Glad my carefully thought-out objections and suggestions were listened to. Good to know you don’t give a f— about our feedback. “Provisional” right, literally released everything and the only thing I found that was different was you made Exploit Weakness only apply to melee when that was not included in the provisional notes.
Stop taking holidays, you do not deserve them. Finish. Your. Game.
Yeah that needs to be fixed. Thankfully at least backstab sound queue seems very reliable. Saves me from taking hits all the time.
What have you literally just dropped entirely because of balance changes? Only one I can think of for myself personally is power sword post patch 13, and it’s already back basically better than ever a patch later.
Bro you’re one person. Unless you have some data showing the majority agreed with your arguments it’s really not reasonable to be mad FS didn’t end up following exactly what you wanted.
Honestly most of the nerfs seem very warranted and reasonable to me, with the possibly exception of Recon, I agree applying 3 different effective nerfs to it at once was too much too fast. Ogryn dominate and heavy bleed nerf were 100% warranted. You can go jump into Ogryn discord and see how people there feel about it and I can almost guarantee most will say yeah they had it coming.
I was also iffy about Rager hp changes but did you really not see the extent to which they could be deleted previously? You could kill at least 4 of them in a single heavy sword attack lol. Pretty sure claw sword parry could one shot them too. Heck an awful lot of things could at least delete a rager every 2 seconds. Berserker enemies in Tide games need to exist for at least some amount of time to do their job of being aggressive and exerting melee pressure. After some meat grinder testing post patch I’ve come around to the change. I think it’s probably for the best.
Demon host change I agree is a bit sloppily handled but better than the griefing tool it was.
Huge lol at “bleed isn’t overpowered”. Also lol at describing Exploit Weakness as “so far down the talent tree” when it’s literally two points from the very top.
Patch 14 has some rough spots like any patch but absolutely a net improvement.
I’ve dropped the 6d because ammo economy just aint good enough, the nerf to shocktrooper with it i just run out of ammo to easily. That 25% extra ammo talent needs to be built into the class, that would atleast help alleviate this issue. Bolter I dropped because its reload is frankly such a problem, previously our volley fire would reload it and then really helped it shine, but without that, its not in a good spot, not to mention again vets ammo capacity nerf.
Also worth mentioning, dear god the autogun buffs are frankly so major, that even my 6d is 200 to 1000 (with exec stance) less dps last patch. Why was this gun nerfed?
Never said I was any more than one person, but it ain’t just me they ignored. Will of the majority is overrated, I don’t care how many agree with me. Given the influx of new players that barely know how to pick up ammo or use med stations, I don’t think you want them to listen to the majority anyway (the new players vastly outnumber us).
They buffed things that didn’t need it while nerfing things that honestly given the buffs they handed out didn’t need it. They literally gave plasma infinite cleave, I mean sure lore arcuate and I’m all for it but I just know that is going to be nerfed next patch, likely to around 50% increase to what it was before 14. I just can’t agree to the weapon nerfs alongside buffs that certainly were not needed when looking at the big picture.
The talent stuff I can forgive, mostly, I mean they just released talents and we all know they don’t test anything (why would they when we are their testers, why do you think they collect so much data about how we play their game). But the weapon buffs/nerfs are questionable (other than the infantry autoguns, they desperately needed that, still not going to use them but at least they are objectively better than they were).
Ragers were never meant to be able to take too much of a hit, they were to force players to be defensive and need an ally to come kill it (and also to punish people not paying attention since one hit from them is two-strikes so you always take HP damage if one hits you while not blocking). The parry killing them makes it a great counter (the exact purpose of the ability) and while sure, one-shotting them may be a bit much it should at least stagger them every time so you don’t end up getting hit anyway. Ragers have ALWAYS (in darktide) gone down easy, except now, now they survive a cahinsword special (heck depending on buffs they may even survive 3 light special chainsword hits and short of a crit they will survive 1 evicerator heavy special or light, doesn’t matter 2 either way) which is not ok. As always, they overdid it. 50% was too much, I think 20% would have achieved what it needed to (preventing non-special attacks from obliterating them) without making them a pain to deal with suddenly. They are simply too punishing now given their stagger resist while swinging.
No fun allowed, you are only allowed to have fun with what they deep appropriate and they said “that gun was causing too much enjoyment, use the ones we just over-buffed instead.”
Also it would help a lot if ragers aren’t almost silent when idle, moving and attacking. I’ve seen some stuff where crusher and mauler sounds are being drowned out/not playing/too quiet too.
This as well, the sound mixing is still pretty bad and ragers could always sneak up on you but before you could dispatch them quickly after getting hit once or twice if you were willing to take the trade but now? That trade is like to cost you half your health since they on-average take 1-2 more swings to kill with things that used to one-tap them in melee.
