Yeah it was clarified they were reverting axes too. Thank goodness, honestly.
The dowside of splitting the player base is obvious, but whatâs the upside (assuming toggle)?
One of the things Iâve seen peoole agree on in regards to âprogressionâ is that you can complete top level content with less than ideal weapons (although gear can ease the transition for people).
If that is true for you as well, then gear progresssion is only there to keep you working towards some goal. The game itself is entirely pve and doesnât have a competitive scene, so it doesnât have any obvious effect on the individual experience if you donât use it while others do or vice versa.
Patch #6 :
Bug fixes
- fixed a bug where psykers could use an ability called âbrainburstâ
- fixed a bug where ogryns could deal damage to enemies
Balance
- multiplied the dmg of every veteran weapon by 5
- the range of the flamer is now corrected to 350 meters
Crafting
- if you use crafting once the ability to craft becomes locked for every other weapon and class
I hope you like the changes and we look forward to ignore your feedback
(/s)
GIT GUD!
Frankly, if they really return to damages that were broken⌠thatâs silly.
My reflex is always to try an heavy attack when I see a mutant.
But actually, my concern is more the brunt Armoury⌠I want these changes reverted⌠51 items bought until now (see my post about this that I edit after every weapon bought) and no 370+.
They clearly have changed not only the limits but they have tweaked numbers⌠they ânerfedâ the brunt armoury to the ground
Itâs always been terrible. I havenât used it lately, but it seems like youâre just experiencing the RNG that a lot of others have always complained about. Though of course itâs not impossible that they have messed RNG up even more, intentionally or unintentionally.
I agree that a buff of the heavy for MkV is a more sensible solution than simply reverting - however if theyâre incapable of understanding the balance in time for a hotfix, then reversing is better than leaving it as is until next major patch.
I like that you added the whole plasteel/diamantine thing but can we get an option to turn off the sound its kinda annoying? The text is enough and somehow bigger and more visible than the kill feed, I would much rather know if the sniper is dead rather than who got what ressources.
Great idea.
Or tie it how many levels youâve gone over 30.
Terrible, yes, better than looking at the offered items, that too, at least for me.
Do you understand how rng works lol
Do you understand the statistic concept? lol
There should be an option to pay 100 diamantine to automatically roll 350+
200 for 370+
300 for 380 maxroll
We just solved diamantine sink AND people being excited buying stuff front brunts armory
Apply this diamantine sink into leveling equipment
+50 to guarantee a lvl 4 blessing
+50 to guaranteee a lvl 4 perk
numbers can be tweaked but this would solve 3 problems with 1 stone
Probably a lot better than you
And, if we are paying for a guaranteed perk, we should be able to choose it and not get it randomly.
Everyone is allowed to play in a system they like, at least if thatâs the moral end goal. You can probably think up why it wouldnât be good to get 2 of these teams to play together.
Look at any RPG with random loot, gear progression, and chase items. I know that people say itâs different in horde shooters, but if you think about it you quickly get your answer to your question.
Edit: This turned out to be more aggressive than I wanted it to be, sorry about that, Iâve got nothing against you.
I donât really, thatâs why Iâm asking.
If you were talking prestige items (in DT itâs penance skins) I would agree with you that it would be unfair if you could just unlock then instead of doing a penance, but as far as gear goes, noone will be able to tell much about your gear details at all.
I can understand it, hypothetically, on an base emotional level but I cant find any good reason against using such a system. So please do explain.
Really?
Donât you think the game will change substantially if people run weapons that are extremely optimized? Donât you think letting these people play with ârandom lootâ crowd would bring some toxicity? âWhy are you doing progression mode? You are hurting the team!â
At least currently Iâve seen less than 10 interactions like this in around 6-700 games, like âwhy didnât you bring a flamer to high-intâ in a very rude way or âwhy are you using that op weapon you tryhard?â. If we implement a system as you proposed with groups mixed Iâm certain it would be much, much worse if VT2 is anything to go by, just for people playing on the âleveledâ side. This isnât an emotional level argument, toxicity like this rarely stays in chat and usually impacts gameplay.
