Patch #7

Well a head shot absolutely will kill with slaughterer though I agree it shouldn’t be so blessing reliant.

This is a lot of guns, like the new Achlys Stubber has very high reserves scaling with the Ammo bar but we don’t get the other 20% so its barely more than Krourk despite the balance sheet suggesting otherwise.

I had the displeasure of trying it today and it was absolutely kakadoodoobrownbrownnumber2 gameplay. What a phreaking disaster. I can’t imagine anyone playtested this. Anyone who playtested this would have instantly known it was assinine and canceled this feature.

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Pretty much, after this patch I’m not giving Fatshark a single euro again.

Furthermore I’m not gonna grind either, since every patch there is a possibility that they will simply nerf your grinding project because a loud minority of sweatlords constantly screech about nerfs.

Sadly, this.

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At this point I’d rather they just delete it , having to jack off a weapon to make it work for 1 charged swing is lame as hell, its not even a power sword its just sword now

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Why can’t you just do 400 rolls at the casino and get the power cycler?

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Sometimes even 400 attempts to get that cursed blessing is not enough :slight_smile:

Anyway… review bombs dropped Darktide from 65% recent to 61%. Ouch… And was hoping that it will finally rise from Mixed to Mostly Positive in a month or so. Now i do have doubts.

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It was literally at 28% at one point and the super sharply rose to over 60%, something tells me it’s was Tencent bots protecting their investment anyway.

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Nah, that’s just how that particular number works, it only grabs the ratio from the last X amount of days, so when the negative review spike from the open letter fell out of that period the rating jumped a bit. The overall rating has only moved about 2% or so in the last 3 months.

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Having played PS since the patch, this is the only thing you needed to do to this weapon to balance it. This, or reduce the extra charged attacks from Cycler by 1. The nerf was overzealous.

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I appreciate the more nuanced take here.
I’m just gonna have to disagree with the MH balance take and the points you outlined as to why you’re right, they are not even true. Elemental damage is by no means too weak, it is simply harder to understand how to make it work and it heavely matters on the weapon. That is atleast true for World. In Rise more weapons are more viable with elemental playstyles (they got buffed in the next game :wink: )
You can make almost anything work in MH. Every single weapon is viable for speedrunning. Ofc some are “more viable” but if you have 14 choices, 1 will always end up being the best. If youw anna see some examples of speedruns where even the “bad” stuff was made look OP, Darkside on YT has you covered.

I get why ppl ask for nerfs and why nerfs are pushed through faster than buffs, they are easier to do and ask for.

The point behind saying that a nerfed weapon will become “worthless” was more to say that it’s more of a kick in the d*ck than anything else. It sucks so bad that you decided to got for a specific weapon and blessing combo, then you finally get it after 2 weeks and then less than 2 weeks later it gets nerfed. If you had known it will be nerfed in the exact place you decided to even go for it, you never would’ve gone for it in the first place. And that exact feeling is what DT needs none of. It’s haning on by the skin of its teeth already. You only have to scroll up to read more than enough responses of ppl talking about this exact problem.

I like that you want do draw from VT2 for balance refference, makes complete sense, that’s what i am doing too. The issue here is that the difficulty ceiling in DT is far lower than VT2. Combined with a harsh increase in reliance on RNG giving you something compareable to what you could easely outright craft in VT2, nerfing is simply not the way to go if your goal is to make the majority happy. The important point here is that it’s the combination of the previous 2 points that do not make nerfs acceptable.

I get that nerfing the few things that stand out seems like the easer solution to bring the weaker stuff “in line” but as someone pointed out before: the stuff that needs help won’t all the sudden need less help because it now compares better to a nutered version of its competition. That is just flat out wrong.

AGAIN if you chose to go the nerfing or buffing route, you have to chose what makes more sense for the game & systems. Nerfing the few standout best items while a bigger portion is in D to C tier makes no sense. It also doesn’t make the game harder. You can already bring (almost) whatever you like for as long as you have 3 competent teammates with similarly decent builds and you will just run through the map no issues.
It’s clear that how DT should be balanced is by buffing the difficulties to reflect closer to the difficulty-jumps in VT2 and then bring the rest of the arsenal up to par with the more viable options. If something still overperformes AT THAT POINT please nerf it with more care so it fits in. This is done under the assumption that not much will change in the way DT handles progression! An important sidenote as if by some miracle it all gets changed to the way it worked in VT2, nerfing will be way more acceptable.

