That talent is not strong enough to use it if you are using a staff, there are just better options in that column. However if you are not using a force sword, instead run a non-force weapon and a gun, it’s the only choice in that row anyway. 3 stacks isn’t much, even on hit, I don’t think repeated application increases the number of stacks? Only refreshes the old stacks?
Let me toggle this abomination.
Yeah the notification is actually annoying. Glad to see Expansive was made better, gonna have to run it with shovel later. And while you’re buffing Speed Flame specifically, what about the half dozen other reload/sprint speed when active blessings? Inspiring Barrage only affecting the bottom 50% of a magazine. Or how Zealot still can’t coherency regen toughness if his stamina is less than 100%?
Tbf they said this patch will be a small one in the last comm-link, as the buffs on Psyker / Ogryn will be small. And i´m atleast somehow glad they focused on the “not so good stuff”, instead of overbuffing everything.
But i really don´t get why a blessing of the flamer got buffed, when the weapon needs nerfs.
Not really true. Inner tranq is still good with KB for more BB spam. Also makes KD reviving even more broken. So yeah wholly disagree with that take.
That’s silly, just cut out the middle man and BB them directly at that point. What you’re suggesting is a very poor strategy while KF has a 15 second cooldown with no UI indicator to let you know when it’s off cooldown. Besides as stated above inner tranq still very much has advantages on gun Psyker.
On Damnation with a nearly ideal roll, my Combat Axe now takes almost as many weakpoint heavy hits to kill a maniac rager as it does a crusher, and its time to kill on maniac ragers using light attacks is also abysmal. From 0 stacks of Rising Conviction it takes 3 light attacks aimed at head to kill an armored rager but 7 similarly aimed to kill a maniac rager. I don’t know what got “fixed”, but this now feels terrible.
So… no fixing the Psyker playstyles you removed for no reason in a previous fix. No dev notes to explain why it was done, or if you even have the faintest idea of the effect it had on playstyles. Considering staffs like Trauma pretty much require peril resist and 6 warp charges to get enough resist, the increased damage for warp weapons will go unused except for those who run a force sword melee. So… a buff to Purge staff users, I guess, and gun psykers with a force melee.
What about the rest of us? Where are the balance passes on the staves? Where are the balance passes on the truly tragic blessings for the staves? Where’s the thing that will make non-force melee viable and quickly quell?
The itemization and RNG is still truly horrific, and raising the bar from 280 to 300 is just a big fat middle finger. Honestly, it’s so transparently just to make it look like you care, but really you are dead set on keeping the itemization as horrible as possible.
Why are you trying to kill your own game so hard, FatShark? What’s wrong with you?
I wonder if this means improved FPS, particle effects in general have been the main reason for my FPS drops so far
Aren´t you tired to write down the same moaning every day? Seriously why do you still play this game?
A lot of stuff goes into the right direction, not everything, but a lot. They didn´t kill your playstyle, they fixed a bug, otherwise they woulnd´t have fixed it. And since you moan about the bit of RNG all day long aswell, because “you want to try out so many builds”, what´s so hard to adapt?
This is clearly not healthy anymore… get over it. 90% of all your posts are just moaning / whining instead of being somewhat seriously constructive.
While the tab screen change is ok it’s also already way more annoying than the current mod ui. If it does that evey time for every resource picked up judging off how much they get picked up that will get grating.
Edit: Guess what, it’s annoying! So, how do i turn this off?
Look we don’t need every little notification to pop up in big bold letters on the left or right of the screen center, just add it to your normal notifications where the kill feed is at and have a little icon or make the text a different colour. I don’t understand why you chose to make it large and intrusive when you could have just put it on the part of the screen where nothing is going on.
Oof, still not great and tbh a straight nerf if it doesn’t apply to toughness damage
I mean, it’s better i guess. Suppression immunity and stun immunity is cool but it’s not exactly the feat that everyone was complaining about.
I mean that’s good but still doesn’t really address the passive quell speed change or the lack of build variety if you don’t choose a staff weapon.
