Ogryn, Shield and Bleed: IF the nerf is really necessary, could you at least proceed step by step?

If you’re interested in my feedback, Bleed doesn’t need a nerf… but, if you’re still sure about that, could you proceed step by step?

I mean to nerf Bleed Damage OR stacks’ number

If you nerf both, the damage decreases of almost 50%, wich is a huge step back. Fatshark’s story is full of over-nerfed things, it’s enough to think about Vermintide… so why can’t we take one step at time and see what happens?

SHIELD: moreover Bleed is what makes Shield build alive… if both nerf will be applied, could we at least have a Shield buff? I mean something more than push area from 3.25 to 4.
Currently Shield feels pretty clunky and it’s only used for the high cleave ables to spread the bleed

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Nah they made the right choice. Also I didn’t read through all the patch notes super carefully but pretty sure I saw a bunch of shield buffs in there.

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Opinions. I mean, maybe you’re right, maybe I’m right… but if they proceeded step by step, they would be in time for a second nerf (if needed)… if they over-nerfed it, we would have a ruined build and style for at least some months (or forever, looking certain over-nerfed things in Vermintide)

Just push area from 3.25 to 4… and tuned chain, wich God only knows what it means; if you found other changes, l’d be happy

Orox Mk II Battle Maul & Mk III Slab Shield

● Light Relentless Melee Attack Cleave(0%, 80% Cleave Stat):

○ 4, 8 to 5.5, 9.5.

● Heavy Strikedown Melee Attack Base Damage(0%, 80% Damage Stat):

○ 1st Target: 150, 270 to 180, 324.

○ 2nd Target: 45, 81 to 120, 216.

○ 3rd Target: 20, 36 to 100, 180.

○ 4th Target: 15, 27 to 30, 54.

● Heavy Strikedown Melee Attack Cleave(0%, 80% Cleave Stat):

○ 4, 8 to 10.5, 13.7.

● Heavy Relentless Melee Attack Base Damage(0%, 80% Damage Stat):

○ 1st Target: 80, 144 to 80, 144.

○ 2nd Target: 35, 63 to 50, 90.

○ 3rd Target: 25, 45 to 40, 72.

○ 4th Target: 15, 27 to 20, 36.

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Bleed was never gonna stay the way it was. Ogryn will still be strong after the nerf. I’m not at all worried. The weapons themselves needed buffs instead of relying on bleed, and we’ve got that finally.

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shield has more push range, less cleave damage falloff, and more heavy attack damage once the patch comes out.

The bleed damage was also WAY to high IMO as i have easier times killing elite hordes on my TANK build than some of my non-ogryn damage builds.

Also, bleed kills don’t count as melee kills for toughness on kill and Melk missions. So less bleed damage and more melee damage is actually not a tradeoff, it’s a BUFF (kinda).

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It’s this one :wink:

The amount the rend + heavy bleed talent can carry even the worst weapons extremely hard I had thought was obviously very overtuned. You’re probably the first person I’ve seen not think it is very very dumb in current state.

4 stacks is still very good when you consider how many targets you can apply it to with a single attack, and the general bleed nerf looks to be a slap on the wrist.

It’ll be fine.

°L° did they modify the patch note? When I read it there was only push area and tuned chain

Anyway I haven’t the game in english, what they mean with relentless and strikedown?

p.s do you know what “tuned chain” is? Did they change how the attacks chain or something similar?

Please, everything but the blink emoji… now, joking aside I will keep my idea, BUT that was not the main point; the main one was they should proceed step by step

There are 3 pages of patchnotes.

Relentless and strikedown are the types of attacks (vertical, diagonal, poke, horizontal) you can see their icons in weapon stats screen.

Without context I suppose tuned chain means they changed attacks combos, yes.

The nerfs to bleed are fine, shield is probably getting buffed, the devs have wanted to rework it for a while now

I feel like they did proceed step by step. They didn’t change 2 variables together. They changed 1 variable for 2 separate things.

Bleed all around the board was a bit too strong for every class so they are slightly nerfing it’s damage. Ogryn’s in particular were outperforming everyone else in bleed by a landslide and so they are nerfing Ogryn’s bleed buildup to take 1 more attack to fully stack.

Both nerfs are justified separately, but together lower the power of Ogryn by a noticeable amount. Fathshark understood this already and buffed some weapons that the bleed talent felt needed with. The main thing that made the bleed on heavy attack so good was that it did full damage to all targets hit by the same attack. The weapon buffs heavily increase cleave and cleave damage which is essentially the same thing.

I can understand rightfully worrying that compounded nerfs to the same thing can potentially make something unplayable for future patches, but for this particular case I think the game devs did a good job and already have an understanding of what to do.

I also don’t like the idea of balance updates coming out slower. It’s always nice to see the playing field for new competing options being evened.

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Gradual changes aren’t as cool as going all NERF OR NOTHING on the entire balance system.

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