frankly it should have the +1 jump option removed (I donβt really notice a big difference with that node) and replaced with some kind of soulburn stacks per second of channeling then a larger stack applied based on length of channel when released (it does that shockwave effect on release which knockbacks/knocks down enemies if you channeled long enough).
Please donβt nerf both the Ogryn skill βBatterβ and bleed damage at the same time. I would honestly prefer you nerf neither, but both together is going to kill any point in an Ogryn bleed build.
I certainly donβt like how much all the classes got their baseline HP and toughness gutted. The fact you donβt even get 100 toughness if you donβt pick enough toughness nodes by level 30 (especially on psyker and ogryn both of which can easily end up on 90) is a very poor decision from a balance standpoint considering the enemies got some pretty large buffs to go with the talent trees over-all increasing player power.
Honestly, the ironhelm heavy 3 is one of if not the most powerful heavy attack in the game (and actually beats out crucis when using thunderclap on heavy if you land a heavy 3 clap which is not viable currently). If they reclaced heavy 1 with heavy 3 but made the heavy combo start into heavy 2 after light attack or push attack I might actually use it over crucis.
Empowered Psionics
Empowered AssailοΌBase Damage increase from 100 to 150
ββββββββββββββββββββββββββββ
Reduced power of primary action from 250 to 200
Increased power of secondary action(aimed) throw from 250 to 340 or 400 if talent βEmpowered Psionicsβ is active
ββββββββββββββββββββββββββββββββββββββββββββ
Can you please tell me how I should check this 100, 150, 200, 250 data?
What exactly is the damage of these little darts?
ββββββββββββββββββββββββββββββββββββββββββββ
Let me guess, does 100β150 actually mean +50 points of final damage dealt by the player?
The upgraded skill is great because you can max out peril, be in the middle of blowing up, and trigger toe skill to not blow up and drop your peril. I read this as a light version of that.
Talent βBatterβ
β Reduced number of bleed stacks applied from heavy attacks from 6 to 4.
Honestly I think this talent is what makes or breaks slower, non-Cleaver builds like the Slab Shield. Since the Batter nerf doesnβt have nearly as much of an impact on faster weapons, I think instead of a flat 33% nerf, you should nerf it in a way that it impacts faster weapons more than slower weapons. (EX: Cleavers apply 3 stacks, everything else applies 6 stacks.)
They are already nerfing bleed over-all, no need to nerf the stacks, especially not while weapons exist that, without talents, apply 4 or more stacks of bleed. A talent, especially one found in the second half of the tree (in fact it is in the final third of the tree and you canβt take it if you pick things from the right side so it is also semi-exclusive even within the builds of the same class) should be more impactful or as impactful as a tier 4 blessing.
FWIW I strongly recommend taking Bruiser, β5% CDR on Elite killβ, on every tree.
If youβre down the middle tree with your taunts you would likely benefit from +50% coherency radius talent too as it is really close by, 2 nodes to the left and the one leading to it is 10% TDR. It can be game changer, and the harder the mission the more CDR youβll get.
The taunt definitely needs a bigger radius methinks, even base 10m β 15m with +50% talent would be great.
I second this. The whole point of the ironhelm is to be more comfortable at dealing with horde/mix horde enemies. But the heavy 3 just ruins the experienceβ¦ I really donβt need that single-target strikedown in those situations.
Is the intent that every enemy is getting a health increase, or just the elites? Unsure if Iβd say that the rank and file enemies really needs it, but Iβd like to know how much of an increase they will be getting if that is indeed the case.
I think Warp Rider could be getting in the way of testing the numbers, since itβs adding damage from your peril %
Both changes refer to the damage before any modifiers are added. That said, I donβt know what the armor modifiers are, but testing against unarmored enemies should deal 100% damage
A game is never βfinishedβ, you had the chance to play to the game at its release with no delays (like 1 year?) and you PC players are moaning all the time for everything, you are never satisfied! I would have preferred to also get my hands on Darktide at the release like you even if itβs not polished like it is now. If Fatshark would have delayed the release of one year you were going also to moan everything you could thenβ¦ At least you had the chance to see the evolution of the game from the beginning until now and to participate to its improvement and optimization and Xbox players benefited from it.
This weapon has an awkward melee combo against groups of enemies. The third attack in combo will always be a single-target strikedown (uppercut if light, punch or overhead if heavy attack) and there is no way to skip it.
Iβm not directing this at you specifically, but I donβt think we need to go and create an Xbox vs PC divide . Iβm not here to argue for either side, just donβt see the point in creating a conflict within the playerbase
Imagine thinking that being trapped to test a game for your own money is something good, lol.
And what in this sentiment speaks against handing PC players the same amount of Aquilae xbox players are getting?
i personally think the ogryn middle blitz grenade need a bit of a buff I feel the damage is great but only 2 make it feel way too limiting on its uses especially because of the other options being so strong.
I hoe youβre right.
In the change I suppose now it will be possible to land a special activation heavy 3.
Activation β push attack β heavy 3.
Donβt you think vertical strikes would be more helpful on the crucis though, where you canβt just cleave through a whole horde and smack the crusher without the risk of a pox walker taking the hit?
Agreed. It seems counter to the identity of the weapon.