Attack
A requirement to activate the Thunder Hammer’s charge up ability.
Without it, you’ll bap the monster but do less intended damage (An oopsie poopsie if you will)
Heavy attacks only to the weak point causes the most damage.
Critical Weak Point damage can be done only IF you have an ult charge
Use your Chastise the Wicked Ability (Press F) to gain an automatic Critical Hit upon your next attack
AIM FOR THE FACE or WEAK POINT the moment this happens
You can tackle bump into the Demon Host or monster for a small imact damage without drawing argo.
Only hard damaging attacks will draw the monster attention to you.
Demo on how this weapon is used
Having said all this...
Rather it be the Thunder Hammer, Power Sword, Force Sword, or which ever weapon that is considered “the meta” of a given class for this game, nerfing these weapons while leaving the rest of the arsenal of weapons either untouched or considered worthless is what I’m bringing into focus here.
There is no clear indication as to why the remaining weapons aren’t experimented or theorized on how they could aid the player in playing the game rather than just focusing on what everyone is currently using as of today.