God, this thing sucks. Weak, slow (why is it so slow? Its NOT HEAVY FOR YOU, OGRYN) and the fact that you stop your movement to activate the pathetic power field makes me die inside. This needs to be buffed so much that we have 17 threads daily by tryhards saying how much its “tRiViaLiZiN mUh dIfFICuLteH”
GD dude, I swear it’s just all parody from you.
The part you always seem to miss, anyone asking for more sensible balance also include buffing garbage weapons like the Ringo Paul.
IDK why this is so hard for some to grasp…
I think there’s probably an argument to be made for ogg’s vanilla melees and like half his ranged slot too…unless the intention behind new weapons is to totally throw the old ones out. Clubs and shovels got a lot of love up to their patch 13 level, cleavers got a lot less because they were already good. And then they added pickaxes to the game, basically dumpstering those 3 categories at once.
I’d rather see something done about the Krourk Stubber than the PM. It’s probably one of the least used weapons in the game. In the past year, I’ve only seen two people use it in Auric. It’s really awful.
that one really needs a revisit, it has the best sound when you shoot and it looks a lot cooler than gorgonum (nothing beats the MG-34 style barrel shroud on the Achlys though). but there’s so many problems, like it does the same damage to flak/maniac as the Achlys even though that one shoots faster and this one apparently does more damage…and that flak mod is pretty brutal, 0.5. it shoots delayed like the Gorgonum too. but the worst offense is the brace, like it has been broken since launch. you can already spray the weapon wide by hipfiring. if you flip the brace it doesn’t even have initial accuracy anymore, it just literally flings crap all over your screen. and the recoil is worse in the brace than from the hip. it is so messed up. I used to use it when vets gave you infinite ammo, now I feel like I’m griefing ever selecting it. especially when it kills like 7 shotgunners out of the patrol from 12ft away for a near full magazine spray.
Both. Both need love.
But fwiw i think everyone would agree what changes the Krourk needs. I don’t know where to start with Power Maul.
Give it the same love the zealot’s crusher got, and make adjustments from there if needed.
The krourkubber has always been a hot mess despite people trying to make it out as useful, I just pretended it didn’t exist even though I had a god-roll since near-launch.
UM AKCHUALLY tryhard whining is an amazing metric for weapon quality. If you see sweats screaming for nerfs YOU KNOW for a fact that its a good and fun weapon. Tryhards think “balanced” is when a weapon is painfully mediocre and needs breakpoint testing/third party websites/ no life character “building” where a +5 percent talent will finally make it useable. No thanks. BUFF BUFF BUFF
Double the heavy attack speed.
Increase all damage by 50%
Remove movement penalty for activating the Maul
Rework the special so it’s either single entity damage like the Hammer, or a huge shock explosion that throws chaff around like the Zealots Crusher.
Let’s start with those.
I play(ed) Helldivers 2 a lot I wholeheartedly agree that buffing stuff made that game 10x better than it was, even on launch.
Many weapons AND Talents in DT desperately need a buff+overhaul, and it is 100% better when a weapon is tilted towards OP rather than UP.
But I have a question for you, is it good for the game that dueling sword can
- Cleave through hordes no problem
AND - Kill all enemy types in a SINGLE VERY QUICK heavy attack INCLUDING Crushers
AND - Have the highest tier of mobility
If you say yes, and all weapons should be this level of absurd, then we fundamentaly disgaree on whats good for the game.
Becuase this isnt a git good issue, why would you take thunderhammer if dueling sword is objectively better outside of boss dmg (for which you can take easily bolter)
Why would you take something other than plasma-zarona-bolter-vraks-accatran-flamer?
For example, if ThunderHammer got to the level of dueling sword but kept its sh-t mobility, it would oneshot bosses with acitavted strike without needing to use ultimate.
