New fire is broken but still beatable

I don’t need to, it’s a design as old as gaming…

So we are talking about different things… You are talking about something that is no longer in the game and is not the argument of the tread.

1 Like

Well, I was asking about why the old fire needed changing.

With the current implementation though, instant toughness break (although it may as well be instant as it stands) and a boatload of damage is… harsh.

If we were just talking past each other on different things, then… oh well :person_shrugging:

1 Like

Its the blue shield babies, I don’t know why they’re so afraid of making it less polarizing. I mean in game it almost feels like a Halo shield with how elastic it is thanks to the varied sources of regen. But that’s the current game, the huge damage is from being caught out with no blue or hits that just go through it.

And I think the flamethrower AI buff would have been enough, since they feel a lot more like crazed heretics with flamethrowers and less like Hank Hill about to relish watering his lawn with their previous aggression, re-engagement and turn speeds. When I actually get to hear ‘oyy its about to get hot’ I know things are in fact about to be tense.

fire is very painful and injurious, so it being strong in the enemy’s hands is understandable, but when we use flame weapons, some enemies stride straight through it, this disconnect i think is what makes it feel unfair

1 Like

The flamer is in the current state because specifically another part of the playerbase asked for it to be nerfed.

  1. Need to seriously consider nerfing flamer - first and most viral of the flamer nerf threads, February 2023
  2. Nerf the flamer already - follow-up thread made by another user just three days later
  3. P Sword and Flamer nerfs were justified - post-nerf, OP argues that it was great to see Flamer nerf, April 2023

The flamer needed a nerf. It had high damage and staggered everything.

But it was first nerfed a bit to much and then didnt get a damage buff when they buffed enemy health.
Now it needs a buff again

4 Likes

Yeah precisely. For the state of the game at the time it was absolutely the right call to nerf it. It’s just that a lot of things have changed since then.

5 Likes

I certainly hope there haven’t been significant game wide balance changes in the 8 months since I made that post!

1 Like

Got to love the salt of Mr Spherical Cow Gameplay.

Flamer could definitely use some QoLs, the delay shooting feels yike on top of the forever swap and you slow to a crawl for the crime of shooting puffs. Its easily the least interesting thing to use, considering how they gutted the gorgeous flamethrower FX early on.

To be honest, I kinda like the change that toughness is ignored, but its way too stressful now.
Before, you’d lose all toughness in the first second AND THEN the health started ticking.
Now, you have to move out instantly or you’re done for because it goes directly to health. It was more “forgiving” , if you can call it that.

Before, when a teammate got caught in a nade, I’d pull my zealots holy chorus out.
The toughness would instantly be destroyed again and again, but atleast health remained untouched.

Now (after the buff), if youre “overtoughed” by zealot or veteran shout, the fire still only damages toughness. The amount of health I saved by spamming holy chorus in Auric T5 is insane.

However, I fear this might lead to people only using these talents now. If you face 3 bombers that cover every meter with flames, you realise just how much more bearable it becomes.

I’m trying to go for the 15 flawless runs, two times the bomber ruined it because I was on data interrogator, and couldn’t back out of the thing fast enough to be insta-killed. Made it to 13 the first time and 9 the second time. I’m still pissed about it a few days later. Could’ve had the Indefatigable frame several times already if it weren’t for the new fire, and constant server lag with fast af 1gb internet. I’ve realized I basically have to troll the team by not doing the mission, just sit back and let them do the work, while I shoot and block melee from a corner.

Sure it’s beatable, I pass T5 Aurics with pubs all the time (fail all the time now too, but still). But it’s not fair or fun.

Fire in itself isn’t a problem so long as you pay attention to your surroundings and don’t back up into dead ends with no way out when a bomber can end the whole run then and there. The issue is that those fires never come alone, and bombers can camp in spots where you have no way to reach them.

The fires, which are there all the time with how much the AI spams them, turn every single disabler from just a disabler into an instant kill. Every dog, mutie, staggerlock from ranged, not to mention the trappers now likely downs you instantly. To make matters worse, your team can’t even rez you on the fires because you’ll go down again and that’s likely a death right there, so they have to wait for 10-15s extra to even pick you up when the situation is already bad. And the final nail in the coffin is ofc how now most trappers no longer have any sound cues at all. Between shooting through walls, objects, enemies, and often through those flames that you can’t even see them through - and then dragging you right in there for that instant kill -, Darktide has never been as much about blind luck and as little about skill as it is today.

The flames aren’t dangerous on their own. They’re just one of many problems now. And honestly, it’s getting exhausting holding on to the nostalgia of what used to be a fantastic gameplay experience knowing that 9/10 times now it ends not because you made a mistake, but because of a bugged mess of a game with an AI that cheats when it feels like it. :frowning:

I think the fire wrecks enemies as well now but i could be wrong about that.

It does. I used VoC on veteran to push a couple of ragers into a room full of fire and they never came out.

I think this was possible with bomber and flamer fire being separate instances of fire making for some insane :fire: damage, but still.

Big upside to the overtuned fire is using it to thin hordes.

1 Like

Are we talking about shock troop gauntlet exclusively here? Because in my non shock troop gauntlet games i feel like only one in three grenadiers manages to throw a grenade and even then it was easier to get out of it then before.

This topic was automatically closed 7 days after the last reply. New replies are no longer allowed.