I find it really frustrating that you would nerf passive quell for Psyker when the class is already struggling. This “fix” only serves to reduce build variety on Psyker, and makes me wonder if you’re actually playtesting your game.
This is the third update in a row in which a “fix” for Psyker has made the class less effective overall, and this time it comes with zero positive balance changes to counteract that. This has definitely killed a lot of my excitement for the update.
85.29% of Psyker’s weapons are now significantly worse than before the update, and the remaining 14.71% are only slightly better.
And with no notes to accompany the change, I have no way to know why you changed psyker in this way. I can only think of three possibilities:
1- Passive quell was too powerful, the change was a deliberate design decision to make Psyker weaker.
2- Fatshark implemented the change without considering class balance, they only considered it a bug.
3- Fatshark doesn’t consider the change a nerf. It marginally improves force-staves after all.
None of these possibilities give me confidence in the game moving forward.
I would argue that most of us, including perhaps the person you were replying to, want something better/different than what we have now, but not necessarily the mission screen as you imagined it. So I will also repeat my impression that the current missions feel more like an add-on to a proper game, but OK, that’s me.
It does in a roundabout way, because it means that you can spend more money or weapons in the store that may have terrible stats, but a good blessing. This is because you can now sacrifice the weapons to gain the blessing across your account. This would be a way to collect all the different blessings for crafting, and gives you a bit of a sink for all the dockets. Higher difficulty and side objectives therefore means collecting blessings faster than on lower difficulties.
Did you use the function for it in the crafting menu? If you go to inventory, and break them down, it will only reward dockets.
Doesn’t seem like the going rate at all. More like you got extremely lucky. Congrats!
FEEDBACK:
I did load the game up to check the hub updates. Getting an overview of the available missions and picking the one you prefer is slightly harder now due to how it’s organized. I know there is (maybe work in progress) a mod fixing this issue, but you (Fatshark) may want to consider at least sorting missions based on chosen difficulty and/or other sorting options (e.g. grims, scripts, modifiers).
Ideally, of course, it would be possible to choose a mission and (preferably) modifiers. Anyone remember that exact suggestion for deed rework?
More RNG, The misdirection and slight of hand is pretty good here.
A bit of a resource sink to use up the people swilling in Dockets to stop it getting out of hand like the onehundrety-billion parts and dust I’ve got in VT2. People are talking about spending hundreds of k for maybe 3 good weapons.
Still, we’re gradually moving towards a 1.0 launch date. Awesome!
Solid progress! Been messing around with the patch a little bit and seems really good so far. Too much RNG still, still annoyed with the locks, still don’t understand why we can’t just manually select mission/difficulty/modifier (at least for private games!), but overall it’s a huge step forward. Nicely done.
This one makes me sad. That was an issue? It was one of my favorite things when a barrel exploded while a player character was mid-line and they instantly halted to just scream as they got violently YEETED across the map. Always brought a smile to my face. Ah, well.
The best proposal I have seen around this line is to have all of them at once – have a status bar, and when you pass one then that lights up (say green yellow and red) and if you have all at least green you get some bonus, all yellow some other and all red a third.
If they implemented this then I wouldn’t ever need to reroll really since the awful forced level one is gone.
Personally, I don’t think Melk should be about the items as is now. It should be about purchasing agency, such as mission buffs from VT1 (e.g. +1% ranged damage for the next mission) and special Omnissiah actions - permanently unlock weapon/curio blessings/perks and boost the stats. If the full weekly contract performed on damnation were enough for 3 items, on malice for 1, that would compensate for a lot of RNG crap.
it depends of your difficulty.
Considering I have got purple weapon in damnation… I am not really surprised
I think that the normal way to get a weapon is now to buy a grey weapon and craft it.
I did it today, I have a new axe (modifiers 379, BM and I have put thrust +15%).
For this axe I had to spend 350k ordos (resold a lot of the axes bought) and I tried 3 axes to blue until this one.
Merk would be the second way to get a good weapon.
Shop will be terrible choice.
Emperor’s gift will give you weapon, but it seems that they lowered the quality you get.
And that s a bad move.
To be honest, I’m really mad about Knife Through Butter being removed. It was very useful when running the Shield and Club to apply bleed stacks and knock back hordes, since it’s outright damage is pretty low. If I want some boring passive damage boost to staggered enemies I’d just go for a weapon blessing or something. Knife Through Butter was one of the main feats for my shield Ogryn build, swinging through multiple elites and regular enemies or just sweeping away hordes. Overall the patch looks great but that one change pisses me off. I almost never comment on stuff but I felt that I had to voice my displeasure at this.
These “XP” adjustments to mission rewards are worthless after 30. These need to be changed to “bonus resources”. And should be as follows:
Uprising: +25% of all resources collected
Malice: +35% of all resources collected
Heresy: +45% of all resources collected
Damnation: +55% of all resources collected
This is how you make this work properly without pissing all of us off.
Your build was terrible then and you apparently just didn’t really notice. Hopefully this change will encourage you to run some builds that don’t put such an unreasonable DPS burden on your team mates. Bleed is not good damage outside unyielding enemies and hasn’t been for a long time. Fully charging heavy attacks is not something you almost ever want to do and Ogryn weapons in no way lack cleave to begin with.
That feat wasn’t savable. I wish they’d replaced it with something more creative but replacing it was for sure the right move generally.
The +xp% from secondaries and conditions should go towards +% resources too. Oh look, suddenly +xp% on curios aren’t completely useless (but still too low to really do anything noticeable).