It would oneshot crushers with basic heavy attacks
It would oneshot maniacs with one basic light attac
It would cleave through some 25 models with heavy swings
So a single zealot with TH would invalidate 3 other people in melee, as old veterans with old powersword used to
This alone is all it needs to make it just a good all rounder.
If you could spam the activate like the Zealot Crusher it would suffice imo.
Entire thread aside, this is now my official name for the Ringo Paul. Im inspired to go Ringo some heretics rn tyvm
Had a think last night.
Power Maul, imo, has one of the more interesting light attack moves out of Ogryn’s weapons, which is just really unfortunate because of how Ogryns work… no matter what you do or how you weave them into your attacks, any light attack is an immediate dps loss.
So, first I think light attacks have to be combat axe levels of good and secondly the looping 3rd and 4th attack chain needs to be removed, if you’re looping those instead of heavy attacking, you’ve got problems. 4th attack should just loop back into the 1st attack, is what I mean.
Also, i miss the special attack doing literally anything. Elites are basically walking through it now. Patch 13 added that new blessing, Power Surge, which doubles the special attack if you hit armor, which means you get twice as much nothing. I don’t think there’s a person alive who is happy with that blessing and I am having a hard time believing it was pushed out the gate without a playtest that would have clearly showed the special attack not working well against elites at all.
Wait, I agree with Dexta? That’s it, the warp finally made me insane…
But unironically, out of all the weapons in darktide, the power maul is probably the most deserving of a rework. You can mend the current design if you want, but really I think the power maul should just receive the full crusher treatment. Almost every aspect of it needs improvement.
The one thing I especially loathe is the slowdown upon charge. Same thing with power swords and crushers (and this is the only buff for those weapons you’ll catch me advocating for). For whatever reason, some weapons are still saddled with this ridiculous drawback. Thunderhammers, force swords and chain weapons can be activated no problem. Meanwhile my ogryn somehow loses the ability to walk and chew gum at the same time when he equips a power maul.
It’s entirely pointless too, because all it does is force you to slide to avoid it, which of course is what every player worth their salt is doing. I can find old posts of mine complaining about this issue going back as far as February 2023. The fact that it hasn’t been fixed yet is just depressing.
This weapon is so limp d*ck. It feels like hitting someone with a rolled up newspaper
While I don’t agree with the “buff everything into oblivion” strategy, I can understand knee jerk reactions to “nerf x weapon” threads.
Fatshark has historically given out weapon balances changes at a glacial pace and while I don’t necessarily want the state of the game to be predominantly op weapons for 6 months, I can say I probably would still play the game here and there.
I am unsure if I could say the same if weapons were predominantly bad for 6 months.
I think a good middle ground is trying to give equal amounts of buffs and nerfs each patch.
I think the only reason we haven’t seen many (weapon) nerfs recently is Fatshark might be scared to lose the goodwill/new players they’ve recently garnered this past year.
I wonder if he has figured out which is the best pickaxe yet
That is exactly why imo. They are damned if they do, damned if they dont. They did this to themselves though, with the power “creep” (bulldozer more like)
I think they’re hoping the new Havoc mode satisfies both parties. Which it might. If it’s challenging, has good replay value, and op weapons are no longer op within the context of it, then they can pull a W there.
Guess we find out in a week.
I do think in general we need to nerf a lot of things. We need a soft reset on enemies and players to have weapons feel like they serve a specific niche (as well as blitzes and abilities). Obviously buffing everything isn’t good. Not everyone just wants a power fantasy where they’re just smashing through waves of elites like it’s not a problem.
Can you believe the original intention behind Darktide was to feel weak and small most of the time? Vulnerable? Compared to Space Marine 2, my reject feels all powerful while my space marine takes forever to kill enemies and always runs out of ammo.
Not saying the PAUL doesn’t need buffs, but if you want the PAUL (And Ogyrn) to feel useful as a tank that staggers and aggros enemies as a design intent, that doesn’t work if people can mow down those same enemies in mere moments. Aggroing a corpse doesn’t offer much value.