Yeah, the problem is that for the last 5 months the Crushers weren’t spawning too much. Unless you got a really bad rotten armour seed, you were looking on average at Crushers representing 0.5%-0.75% of all the mission spawns.
I personally had Havoc 40 runs where the game spawned 19 crushers in 40 minutes at us, 19 crushers out of 4.1k mobs, including 15 bosses!
This whole thing about crushers doesn’t feel like a balance attempt, it feels like Fatshark joining to attack a fictional strawman…
So, I’ve run several Havoc 40 missions now, and the results are pretty miserable so far. This isn’t Havoc anymore it’s just regular missions. Because I’m seeing fewer bosses at a time, and a horde spawns with just a single lonely Crusher in it. It’s just sad.
And regarding Rotten Armour HOW ARE WE SUPPOSED TO TEST IT IF IT’S NOT EVEN IN THE ROTATION? @FatsharkQuickpaw@FatsharkJulia
Interest in Havoc is dropping critically. Just revert it to how it was before this wonderful “balance” patch. What’s the point of buffing weapon effectiveness against Crushers and nerfing the “OP” Krak grenades, while at the same time simply removing those enemies from the game entirely?
I see this as a step in the right direction overall. The over-performers addressed in this patch really did need balancing to shake up the stale meta. I’m very glad to see Uncanny Strike and Krak grenades finally get addressed. I understand the point of reducing crushers, as the over-abundance of carapace armor does enforce a meta of anti-armor builds. I’d love to see more frequent, smaller balance changes like this included with hotfixes.
Psyker is still an over-performer and could use another balance pass.
Zealot has lost a lot of its identity and could use some attention as well. Buffing his grenades is a low-hanging fruit.
Fixed an issue where psyker occasionally had to swap to their melee weapon and stack the ‘Uncanny Strike’ blessing in order to delete certain content from the game.
With this change, psyker should correctly remove all combat without the annoyance and inconvenience brought on by those occasional engagements with enemies and gameplay mechanics. Enjoy the auspex puzzles, rejects!
While there’s nothing strange or unusual about this sentiment, there’s also a statistically significant portion of the community that might not like a balance patch every month in what is a purely noncompetitive PVE game.
I think when I was talking about this a while back I made the claim that the spawn rate was actually right about where it needs to be (so I agree with you actually in part). But this decline also probably won’t radically alter the landscape either. I think my fattest hand count of crushers in a game was 29. In havoc, not rotten. Which means it’ll be closer to like 18-20 now per game. But it’s not like crushers aren’t a pretty serious gate on build variety for the vast majority of players so its worth a shot. We can always cry later if number go down too much. Also nice to see some of the anti-armor tools, that just turn them to soup instantly, get pulled back. I’m excited to try it personally.
The more pressing issue, that i didn’t really properly identify originally, is Bulwarks and Reapers. In that same game something like 50 of EACH spawned. Gross. Probably contributes badly to the oppressive feeling of oops all crushers while not actually being crushers. Overlapping bulwark hypermass is a real downer for gameplay.
I feel like it was completely unnecessary, considering how the interaction of Brittleness affecting DoT armour damage mods can still allow flamers to more-or-less trivialise Carapace’s strong anti-DoT.
Say:
Using regular Brittleness to whittle down groups of Carapace-base enemies (Crusher, Scab rager) is still feasible, up to 40%, so getting a 0.65 damage mod with this change is possible with that interaction alone. It can be hard to stack that against multiple enemies, but cough Voidblast trauma can do that with Rending Shockwave; and Psykers can by themselves stack that via their melee weapon, albeit with lesser “global” effects - it will have application on single enemies still, probably, which is fine-ish,
Penetrating Flame is a thing flamers can use, and that stacks additively with regular Brittleness, so 0.85 ADM is possible,
Psyker has a skill (Penetration of the Soul) that the higher their peril, the more rending they have on their warp attacks, which allows Soulblaze to reach 1.0 ADM against Carapace,
Even if we don’t consider base Brittleness (the 40% one) and take into consideration only the rending/brittleness granted by Penetration of the Soul and Penetrating Flame, Psyker at high peril gets 0.65 Carapace damage mod on Inferno/Soulblaze DoT, which is still quite substantial.
It’s not that big of a deal, but it’s hardly a change that was needed with how Inferno is strong. I like all other changes of course and don’t want to be a sourpuss, but had all of the things been implemented but this change, I would be really happy with the outcome of this balance pass.
And I would be one of those people if I felt like the game was in a good state of balance, which I don’t currently.
I think that more frequent balance passes like this will move the game to a well-balanced state faster than 1-2 larger balance patches per year. Especially if you consider that the balance is a moving target as long as they keep making other changes/additions to the game.