BTW, Iâd argue that implementation of the above system into the mainline game (and not into a modded realm) would negatively impact the progression system itself since resources for developing the progression system would be lowered, while apart from people who just want a level playing field would also doesnât feel good for FS putting manpower into developing something they donât interact with.
There are more arguments against getting these two groups to play together, even for arguments against the modded realm, or for the merits of the current system. They might be considered arenât important enough (that I donât believe to be so), but there are.
What if they just cap off craftable RNGless gear and let players who really care about top tier endgame gear grind out for it by spending resources rolling at vendors or completing higher tier content?
Fatshark would need to balance the game around the highest tier of Non-Rng gear but otherwise players who want to become more powerful and chase true endgame gear can do it to their hearts content.
Players can test all they want with no restrictions and players can chase for better gear while having a respectable baseline of crafted gear ready to rock. Perhaps FS may reveal something like this in the future like the Red V2 gear system.

What if they just cap off craftable RNGless gear and let players who really care about top tier endgame gear grind out for it by spending resources rolling at vendors or completing higher tier content?
Fatshark would need to balance the game around the highest tier of Non-Rng gear but otherwise players who want to become more powerful and chase true endgame gear can do it to their hearts content.
Players can test all they want with no restrictions and players can chase for better gear while having a respectable baseline of crafted gear ready to rock. Perhaps FS may reveal something like this in the future like the Red V2 gear system.
What you propose would eliminate the small chance of someone getting super unlucky that could happen currently, but that wouldnât make the âlevel playing-fieldâ crowd happy (that few people who keep commenting on multiple threads without an end).
IMO, not being able to get good gear to experiment with is way overblown in the current system. Iâd consider anything above 350+ on most weapons (outside TH, plasma, and some staves that need around 360-370 to have a better chance for desired distribution) to be perfect for that and they drop like candy from the shop. Also getting t3 blessings is super easy outside of designed low-chance blessings (like t3 blaze away). I get a t3 (or 2 t3) blessing from the emperor every (90%) run and you can buy 1-2 t3-t4 blessings from Melk per week per character.
I think that many people have a problem with how to engage with the system to have better outcomes, and are generally bad at using opportunities in the system to fix their specific type of bad luck. Edit: I mean many people who have problems with the current system.
For example, if you donât have enough bases you should buy up even blue items from the shop with a desirable trait and an undesirable blessing (because it will be blocked on upgrade), since if the problem is lack of base items you should have a good amount of other resources.
Another example is that having enough resources banked and picking up everything gray or green with base 370+ is something everyone should do (and might not do so). It helps a lot when you suddenly want to try something out and you already have an inventory full of bases to pull up.
Yet another is wasting a lot of resources trying to get the âperfectâ item reduces your chance to experiment. Once you pass the learning phase you should have around 10-20 games worth of resources banked up for you to use (and you should put in at least more than 3 games when trying something out, 10 isnât even enough to get a good feel for what most weapons are capable of, let alone 3).
BTW, I think that not shared âspecialâ weapons (staves, TH, ogryn weapons) take longer to acquire both because of a lower drop rate (this might be just because there is only 1MK), and because you donât usually have 2 characters of the same class leveled up.
I think the first problem could be fixed by giving drop-rate weight by the type and not by MK (Iâm unsure if it good change, but it would help with that), but I donât know what should we do we the second part. Overall the fact that trying out and leveling another character helps your main to unlock top/chase blessing is a good incentive, siloing for resources (but not curios, weapons, and âweeklyâ currency) should be lifted too for the same reason.
PS: It got a bit long, you managed to jumpstart my desire to make some actual arguments, thanks for that.
I would also love Crossplay. I have the game on Gamepass but the palyer base is abysmal. I would love to play on Steam but Iâd lose all the progress Iâve made. Crossplay would solve so many problems