Yes. The buff to damage given by Enpowered Psionics simply means that we go from tickling the enemies with one hand to tickling them with 2 hands.
100 times this. Especially as also this patch seems to completely change the balance and working of builds/bless. Either that or give us much more plasteel for the emperor’s sake. I spent I don’t know how much after the patch, and now lots of build will need further tweakings or to throw away completely weapons because the locks.
Oh, and on a side note… I don’t know why you guys at Fatshark love to not show us numbers but… please do. In the interface I mean. Maybe as an option. It would also help us flag issues more reliably ffs, it’s unbeliavable the amount of guessing we have to do and it’s just not fun. We have other things going on than your game and when we spend time in it, I’d like to feel like I have agency and know what I’m “working towards” rather than “guess I’ll try this and see how it feels”.
It’s a shame that ogryn’s “batter” was nerfed, as shield ogryn was one of the more useful talents on high difficulty.
Hopefully fatshark will reconsider.
Per 10 seconds for all players, and this means that other players will"steal" this buff, what’s more, this talent will not be triggered when no cohenrency with anybody, so “loner” is almost necessary and this talent will be a terrible choice when the squad has more than one fresh player, this talent cannot save him, and cannot help me neither.
About topic about fragile, I mean that zealot do become more fragile compared with BEFORE, and please don’t forget what our best big boy got in last update, now ogryn can rip everything in front of him with a ripper gun or and “feel no pain” when got hitted. I think this is not fair for zealot. I cannot expect that zealot may deal more damage than a ripper gun or left branch ogryn, so at least I hope that zealot could get more toughness, for example, “holy revenant” should regain 25P health more in my opinion, to allow zealot can do something more than stay behind.
About overreacting…well, you are right XD
But I do hope that dev consider this carefully. Zealot don’t deserve this.
Speaking of the fact that you previously updated and removed the immediate reload ability of the Veteran, I have no objection. This ability greatly enhances Boltgun’s combat range, while another stumbling enemy’s blessing for increased damage also gives this gun the ability to continuously fire 30 rounds of bullets with around 1000 damage. You have also weakened it. I have no objection, it is indeed too unbalanced. But looking at the moment, should you give this weapon more compensation, such as increasing its ammunition and basic damage? It’s too bulky, slow to change ammunition, extremely high in the backseat, but its damage is not as good as a small left wheel. As a landmark weapon in the 40K series, I don’t think it should fall to this point. Please strengthen its basic damage and ammunition, so that it has the destructive power it deserves
That’s annoying. I’d suggest raising a bug report just to get confirmation that this is intended behaviour. The once per player per 10 seconds would be OP with current numbers, but the function would be useful.
Even if it was once per player per 30 or 40 seconds, it’d be way more useful since at least you know if the buff’s ready or not, rather than “Oh, dude dipped his toe in fire and took the buff, and you’re about to get smashed in the head”
Well, you’re going from “really f-ing survivable” to"really survivable".
Personally, I rarely use Holy Rev/Until Death (they don’t really fit how I like to play), and have never felt lacking for it. The situations where it saves me are usually the situations that I screwed up in (messing up a dodge vs Crusher, getting caught out of position and CCed).
If you pair Holy Rev/Until Death and that talent near the top of the middle branch, you can recover up to 50% HP, depending on what hit you.
There are things here that were choices (shroudfield with DH by example) and others that are just balance.
Shroudfield could be used to grief other players (and also for valid tactics). They decided to not allow these behaviors. The nerf about damages is cause of the possibility to one shot DH and bosses.
About damage reduction, I can understand they lower it a little. It was a little too much. However, my fear is that shroudfield nerf + damage reduction will impact too much templates using daggers.
These builds are not the strongest, but are fun to play.
Let’s see with the patch.
Zealot is my main char (I have two to be able to do contracts on zealot 2 times per week)
I don’t feel it is weak, I would say that for psyker / veteran (but it doesn’t mean that they die more as you play difenrently). About Ogryn, I have the feeling the game is a lot easier with this class.
So no… I don’t think it is weak. Let’s wait the patch and see how it goes for every class.
A year late, but it’s good that this is finally being fixed. And yes, I mean fixed. Those enemies that shoot just as much as every other enemy that shoots should obviously be classified as “shooters”.
Veteran stills needs some level of ranged toughness damage mitigation in Volley Fire. Completely removing this was a massive mistake.
Infantry Lasguns:
● Improved sprint ready up time for all Lasguns
● Improved hipfire recoil/spread for all Lasguns
● Increased power.
The handling improvements are all welcomed and necessary. Increased power is only relevant if it results in key breakpoints being hit. An 80/80 MGXII should be one shot headshotting almost every target (Ogryns, Mutants, Maulers being the exceptions) in Volley Fire regardless of range.
You ought focus on fixing the broken penances and finding a way to make all the REDACTED ones doable in the current game enviroment rather than rebalancing weapons. These broken things make the game still feel like its in its final phases of open beta. Also how about fixing the lack of female specific cosmetic models? I paid like £70 of aquillas and I do feel a little bit cheated that my females look even less like females when you put the androgenous faces + the male body model on clothes together. Stop the cosmetics “rotation” on the store. Its silly. I doubt I will be playing this game other than in couple of week/month bursts. You would probably have made double or triple the sales from me in the last couple weeks if I could just buy what I wanted from your collection rather than this extremely limited rotation system. Or atleast rotate the shop every week if you HAVE to use it. It is just an arbitrary limit on your potential sales.
I’m deadly serious about the female model thing though. If I can make (for free, and 80% of donations earned through the Nexus goes straight to charities) armour mods on skyrim that work on body slides for whatever body mod people want to use for both men and women… you can do that and more (such as a dye system which is basically a pure colour mask for certain parts of the texure map to allow for better mixing of cosmetic bundles) for your paid cosmetics. Just think about the £$£$£$£$. Also female armours and women looking like women is an established part of the 40k art style and lore (through the art), so it’s not like Im just some weeb who wants this. @FatsharkCatfish
Yeah perhaps but those penances are the only way for people who are tight on cash to get cosmetics. I would be livid if I were in those shoes. I find the combat to already be very fun. So its fine tuning now, imo. Broken things first right?
Thank you for clarifying that! The description made it sound like the slight-upward movement was being prevented, rather than just the visual layout being corrected
Correcting 1years old bugs and tweaking weapons balance is good and all but …
WHEN does the lock in the crafting systems goes AWAY ?!
WHEN broken penances on Ogryn and vet will be fixed ?
I mentioned this in a different thread. If the Ogryn/Monstrosity damage node is taken, all Ogryns and Monstrosities should be highlighted if Executioner’s Stance is the selected Combat Ability.
Agreed. Ironhelm is already complicated enough to continuously sweep-- it’s bag is being able to sweep through trash and land a special activation strike on priority targets. Losing the heavy 2 that follows the push-sweep is going to make trash management way more cumbersome for no potential gains.