You said it yourself: “Nerfs can do the same as buffs do. It just matters where you set the middle of balancing.” The middle should be closer to the top because of the RNG in progression because it cannot make your existing arsenal so much worse that you don’t want to use it anymore since it took too long to get it.

Edit: “If you asked me, FS should balance every weapon in its core and get ride of stats in general, issue solved.” Fully agree here btw.

As i´ve already said to other poeple, it´s another topic… balancing shouldn´t rely on the circumstances the game throws on the player with side-content.

And as i´ve said pretty much since release, FS should do themselves a favor and:

  • either come with a decent endgame-loop where you´re able to earn a currency to open the locks on gear / set modifiers as you wish etc…

  • or should rebalance the weapons and get right of extra-stats. Bring utility on top or funny perks like the elite-explosion on the flamethrower.

It´s really not that hard to introduce…

It actually depends where you set the balance-bar. There are dozens of poeple face-rolling damnation. Sounds exegerrated, but it´s a thing. It´s nothing in comparison to V2´s cata.
And i don´t think it´s something good in long terms. Ofc they could also patch a new difficulty on top, but there are a bunch of reasons why it´s better to keep the current 5 in a better state. As i´ve said… it´s more in the players head in the end being like “But i can´t clear damnation now…”.

I mean… as you´ve written down by yourself:

And i really do see an issue here. Being competent is one thing, but finishing runs on the highest difficulty permanently without many issues shouldn´t be a thing.
It shows to me that dozens of weapons are viable and too many are too strong against everything but carapace. Especially elites are no threat anymore.

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Good patch.

“As i´ve already said to other poeple, it´s another topic… balancing shouldn´t rely on the circumstances the game throws on the player with side-content.” Guess what, currently it does. I agree it shouldn’t but it does RN. We agree man, you’re saying idealistically it shouldn’t which yes, that should be the case. The current system needs to allow for that and, again, RN, it does not.

Damnation in DT should be the same thing as Legend in VT2 and it somewhat is. The only major difference is that there is no additional higher difficulty for the better players to sink their teeth into. How easely & consistanly you can clear damnation should (somewhat) remain the same since it’s by far the best place to grind and “progress”. “but finishing runs on the highest difficulty permanently without many issues shouldn´t be a thing.” Yeah i agree so why not make Damnation not be the higest difficulty WHILE progression is the way it is. Making a T6 shouldn’t be that hard either, it’s a question of numbers at the end of the day, right?

However they decide to fix progression so that balance doesn’t have to respect progression is fine by me. It just needs to happen.

I’ve said it before but Heresy should be the primary farming difficulty. I honestly think that would benefit everyone. At this point I’d be pretty happy if they just buffed Heresy rewards to the same level as Damnation.

We already have 5 difficulty levels. That feels like it should be enough if they’re juggled sensibly. Give us no grinding incentive to do Damnation then there’s no reason for anyone to complain about it being tweaked to the point it breaks our balls.

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yes, 1 or two changes… not 5 :stuck_out_tongue:

so it takes almost a full tank to kill one of these guys in very close range. this sucks

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Yeah, I’m with you here. To me, Heresy feels about like Legend in VT2 (maaaaaybe a tad easier). Definitely harder than legend with high intensity. Damnation though feels easier (but also more chaotic) than VT2 Cata.

I think 5 difficulties is plenty. If heresy rewards were nearly the same as Damnation, that would free them up to tweak damnation and make it a little harder.

My dream from there is to then have a “hardcore” mode, which turns on a nominal amount of friendly fire, reduces wounds another step (one down!), reduces the amount of ammo and pick ups in the map, and tweaks enemy damage/health a little further.

So you just skipped:

  • that fact you can kill any number of elites in blob without even reloading
  • i sprayed, when for 1-2 enemies you will just stack burning effect
  • i overkilled them with direct damage, not killed with dot
  • i haven’t used ultimate for a damage buff
  • i was staying close just because, flamer effective range wasn’t nerfed

Maybe it’s better to play the game? Cause it seems all those drama queens reacted so hystericaly cause of word “nerf” and not cause they tested it.


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Totally understand that, thank you for your feedback on this i’ll be sure to pass it on to the combat team!

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