Nightmares & Visions - Early Balance Look - Dev Blog Pt. 2

Actually the cooldown is a really good point to bring up. It got away with such a long cooldown because of how strong bruiser was, and being able to cool if off while active, often killing a string of elites with PBB active and having it a good portion cooled off before it even ended.

Now bruiser is not only weaker generally, but effectively doesn’t get full benefit if procced again in less than 3 seconds. Maximum firepower is more consistent for more weapons, but also now weaker when proccing rapidly. Now don’t get me wrong, I strongly support both changes, and toning down of ability spam generally, but all in all I’m really not sure that massive cooldown is warranted anymore.

@Hank_jw was PBB uptime with the CDR changes discussed much while testing? Was it actively decided that the new, much lower PBB uptime, is fair and appropriate? Having played with the new tree do you have any thoughts or comments on how it feels in practice?

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It feels fair to me, yes. With Bruiser and Maximum Firepower you can reduce the 80sec cooldown down to 26 seconds under optimal circumstances and continuous procs. Previously, it was possible to have PBB’s cooldown already be entirely finished before the duration of the ability was over, which is the level of ult-spam that this change is meant to prevent.

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Ok cheers, will be interesting to try it. On another note, do you know if the new ranged damage bonus on ranged kill with BLO is restricted to one proc per shot or not? Because that’ll make a pretty big difference to how much value you’ll realistically get out of it with eg GG, Rumbler, Kickback.

As an aside I already know from testing GG special that it likely won’t count as a ranged kill for proc purposes, and similarly can’t proc free shots either. Really wish they addressed that interaction. Even with the buffs special punch is gonna be in a weird spot due to neither benefitting from ranged nor melee bonuses. It really needed more than just number changes to be able to build into meaningfully.

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Clearly a strong attempt at balancing ogryn was made here. Is it correct to assume this was with the assistance of prominent ogryn players in the playtesting?

If so, can we assume based on this that the other classes are being looked at in a similar way? Because as it stands, while ogryn seems leagues better, it doesn’t seem to quite hit the same power level as the other classes when you factor in Havoc modifiers.

Unless I am missing something, what does an ogryn now bring to a 4th slot that isn’t better used by a 2nd zealot, psyker, or vet? Or is this just stage one of bringing ogryn out of the pit it has been in? He’ll definitely be more fun in Aurics at least.

The main source of damage was from dots. That was the gimmick and only usefull way to play it. (Out of niche builds)

If your weapon has poor damage, a flat damage increase of 15% wont do much, so in short yes the damage got nerfed. (Dots beeing your damage)

Also yes, what used to cost 2 nodes is now base, which is still to low. And yes you have a way to garantie a crit proc which is nice but would mainly benefit single shot weapons in which case left Side is way better.

So yes you still have the same ammo, with the exception a small amount of weapons got a ammo increase. (Which is not done by the ult) And yes the overall damage is lower. Mind you it was still garbadge damage in the first place and even worse now unless you run a few niche weapons.

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It is possibly a precursor to nerfing some of Zealots and psykers cdr talents too.

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Yes, this was a strongly collaborative effort to make a skill tree that got as many things as possible ‘right’ in one go, so without having to come back later to nerf tons of OP stuff.

Whether or not this is in the works for the other classes, or in what kind of timeframe, is not for me to say. I wish I could tell you that I’m going to break the Zealot’s kneecaps next! I’d love to!!

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Ogryns arsenal, stagger, increased damage, knock downs, auras and new team damage boosting. He has quite a lot more rescuing Allie’s mechanics and melee support than zealot.

New range tree pairs even better with veterans adding multiple damage boosts.

The Court of Conspiracy determines this omission to be an admission of concurrence. The court thanks you for your cooperation.

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Yah when they start tapping the zealot knee all the outrage will explode. No post gets more attention than a zealot post.

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It’s up to +20% just from BLO, up to,+35% with sub node. Yeah I do think that is substantial for a lot of guns.

Well technically it’s 25% higher at base than it was with a sub node investment. I wouldn’t mind seeing it bumped a little higher still.

You seem convinced it will still need to be run with the old meta guns and their decrease in performance is all that will matter, I don’t think that will be the case but we’ll have to see for ourselves when it’s out.

I did clarify that I’m in favour of that change. I was more pointing to PBB’s cooldown is looking a bit anomalous now he has more middle of the road cooldown reduction.

My main point is, that despite the changes (i do like some of the overall changes) a certain weapon is renderend useless while it did not outperform but was viable and at the same time the worst of his 3 builds. (Unless you run monstr modifier, but even then you hoard all the ammo and do less damage dan the other 3 classes)

The other weapons that can be used with the right side are better of using the left Side, exception beeing ripper with bleed on crit.

I do not see anyway right side would be better than left Side or middle no matter how long I look at the talent tree. Ofcourse I have to test it this is just from the information we have now.

So in short, they did not adres the main pain point of said build nor did they really improve it

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I appreciate these changes overall as they were way overdue and very much warranted.

However, the Power Maul was the most obvious weapon to tweak and they completely balked. Some communication as to why would be appreciated. Communicating anything goes a long way than the radio silence route.

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I love all the buffs but I think this one should be bigger, there is no good reason for the GG to be totally useless against distant enemies. You give up a lot of general utility using it instead of kickback, rippers, or stubbers, it may as well be capable of counter-sniping if you can compensate for the travel time and projectile arc.

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PLEASE give grenade gauntlet can opener blessing

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