Patch #7

OK. Some ideas for ALL the energy/special 40K weapons that could have a huge impact on how the game could actually be more 40K’ish.

Power weapons generally exude a hazy field of bluish energy that wraps around the primary impact region of a melee weapon, be it a sword’s blade or warhammer’s head, which is capable of disrupting the molecular bonds of matter when it strikes. These weapons may be constructed to appear as a primitive, simple melee weapon, with the power field generator concealed within the hilt or haft of the weapon.
Once the power field is switched on, however, the obvious humming sound given off and the blue light emitted gives the secret of the weapon’s true nature away.
Another such variant is the Eviscerator, an enormous chainsword where the adamantium chain blade emits a weak power field.

[Power Sword] Power Weapons | Warhammer 40k Wiki | Fandom
[Power Maul] Shock Maul | Warhammer 40k Wiki | Fandom
[Thunder Hammers] Thunder Hammer | Warhammer 40k Wiki | Fandom
[Power Axe] Power Axe | Warhammer 40k Wiki | Fandom

[Eviscerator ] Eviscerator | Warhammer 40k Wiki | Fandom
[chainsword] Chainsword | Warhammer 40k Wiki | Fandom
[Chainaxe] Chainaxe | Warhammer 40k Wiki | Fandom
Here are some ideas for a more authentic representation in Darktide:

The Sword:

  • It gets turned on by the wielder when it is unsheathed and stays energized until sheathed again.
  • the DMG and STAGGER gets a little tweaked down to make up for its new energized profile.
  • The special activation is kept almost as it is. The difference is that it gives the energy field a boost,
    that acts similar to the old behavior to give the sword X swings (+X from Power Cyrcler) and boosts its DMG and STAGGER to the numbers it has right now. After those swings or after a maximum of 4 seconds, the power generator has to regenerate from its overloaded state and the weapon is without a power field for the next 5 seconds. 7 second if Power Cyrcler is applied to the weapon, that gives more swings on boost state)
  • the dodge distant from -12.20% and limit of 4 dodges is kept.

So that would mean:

  • the normal powered light attack would have a little bit more DMG and STAGGER then the unpowered hits right now. And it would only have a small cleave do to its closer X shaped attack pattern.

  • the heavy attack with its wider swing and more body weight put into the hit would have the DMG and STAGGER chart, that the LIGHT powered attacks have right now.

  • the boosted attacks would use the DMG and STAGGER charts for light and heavy as they are right now.

  • in the cooldown phase the unpowered Sword has a little less DMG and STAGGER then it has right now when it is not activated. (That is the price to pay for having an on demand trigger to make some space for an important range attack or saving a downed swat member that is surrounded)


The Power Mauls (Ogryn and Zealot):

  • the Mauls gets turned on by the wielder when it is taken into the Hand(s).
  • they are on a low/high setting, meaning that they hit on light attacks a little bit harder then right now, but without the shock wave blast to surrounding enemies.
  • the heavy attacks trigger the shock wave blast and knock back like the energized hits right now.
  • the special attack puts the Mauls on the max power setting for the next hit. Dealing more dmg and blowing back enemies even further then it does right now. But after this attack both light and heavy attacks only opperate on the ‘‘low’’ setting for 3 or 4 seconds.

Dmg Charts changed almost like the sword( But give the Ogryn a little overall boost that he deserves for his Bodymass)


Thunder Hammers:

  • Thunder hammers are activated by IMPACT SENSORS.

  • the light and heavy attack patterns are changed so that the light is the relentless and the heavy is the strikedown attack.

  • for the light attacks the impact sensors are not triggered and deal just a little bit more DMG and STAGGER like light attacks right now. So they are used for CC and cleave dmg.

  • The Heavy strike down attacks trigger the impact sensors ^ on contact ^ and apply the DMG like a powered light attack right now.

  • when the special activation is used, it charges for some extra punch power for the next 3 seconds or the next hit contact. Giving it a little bit more DMG like a charged heavy right now. But! The user can choose the attack pattern on this one extra punch, weather he needs it to be a precise strikedown or the relentless side swing

  • Enemies when killed by an extra powered punch, depending on their body mass and the used strike pattern are pushing other enemies and stagger them a little bit (Crusher Curling)

  • After the extra power punch the Hammer has its old pre patch 7 self stagger animation time.


Power Axe:

  • Who knows? Maybe you bring it in one day :slight_smile:
  • Almost the same as the power sword suggestions, just with a little bit more dmg doe to the higher impact force that can be applied with them.
  • But with a massive drawback on its defence (block) ability doe to its unhandy blocking possibility

(The combat Axe could be finally a possible weapon for the Ogryn that is meant to kill things instead of shoving them from left to right and back on the ground. Maybe he sometimes miss wields it and smashes it with its flat side into the enemies face like a pan)


chain- sword/axe:

they are both quite ok right now. Maybe the special ability Rev mechanic could be tweaked a bit.
Something that is more in line with its 40k wise trigger mechanic, where the wielder is able to make it rev up faster depending on how he uses the trigger while swinging and slashing.

-Something like that could be implemented by making the special ability more like an on/off switch for the Rev. So that the revved up state of the weapons stays on for a duration of 5 or 7 seconds.
That way it would be possible to shred into multiple targets with the special attack.

  • But for every stacking special rev attack that gets chained, the duration of the animation is made longer, so the wielder is more and more open for being attacked the more special attacks he chains together in the 5 or 7 seconds. High risk/high dmg potential.
    (after the 5 or 7 seconds special activation, the weapons has to cool down its engine a bit and thus the dmg is lowered for 7 seconds)

Eviscerator :

The Eviscerator needs to be more in line with the real 40K Eviscerator. It has an disruption field generator build in that shrouds its teeth in a crude form of energy field, almost like the Power sword. With this energy field is not just sawing, it is disrupting the molecular bonds of its target and performs more lick a Saw where every teeth has a even smaller and sharper chain sword attached to it.

  • Thus the Eviscerator should get a little bit tweaked on the field of general cleave application to bring it more in line with the bladed power weapons, where it should be.
  • or even something like the idea for the other chain weapons with a possibility to chain the special attack at least 2 or 3 times.

(Also the Eviscerator would be a good candidate for a new Mark. One with a simpler attack pattern, that does not requires attack pattern combos for 2 or 3 hit vanguard combinations. To make the Eviscerator effectivly playable for a wider audience, since many players have shared their disappointment with the attack combination of push-attacks, lights and heavy attacks, that are needed to let the Evis do consistent horde controlling cleave dmg for such an iconic class exclusive weapon. Maybe with the compromise of a little less dmg to make up for the easier attack pattern)


As a little bonus idea for the Force sword:

  • a possible combo attack for the special ability of the
    Deimos Mk IV- and/or the Obscurus Mk II- Blaze Force Sword,

where the psyker infuses all the build up peril he has into his target, when he uses Psykinetic’s Wrath while the special attack sequence is triggered. And if he uses at least 70 or 80% peril on that infusion, his target explodes in a blue blast of warp smoke and spreads X stacks of Soulblaze to 5 enemies next to it.

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