Patch #14 Notes Part 3

Bro it’s a waste of time arguing with people who think void genuinely has down sides currently. Some people just aren’t happy with a weapon unless it’s playing the game for them :person_shrugging:

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There was LOT to pore through but is the toughness bug/all classes but ogryn seemingly taking more toughness damage like the old veteran bug being addressed too? It was confirmed on the bug report forum.

From watching streamers, I just fear people will happen to listen to the “one guy” lol

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I said ‘specialists’, not elites, (It can not be shown here). And just 90 damage added can replace these 3 modifiers? Your math is so good. And all of your words just show you haven’t used a revolver in damnation.

I haven’t been closely following this discussion, what exactly is your concern with the Revolver? Is it just the speed load blessing?

I use revolver a lot… especially since the buff and more ever with the skill tree update.
I use it on zealot mainly, veteran also and rarely on psyker (but I plan to play this… this is just that psyker is not a class I love).
On veteran, with the right talents, you can fast reload… so fast that the reload is no more a problem.
On zealot, you have to consider the time needed to reload. As alsozara said, there is a blessing to reload faster, and the trigger is right for a zealot (killing something in a melee should not be a problem for a zealot).
Personally, I prefer playing the revolver with the veteran. I have several setups for it (with infiltrate, without, with more ammos, without etc). On a vet, the revolver has so much potential. You can grab the talent that speed the reload relatively easily (at the beginning). Nodes to increases reload speed are not so easy to get. The result is, with any template, you reload really fast and you deal a max of damages.
On zealot, off course, the revolver has not the same purpose. It is used in the melee to kill a special, used also when there is too many ranged or when you face a bullet wall. That’s why the speed reload is not so important.
On the scoreboard, on my zealot I use to be in grey zone with ranged weapon (and yellow for melee). This is the contrary for veteran.

All the game, especially with the skill tree update, is matter of choices. You have a lot of opportunities. You can play pure ranged (vet), melee (zealot) or mixed (vet if you want to be more ranged, zealot at contrary).
You choose to use hand canon and surely one of the 2 critic blessings. That’s your choice. Then you don’t have the bonus to reload.

Reload on revolver is fine, especially when you consider it with a good revolver that has a +8.5% reload speed bonus and when you pick talents to reload faster. If FS wanted to speed it, the vet would instant reload the revolver.
So, the reload speed is fine. Just do your choices.

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My favourite setups right now have been

Vet-
Chainsword and Revolver. Ammo regen from left, and mostly support middle row afterwards. Focus on Krak Grenades.

Zealot-
Boltgun and combat knife with stealth zealot throwing knives. Move far left for the bottom tree for more crits. Use boltgun for crushers.

Psyker-
VoidStrike and illsi/demios forcesword. Mostly left trees. Get telekine shield. Go with warp charges. Use smite.

Ogyrn-
Mk 1 bully club and grognum heavy stubber. Pretty much just all left. Charge and rock throwing and all melee.

I try to avoid using duplicate weapons to add more variety and I try to have a main build on each class. So I also try to build for range, melee, and support focus instead of having all 4 be ranged/melee focused. Although truthfully I just got lucky and found these setups I performed the best with, and were fun, and mostly diverse. I experimented outside of this, but kept coming back to these setups. Some of these weapons may change after this patch though, like chainsword… maybe smite too.

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I’m disappointed that the Devil’s Claw didn’t make an appearance here. Since the patch, I’m praising the damn thing to the moon and back :joy:

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Maybe I will use it on Vet after the chainsword nerf :stuck_out_tongue:

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Catachan sword are really fine actually
I use it on my vet, this is a sort of heavy sword. You can kill hordes with this thing.

For me weapons that have a problem are (= weak weapons)

  • shotgun: let’s see if the ammo increase can make them viable even in auric
  • recon: you have the choice, power without ammo (VIa), ammo without power (VIId)
  • shredder autopistol: this weapon has always needed more more more ammos. Pinning fire nerf is good.

I did not test autoguns (headhunter / infantry) or crusher and maybe several others. But, my opinion is that the balance is not so bad.

Except we also have FatShark’s track record for stated intent vs. reality to consider. Along with two previous nerfs that were supposed for “balance” while they left the worst possible offender (combat axe + Brutal Momentum) untouched. Oh and lets not forget that they gutted PS’ed powered heavy attack to the point where it struggles to kill horde-type mobs.