Finally!
That’s a good change. Not crazy about the lowered duration considering needing to switch but not a bad change.
Flamer nerf thread isn’t going to be happy about this one.
Overall i was expecting a lot more as far as the ogryn and Psyker went? It seemed like from the previous post there was going to be a lot more fixes / changes but this just seems like some really basic qol additions.
Mostly skipping weapon fixes since those are good and nothing really to comment on. Sill a little curious that there is no mention of the preacher F interaction with melee weapons.
This is a step in the right direction but would need to play for a bit to see if it has any real impact. I still think 320 is the right number as you can still get some real trash below that and it would give a +/- 30 range instead of +/- 40 but ehh. Not getting bad greens in Heresy or Damnation is nice.
This is a good step i guess. Even then there really needs a salvage key for a lot of this.
Hoping that the patch at the end of the month is far more substantial as this is mostly just stuff that was needed more than anything else.
Edit 2: as another note wasn’t there a mention of sticking an icon next to a blessing you haven’t gotten yet? Am i taking crazy pills or is that going to be a next update thing?
If we’re going back to blessings being able to affect weapons when not equipped, can we -please- have Deflector function on revives again?
As is the buffs for psyker are pretty meh.
He gets screwed over by RNG?
Also, from personal experience, I ain’t getting enough resources to warrant experimentation.
Yes, we all know that. I’m talking alternatives.
Instead of fixing the hitbox of (other than mk V) combat axes you’ve nerfed them all to the ground.
Being able to kill maniacs fast vastly affects your chances of clutching (salvaging) a game when things go wrong.
Here’s some feedback on how the nerf affects combat axes:
- Used a combat axe mk V with godroll modifiers
- Level 4 Headtaker
- 5 stacks of Headtaker
- 5 stacks of Rising Conviction feat
- Hitting weakspot only
Results:
- Ragers take 5-6 hits to die (weakspot hits only)
- Mutants take 6-7 hits to die (weakspot hits only)
- Trappers take 5 hits to die (weakspot hits only)
- Flamers take 3 hits to die (weakspot hits only)
Damnation High Intensity you have multiple occasions where you need to deal with any combination of 3 ragers, 2 mutans, 2 trapers, 2 flamers combined with a horde a couple of bulwarks and crushers.
Killing high threat targets FAST is ESSENTIAL. Now you’ll probably say “that’s why you have 3 team-mates” but in reality you are just describing the optimal setup because most of the times two of them will be dead by such combo and you need the other 2 to clutch.
Nerfing weapons to the point that is impossible to clutch with them means you are tuning games so that IF a team-member goes down the game is over cos no-matter the skill level and tactics of the remaining players there’s simply not enough ability to deal with certain threats (edit: before getting overwhelmed)
This is the combat axe btw:
p.s.
RIP my beloved combat axes. Till we meet again…
Dunno, you can still play force-sword and make use of any feats, maybe even more force-weapons will come in the future.
And while playing without staves or force-sword, it´s only 1 feat becoming pretty irrelevant. The rest is still usable and just a matter of your own preference for your ultimate and how often you want to rely on BB.
Hidden nerfs? There’s certainly nothing in the patchnotes about it. I guess FatShark is doing FatShark things again.
Edit: Nevermind. Seemingly it’s a ‘bugfix’ where they previously did ‘incorrect’ damage.
Sure. Just like demolishing Psyker playstyles with no rhyme and no reason given was a ‘bugfix’.
They also did it to Bull butcher. Does like half the maniac damage or less now.
Oh well. Indirect buffs to anyone using a ranged weapon. Veteran was too weak compared to other classes, clearly.
I like small balance changes. I think more blessings should be given a bump. Stripped down could use a similar buff as Quickflame. Would also like to see some new content finally.
This was a bug? Wow, just wow… this is very out of the blue.
I think everyone was expecting this tho, the light attack damage to maniacs thing was obviously a bug, surprised it took them this long to fix tbh