Patch 1.10.6 - Patch Notes

one of those moments you cant reproduce in text form, a wise old geezer once replied to my “I wish you to live 100 years”

“das wäre ja füüüüürchterlich”

:rofl:

it was the sound of irony in his voice that carried the wisdom of 90+years that stuck with me in the most positive way.

and likewise if everyone would agree with me, it’d be hooooooorible as well :face_with_tongue:

I’m here to argue for karks sake, not to be agreed with :smiling_face_with_horns:

slower in a different way, not slow per se.

those dude had a mutual pace by default that made it easy to either tag along or add your own and still be cohesive.

replays are better suited to explain this.

now it’s a cacophony of guys racing each other to the killfeed cause their latest toy enables them to,

back then it was players so proficient in what they were doing they set the pace naturally through skill.

quite a difference in both pacing and results, plenty folk ahead stop/drop and (dont) roll cause they disconnect if their 1win button misfired.

I don’t think we’re that much different. :blush:

I also want stuff dialed down. On my list there’s: Uncanny Strikes, Perilous Combustion, Chem Grenades, Boom Bringer, Demolition Team, and a lot of other things I’m forgetting on the fly. Could even go into how I want the support abilitites for the four original classes changed in an attempt to change people’s view of “the meta”.

But even if all these things were dialed down, I’d personally still want improvements to the Rampage playstyle for Hive Scum at the end of the day. My gripe with Rampage wasn’t Exhaustion, but how there’s so many things that can randomly prevent you from entering melee, thus ending Rampage and causing Exhaustion. Oh well, I’ll take the current change.

That “build” is absolute cheese nonsense. Killing free infinite needle pistol is half the point.

that’s the nice thing about the forums as well, the exchange of nuances.

everyone 100% on the same page would lead to either disaster or boredom, depending on which is worse.

alas it’s neither our call to make any changes, but to comment on em nonetheless.

been a bit lopsided lately as well, given my forced 4 week timeout due to chemo-rehab and having dipped my toe again into the recent doom (which I still think to be the weakest of the current 3) and seeking to reconnect with that lan parry feeling of old, something that was there in darktide prior to the power creep.

a more relaxed way to push yourself and see if the juices are still flowing.

seeing zero master doing his stuff I can’t help but “soon as I recover I’m back to (somewhat) there myself”

darktide is/was just a nice change of pace with the same dopamine output is all :+1:

“Regain” doesn’t activate with a stim supply

I disagree. It’s a build like any other build, it’s unique, and it’s fun to play. It doesn’t trivalize the game, it’s lackluster in melee, and waiting for DoTs and reloads are real drawbacks.

love all of these changes. This will make rampage feel much better to use and more impactful overall. The toughness replenishment buff is sweet, happy to use that side of the talent tree. Love the chem buff on boombringer, my brother and friends have both been talking about using it and seem excited to try it out. Appreciate the blinder change as well. Excited for hive scum to fall in line with the other classes for regular players and make him more fun to use in general.

Bruh the class is underwhelming for the majority of players. YouTuber and competitive opinions should have no impact on the balance of the game given their mastery and feel of the game is infinitely higher than the regular player. Regular players are clearly struggling with certain aspects of the class and that shouldn’t happen. These changes bring their builds more in line in terms of survivability and fun.

I very much agree. The community and the YouTubers are extremely toxic. Most of the forum users have no idea how to balance the game or make it more fun.

This is my favourite pseudo argument. Ppl who have spent potentially thousands of hours mastering all game mechanics are actually really bad at understanding these mechanics, surely! Their thousand hours, their knowledge of the game and sometimes even code is a disadvantage!

It’s the casual players who are right. People who play Helldivers and SM2 most of the time and come back twice a month are correct because there are more of them. This totally makes sense.

And I agree that designing games and playing them are two completely different skillsets but let me tell you, if someone is hyper fixated with games to spent this much time on one, they might know a thing or two about design.

If not playing the game for you is considered a real drawback these days then sure, bud.

Don’t fret, Fatshark agrees with your vision apparently. Scum will be even more pay to win in a few months I’m sure.

There is no better group of people to break your game in ways you never expected than the “hardcore” players of your game. Their opinions might be not always “work safe” or sanitised for corporate use…but their opinion carries more weight than casual weekend Andys. This is not to disregard their opinions or time in the game.

I know people who have few hundred hours in the game after those few years since the release and a lot of them haven’t bothered to understand their class talent trees or optimised their weapon setups. Many cannot dodge or dodge slide. I love them to bits :grin: In few cases I took time out of my free time to do a quick screenshare session to upgrade their weapons and share few easy going builds.

PS.

Not to stereotype anyone here, there is plenty of people with few hours in the game who pick it up really quickly, and are sharp enough to pick up the mechanics. It’s not like the game is difficult, but I simply run into people who cannot be bothered to read, are faced with a language barrier or are too tired after real life struggles. The same applies to the “hardcore” crowd. plenty of them are social and polite in their passion for the game.

I’d like them to remember the crowbar and maybe the pew pew pistols (though they just need a beefier sound). Instead all of these already strong elements get buffs…wouldn’t be shocked to see shivs get buffed and rampage again. Like maybe if we started rampage with pulverizing strikes at full power, it would be used by havoc babies who run away from enemies.

Don’t be ridiculous. Playing a Chemist build requires you to engage in the game just like any other build does.

Mine and Fatshark’s vision seem to match up a lot. And every time, you disagree. I’ve noticed such over the years.

No real nerfs to Hive Scum? Few outrageous talents and blitzes haven’t been even mentioned, nevermind touched.

As you can see from the above exchange we balance for the bottom now. While paradoxically also balancing for havoc. Entire situation is a rudderless mess.

You guys are getting more and more out of touch with reality. Both DLC classes need to be nerfed to be in line with base ones, not buffed.

Reality is that Arbites is currently not that hot, and Hive Scum had a playstyle that struggled more than the other playstyles.

Why should regular players not be allowed to struggle with certain aspects of the class?

Cause that’s the majority of the player base. If you balance your game to be unfriendly to new, average, or learning players you won’t get more players and the community will shrink more and more. Do you want the game to succeed and remain fun? Or do you want to poison your community so much new players refuse to join because of the toxic and unfriendly player base and learning curve? This is gameplay 101.