At this point its better to assume that any downward change is intended to further render the Power Sword useless and any buffs are either a smoke screen or going to be clawed back in a hotfix. If only because it would fit their actions better than their own words do.

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Of the headhunters, I’ve only used the Mk III, but it feels really really good. Because of all the boosts to it’s crit/weakspot component, it is great with a crit build. Not sure how it fares if you don’t take the crit route though

Of the infantry Autoguns, I forget which one I used but the ammo (relative to the damage output) felt painfully low, I just couldn’t find a reason to choose it over the Vraks Mk III when I wanted an autogun

Crusher wasn’t touched in patch 13, but it probably feels worse because of the HP adjustments. I’m looking forward to trying it in patch 14 though.

IF you can accept all specialists takes more than 1 shot, you are all right.
But then you will take all ammo in game and be a burden, the god ogrin can not save you without ammo.

A small advise: the special action should switch the fire mode to the new one rather than just one shot. Don’t you find all their normal mode is so useless? Even the revolver is more ammo-friendly than them.

Not all specialists need more than one shot. A mauler needs it, a sniper, a trapper no.
Even a dreg rager I can one shot it if I assure a critic (with surgical strike you can… it just take time).

As a zealot, I rely on my melee weapon. So, ammos are not really a problem. I could see a problem when using HS/catachan sword, this would force you to watch your ammos as HS can’t deal with carapace.
As a vet, you do lot of damages. You one shot lot of things…

No seriously, revolvers are fine actually (thanks the buff and the last update).

Totally disagree. I know that several think that the special is the mandatory. I do that with the agri, the special is the opening, the normal shots are to finish.
But Kantrael is great as a fast weapon used in a melee, it is also a weapon that can cleave with the right blessings… I use the special only for the reapers and enemies packs.
Lawbringer is also great as it is the middle word of the two. The special is used rarely, against hordes.
I don’t see it like you do…

I don’t like this idea as it will also impact balance.

Let’s see if the increase of ammos is sufficient to correct the problem of shotguns…

Bombers, trappers, snipers can be readily 1-shot.

Flamers and dogs can be 1-shot under certain circumstances (I’m not sure if it’s short range, headshot and/or crit - probably at least 2 of those)

I have yet to one-shot a burster (maybe at short range, but that’s a ballsy move) , mutants are definitely not one-shottable AFAIK.

Currently phone posting so I don’t know the exact stats, but I think it’s high 70s/80 for damage related stats, and Surgical/Hand-cannon blessings

@FatsharkCatfish I noticed there’s no change listed for the heavy Strikedown of the Crusher. Is that intended? Given the proposed change to a more headshot-oriented weapon, it seems a bit strange given the weapons incredibly low headshot damage, or is the Strikedown attack going away?

Additionally, only the push followup has a change to the Finesse modifier - as mentioned above, headshot damage is really low, so is the lack of Finesse improvements intended?

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I use a revolver with nearly maxed out reload base stat and +10% reload speed perk in auric damnation maelstrom missions all the time. I like it. I don’t use the speedload blessing however as imo it is overkill and other blessings are more useful.

Here’s a whole Auric Maelstrom playlist. I’m running revolver with reload speed bonus in most of these, and I’m running scoreboard.

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I think that was the original point that was being made,in that the nerf just extends the gap between it and more useful blessings.

I don’t think the new value is bad, but I’ve never been able to bring myself to take up to 100% reload speed over Surgical/Hand-cannon, and up to 50% is even harder to justify.

Personally, I’ve got a revolver with 8.5% speed, 50-60 in the reload stat, and generally haven’t felt lacking that often. Saintly Gunslinger helps to smooth things out, but it’s not uncommon for me to take 5+ shots without being able to stack the buff.

It may be more useful if, say, it increased the damage for the next N shots (where N is the number of bullets reloaded while the buff is active) or something but with the exception of Psyker, reload speed isn’t hard to come by and the reload perk is often enough :person_shrugging:

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Yeah, imo it’s worth a perk slot but not a blessing slot. You can usually create enough space by sliding etc to reload in melee as needed. I haven’t tried speedload in months tho, so it might be worth putting on a revolver and trying it out just to see. Surgical, hand cannon, and point blank are all pretty good now, so it’s just a tough sell to use speedload. I don’t currently run sainted gunslinger. Here’s my build fwiw:

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