Yes it would seem that the extra ammo used on consecutive shots that all lasguns have is no longer being canceled out by Shock Trooper, you are getting the base ammo cost refunded but obviously recons ramp that “inefficiency cost” very quick. At least that is what seems to be going on from my limited testing.
So basically the shots are getting refunded every crit but the increased cost is not therefore ammo depletes much faster than expected with sustained fire. My main reason for thinking this is how it is working is doing short bursts has much less of a noticeable decrease in ammo which would be caused by the increased efficiency of pausing to reset the efficiency attrition.
My two-cents on the matter anyway. My guess is they will say it is working as intended like the stupid decision to make Demolition TEAM not in any way apply to the team. I guess there must be an “I” in “team” I missed.
True, but FWIW, again, now you’re 5 points shorter on a pre “rebalanced” tree on a squishy vet if going Exec Stance. Basically what you’re forced to give up to take Onslaught is survivability or no–crit-ammo. The Recon 6d itself was nerfed/fixed too.
Crushers can be Power Sworded again thankfully, so no need to range them if not going recon or Onslaught, other range weapons viable too, so at least that’s good.
Yep it’s an on-hit proc, luckily Infernus was fixed. The fire dots are technically stronger now, exponential dmg and 12 stacks at T4. Not that it matters much but the max stacks of fire is also fixed, 12 max +2 per crit on recon at T4.
The bleeds (to clarify: from grenades, on-hit talent seems to work) behave differently now, at least for onslaught, they don’t seem proc it, not part of the chain I guess.
If a frag bleed nade hits, direct hit counts as a hit+stack, the explosion count+stack, but the bleed dots don’t, odd.
Edit:
P.S. The crushers seem to rotate & track a lot better since update 13, making them harder to dodge. Is this so or just my imagination?
Nerfing recon itself at the same time as heavily nerfing the talents that were propping it up was probably a bad call, yeah. I like that EW is now more distinct from onslaught though. It’s a good change outside the context of other nerfs.
Yeah tested this more pre patch 14. Turns out bleed nades never worked for onslaught, had just assumed they did since other bleed sources do work. Honestly if they just made bleed nades the exception that’s probably smart. AoE brittle up to 40% would be pretty insane. Pretty sure bloodletter, lacerate, melee bleed talent etc all still work but haven’t tested extensively post patch.
I mean we all knew Rending Brittle everywhere was over the top, the double nerfs you tend to feel more, and the broken blessings and talents across the board make it a triple. Seems they broke at least 1 more (Shock trooper), unless it was a stealth nerf.
I don’t mind adjusting for power creep at all, but I would have liked the broken stuff to be fixed at the same time, my concern is they’ll now get pushed further back on the back burner since the big update to the big update is out.
Hoping for a big update to fix the bugs on the big update that the big update to the big update didn’t update; keep me updated.
Yeah I assume that’s to do with the “consecutive hits” condition. Only keeps stacking while you’re hitting that target. I guess that probably means applying dots to several things at once won’t apply brittle except for the one you’re also actively attacking.
Lumping together a whole lot of changes to throw into a big patch is great and all… for marketing, but it usually introduces way more problems as you have changed so much it takes even longer to dig through all those changes to find what and where the bugs are. It’s not good software engineering practice from any perspective… except PR and marketing.
Not to mention all the undocumented changes, stealth nerfs and buffs, still incorrect descriptions, etc. etc.
what is it about not getting to spend your money for 1 year that makes you think you deserve more than what anyone else got?
imagine if you bought a lifetime membership to a pool with tanning chairs and a tiki bar that just opened only to find that it is still halfway unfinished. for a year you have to make due with working around the incomplete nature of the pool while they finish construction. once they do you return to finally fully enjoy your membership only to find other patrons are receiving services for free you aren’t. you find out it’s because they are running a deal now where new lifetime pass holders also received free access to sun chairs and drinks from the tiki bar and are told it’s only fair don’t get them, after all you got to use the pool for a year.
what about this conclusion sounds reasonable and rational to you?
i mean i did but thanks for the ridiculous patronizing comment? also a big aspect of the complaint… was that the nerf included an undisclosed change that made it straight up no longer work for ranged weapons… also the patch notes were “provisional” indicating possibility of further tweaks based on feedback(which turned out to be false)
if you think feedback pointing out a nerf was too much and that it included an undisclosed extra nerf is not good enough to be feedback to be point of point of trying to be insulting out of nowhere??? frankly i think that makes you a really annoying person and you make this community worse by existing here