I am sure about the flack cleave on the special, its unarmored cleave in the special may have been increased, ever since crucis got buffed in 13 I haven’t had a need for ol ironhelm.
pls buff ogryn middle blitz its not worth using and feels like downgrade to the other options i think it needs an additional charge because 2 doesn’t feel like enough
What buff would you like to see?
Imo, the middle grenade is not worth using because you either want 4, self replenishing rocks or one big boom.
The middle ground that doesn’t self replenish or nukes your entire screen is outclassed, not by strengh but by utility alone.
I’d like for the box to be replenished every 10 - 15 elite kills or something like that.
My dude. They are increasing the LOWEST damage to 300. The highest damage is being increased from 450 to 540.
It’s getting a huge buff.
The main value of BOX vs ROCK is its efficacy against crushers and monsters. They’re buffing ROCK’s impact against monsters, but it still does fairly little damage to them, by intent. Any buff to BOX should lean into that niche, I’d think.
But more than 5 loadouts please? You’ve given me this massive versatile talent tree but only 5 save slots for build variety… just give me 30, 40, 70, 100 slots idc I’ll manage them. Does it take up hard drive space for your servers? Dump it on my PC I’ll store them locally, 5 is not enough
I’ll add to the voices of the masses to say that I for one do not like the planned change on the elites.
While I understand why so much elites could be a problem, the game is based on hordes and large packs of ennemies, with an explosive pace. Everything dies fast, including the operative. Buffing Elites HP will obviously slow the pace down, thus hindering a part of what makes the game good.
Also, reducing the numbers of elites will have a negative impact on Veteran’s Survivalist aura, by making them shoot more and regen less ammo.
Veterans don’t need that change, nerfing once again a class which isn’t great right now comparatively to the others.
I tweaked the mod to allow 20 loadouts and it works without problem.
So what exactly is prompting the big zealot chorus nerf? I thought that this ability was very well received by the community and haven’t heard any complaints about it. This and slaughtering the ironhelm’s moveset seem rather perplexing.
Can someone please explain to me how impactful this change will be? I’ve tried looking up the Finesse calculations and tried number crunching myself, and changing from Multiplicative to Additive doesn’t give a whole lot of context. Depending on where it is applied in the calculation, it could be a tiny buff or a pretty darn big nerf, big enough that one-shotting certain Specialists with the Dagger may be impossible.
Come on, like 5 consecutive stuns? That is such a stupidly easy ledging tool. Even with just first and last pulse should still be very doable. Makes complete sense why they’re reigning this in a touch.
Eh I agree the change isn’t helpful but it’s perfectly possible to play Ironhelm well without using push attack → heavy. Honestly with how bad Crucis’ push attack has been I’m programmed to push → heavy without the push attack anyway. Don’t get me wrong not defending that odd change, it just really shouldn’t be impactful in practice.
People have been ledging monsters for ages in the previous tide games. Why is it suddenly a problem? There aren’t even that many ledges on most of the darktide maps.
I literally explained that part. 5 consecutive knockbacks is unprecedented and makes ledging far too trivial. In VT2 you’d need a conc pot to solo ledge a boss anywhere near as easy as this skill lets you.
Also are we really pretending this nerf isn’t just a slap on the wrist in practice?
Can someone please provide context to this? Do they mean the Bonus Finesse Damage from Perfectionist is Additive instead of multiplicative? Because it did seem it was doing way more than it should.
Or did FatShark mean they are making the bonus Finesse Damage from Shroudfield in general Additive? How does this work out in the damage formula? I did some number crunching and depending on where this additive bonus appears in the calculation, it could mean a very small change or a pretty significant nerf no matter what weapon you are using. This may be a bit of an issue if Elite health pools are going up as well. If anyone can provide some context it would be very much appreciated!
i think its a change to ensure consistent dmg increase
as you always will get 50% more dmg as the same attack without the bonus would have done, without the influence of other sources of dmg increase
basicly to avoid diminishing returns if used in conjunction with other % dmg increases
might be wrong that what it sounds to me
But every other class has a straight line where they can take any stuff to path to other places, there is no way they are going to remove that for psyker because that would kill a good amount of build variety
So this all seems pretty reasonable. I really hope it doesn’t push crushers out of one shot range for the likes of Chaxe, Evic, and T Hammer, because that would effectively double their TTK, a huge nerf for a selling point of these weapons. But overall fair enough, for some of the supposedly biggest, toughest elites they do tend to get slaughtered too fast ATM.
This however:
A 50% increase in health for some of the more common elites that usually come in pretty significant numbers is uhhhhhhh. Yeah I’m really not too sure about this one. That’s definitely gonna ruin a lot of break points for weapons that don’t really deserve it. Rev lights on Chaxe actually killing these guys has been a huge boon for a somewhat lethargic weapon.
I just don’t get the logic behind giving Ragers of all things this much extra HP. I’m definitely gonna need that extra brauto ammo now it’s gonna take me 50% more bullets to kill them. I actually shudder to think how unimpactful a full mag dump on a Rager group is gonna feel after this patch.
Edit: As a side note just release this damn patch already so we can get moving on the inevitable community bug testing and wider community feedback (I don’t know who on your Psyker testing team told you Mk IV DS needs another buff but frankly I can’t trust your testing team with blatantly absurd things like that coming through).
Not to worry, they later clarified that they aren’t changing it, they’re just straightening out the line.
Ah but you’ll note they are not giving you uninterruptible/knockback immune in exchange meaning now that monsters don’t get staggered every pulse they can just hit you can cancel it early by knocking you out of the animation so that 5th pulse is not likely to come out.
Ledging is only an option when their just happens to be a ledge to knock the monster off. This in not a valid reason to nerf it.
This is an anti-fun nerf entirely driven by “stop having fun with the new abilities we gave you.” Nobody asked for this nerf, I can find not one steam post or forum post about the knockback being too good, only a couple posts about it being fun to use.
“Edit: I made a god-tier Recon lasgun MK VId with Tier 4 infernus, and another crit blessing, with more crit, and it’s disgusting. If you nerf it, start gently please. Nudge it back into place. Lol”
Bad news! They are nerfing it(HARD) and the perks it works with!