Uhh, is this being retconned as intentional for power weapons? 5-6 months in?
Force and Chain weapons were fixed ~1.5 months after they got broken (the deactivation part), so I find this hard to swallow. Oh and the code doesn’t support this glossing over
What about deactivation on vault? It was the same bug as deactivation on stun. Was that also “intended”?
For the love of the Emperor and all that is holy, beyond the secondary melee use issues, can the insanely long equip time on the Helbores get addressed? I’ve seen that kill more players than I think any other equipment issue
Yeah, what was it, a year of close range bug being retconned? That I could almost believe on a good hair day.
The power weapon deactivation on stun reek of a a blatant retcon considering the forced and chain weapon were fixed, as does the vault deactivation fiix for all the old weapons finally.
This screams of an unintended bug from the changes to the code with the new relic weapons, see for yourselves.
I wonder what other cause I can champion that will be retconned as “well this was an intended bug change”.
I can only hope their hesitancy in any such decision is due to the prospect of a fuller weapon rework.
Specifically, I’d like to keep the weapon on all 3 operators, but have the weapon behave differently on each. The disciplined, measured strikes of a well-trained veteran shouldn’t be the same as the overzealous swings and thrusts of a… well zealot. And psyker, I mean come on, throw some space magic on that. This can be used as the fundamental basis for tweaking the weapon on a per-operator basis.
So glad to see the shredder autopistol brought back from the dead. Can’t wait to try it again. Also fantastic news that vaulting and being hit will no longer remove special attack activations.
Would love to see the combat shotguns and vigilant autoguns receive a balance pass, as well as the heavy eviscerators.
The combat shotguns don’t deal enough damage for how sluggish they are to reload and it is frustrating that the special shot load action isn’t buffed by reload speed buffs. They need a decent damage and/or reload speed increase to be desirable picks for the ranged weapon slot.
The vigilant autoguns are too punishing on bodyshots and not rewarding enough on headshots to be appealing choices for your ranged slot. Buffing both of these damages and making the sights better (hellbore too please) would make them much more fun and exciting to use.
The heavy eviscerators aren’t in a terrible spot but currently feel slightly lackluster. Removing the cleave cap of 4 would be a fantastic change, and I think they could use a slight damage buff (at least to single targets) to help it keep pace with the relic blades which are currently the more powerful and less risky option for the 2 handed sword playstyle.
As far as Ogryn changes go I could not be more excited. The big man fantasy is finally coming to life it would seem. I am a bit sad to see the power maul not receiving any changes but the talent tree changes could bring it up to a good level alone; we will have to wait and see. Retaining the slow on the weapon special activation seems harsh in the current game environment and just feels bad, especially since it’s just the Ogryn pressing a button on the maul and doesn’t seem to make a lot of sense as to why it would slow him down. I would be happy to see the slab shield combos looked at as well as Heavy 1 spam is completely dominant and makes the weapon get old quickly.
Overall very excited to try out all these new changes and I’m hopeful some of these other issues can be addressed before the patch drops later this month. If they can’t it would be just as awesome for some acknowledgement of the issues I brought up earlier so they can be addressed in the (hopefully near) future. Thanks for the preview Strawhat!
Fun Fact: Ogryns have a hard time with buttons. At least the ones they can’t smack.
Maybe they could replace it with a special attack, like the Pride’s special-combo punch, that activates the stun on the next swing. Literally pressing the button by smacking it against a heretic’s face.
Alongside other buffs, of course. This change would make activation less convenient, but we could thusly make the effect more potent to compensate.
Amazing changes, love all of them. However, please consider giving the combat shotguns some love. They have been bad for sooo long. Just the slightest caress? Please?
I think the best thing would be locking it again. It’ll probably cause a backlash now though. I can’t say why the lock was removed. But at least zealots shouldn’t be allowed to use one.
Please recycle the blessings of infantry autoguns! Give them a “puncture” or other passive damage corresponding to the power of the rifle cartridge. Please don’t leave them!
I saw that video a while later, interesting.
At least it would reduce the amount of DS around though
And the psyker loses a chance to vent with it or deflect bullets with it with a blessing. Not the best argument, I realize, but it at least feels like a tradeoff.
Arbitrarily restricting Weapons that make perfect sense being on all Human Archetypes to one or two of them is just lazy and ruins the fun. Balance the Weapons so that Players have more choice, don’t just let them be OP but restricted to one Archetype. It’s quite literally a net negative to restrict Duelling Sword to Psykers again instead of just nerfing them into a state of being genuinely balanced.
I feel like they would’ve mentioned new weapons already since they’re such a big deal. Im guessing new weapon(s) in the next update with one being focused on Veteran.
Just bring up all the weapons up to the meta standard. Lets be honest, these micro changes dont do much and are not incentives for us to choose them over what will make the game funner/easier (already trying to beat rng, server issues and teammate player modifiers). Its a slog out there right now and everyone would be happy being a cheese ball running around with their favorite/cool weapon having a fighting chance instead of making it a chore.
When you have a weapon so clearly overpowered that 75% of players are using it. the viability of all other weapons are judged based on their relation to it. Its power is so overstated, it distorts the meta for all other weapons.
For example, the stub revolver is still excellent at one-or-two-shotting heavier carapace enemies like maulers and crushers. It uses to see lots of play, especially among zealots, even after the hand cannon nerf. However, once vet/zealot got dueling swords and now 75% of players are using them, the team already has the ability to curb-stomp carapace so a stub revolver feels feeble and redundant. Its usage has dropped dramatically, not because of any inherent weakness in the weapon itself, but because of its awkward relation to the dueling sword.
There are lots of weapons that need balance tweaks, but the first step needs to be to nerf the dueling sword then observe where the new meta settles.
Could you please nerf the dueling swords to make it more of a competitor to the knife instead of being an over tuned weapon that trivializes every elite and specialist enemy?