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Weak?! Unchained wasn’t weak before. She had some problems with diversity (as she had only a strong offense build) which have been solved with the BBB (where she also has a strong defense and support build).

However, the current Burning Dregs is simply broken. The talent should stay but it needs major adjustment.

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Idk, she was not so tanky as a tanker before, imo.

50 % damage reduction. How much more do you need?

She was super-tanky. However, she punished you for playing badly aka as getting hit multiple times in about 3 seconds. Also, she is not meant for hit-trading …. which is also playing badly.

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Yeah honestly Unchained was not bad at all before this BBB. I used her on C3O before and performed really well, it’s a very survivable and very tanky career. Very resilient against chip damage that you take every so often, cause you will never explode from the first hit no matter what, and you always got that back-up save with ult. Fire sword tHP generation is honestly insane with stagger, and although I never used it, Fuel to the Fire giving 25% power is big, combined with Barrage that’s 50% more ranged power for something like fireball to build up your heat and do some damage, or just spam it with some venting from conduit.

I think the only real problem with her is lack of talent diversity. She had quite a few weak talents, and had mainly 1 real pick for each row. Problem was talent diversity, not power.

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Being a sponge does not really make a career interesting to play. She had to provide some sort of support and/or control and/or damage (like all others “tanks” do). Emphasizing a specific role in a team.

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It doesn’t make it impossible, but it makes it very hard in high difficulties, it’s no big deal in Legend, but it’s big deal in high Catas and then slap on it even good ping and it’s just, no, screw this weapon, kinda situation.

I played a bit as client in Cata 2 and it was just garbage, if this change was to stay, the weapon would be basically dead for me. I would just take something that I can actually use, move and block with. Halberd felt ok when I did one round with it

Exec was still risky before, and the inability to block was pretty annoying, but it was good and fun to play.

This is even worse, since it’s 1 swing vs 0 swings in many situations :slight_smile:

There is, if landing an attack gets to the point where it’s suddenly huge struggle, that’s a problem.

I used it often on all classes and it was fun on all of em, weapon that is available to all of them, should be playable on all of them, not on 1 with full attack speed focus and only feeling decent when all the buffs are up, that doesn’t sound like good design to me.

The buff is pointless, who needs more crit on lights, nobody, really, you just decapitate stuff if you aim properly. And get SS running just fine anyway.

Yea, this was my main point, before it required precise timing, even when playing as host, now if you try Cata 3 as client … it’s getting just super annoying/ close to impossible, while this issue is not there with other weapons.

As for Cata 3 different, the enemies attack faster on higher difficulties, which is why if you test the weapon in Legend, you might feel like “meh, it’s bit slower but still fine”, while if you try Cata it’s getting bit nastier and if you try Cata 2-3 it’s just complete garbage and you don’t wanna play that at all.

That push talent is a joke, with 3 seconds.

And it’s on-connect. It’s not like Maiden that you just dodge, you actually have to connect the push to enemy and with that super short push on Exec and range of all the goats and vermins, it’s just bad. At least they “buffed” it to 3 seconds, the 2 seconds were complete trash. Oh and ye good lucky pushing the bosses, chaos warriors patrols etc, to get this amazing buff for few seconds that also costs stamina resource.

This certainly is not good talent to mention as remedy for slow exec imo.

And with the Merc others pointed out well, that you’re not getting the buffs in crappy situations where you need the attack speed the most.

Yea don’t even get me started on this … it’s still not fixed since they broke it in WoM beta.

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Actually, there is a new setting in the gameplay section for this, go check it out, helped me a lot with the same problem.

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Ok, thanks for tip.

How exactly is it any different on cata 2 or 3 than one, if the breakpoints are similar?

This is another ridiculous comparison that doesn’t help anything. Needing to play purely defensively in a handful of situations is not the same as a consistent 100% decrease in efficiency. This sort of hyperbolic feedback doesn’t help anything.

This decrease really isn’t large enough to leave you completely unable to swing, and frankly if that’s something you’re legitimately having an issue with it sounds like a user error problem. There’s a huge gap between needing to be more conservative with swings and just going “oh well I guess I’ll not swing at all because my weapon is a fraction of a second slower”.

Did you also refuse to swing if SS wasn’t up?

It was never good on huntsman and it’s always just been decent on FK. Nothing actually changed in that regard. Weapons being strong on certain careers and not others is an important part of creating weapon variety, you’ll never eliminate there just being a single weapon that’s almost always the best choice otherwise.

Do you have numbers for this? As far as I know it’s just a step up from legend in terms of spawners, and an extra special from cata 1. Threat and intensity might function a little different too if I recall right, but I can’t be bothered looking through the code for that. I’ve not seen anything saying attack animations are faster.

Quick parse through the code comes up with this in breed_tweaks: where blocked_duration is probably the stun duration on enemies when you block them, and attack_finished_duration is probably the cooldown before enemies can attack again after a swing. For reference: “hardest” is legend and two numbers means 50/50 chance of either one.
BreedTweaks.blocked_duration = {
skaven_roamer = {
harder = {
1,
1.2
},
hardest = {
0.75,
1
},
cataclysm = {
0.5,
0.75
},
cataclysm_2 = {
0.5,
0.75
},
cataclysm_3 = {
0.5,
0.75
}

BreedTweaks.attack_finished_duration = {
skaven_roamer = {
harder = {
1.6,
1.8
},
hardest = {
1.4,
1.6
},
cataclysm = {
1.2,
1.4
},
cataclysm_2 = {
1,
1.2
},
cataclysm_3 = {
1,
1.2
}

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Interesting, so you’d have about a 200ms difference on average between attacks in cata 1 and 2? I can see that making a slight difference, though not really an attack speed change imo. Appreciate the numbers either way though.

Does armory still crash or do we have exact numbers for exec sword heavies? I can’t imagine they take so long that you’d be completely unable to weave in attacks between swings.

If I’m reading right it’s either 0.3s or 0.6s for the damage window to start for a heavy attack, though I’m pretty new to the source code stuff so could be way off.

Still crashes, but I can tell you the numbers before: 1.6 seconds chaining Ex sword heavies, 1.5 seconds block cancel/QQ cancel H1. (Charge time is 800ms per Heavy)

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1.6s for the full animation yeah? I’m not too sure that this nerf would have a huge impact on either getting the attacks out or landing them then, past just making timing more precise which I think was the goal. Maybe in specific ping ranges I guess?

800 to 870ms~ charge time isn’t such a huge gap that I’d say it makes the weapon go from amazing to useless, which was really all I was taking issue with, and if the entire animation was 1.6s before it’s too long to really use that 1-1.2s gap on cata 2 anyway, without getting into a heap of detail about specific lengths of particular enemy attack animations and other topics I doubt anyone can be bothered talking about (including me).

Would be much easier to talk about if all this info was somewhere easily found for us though lol, though I appreciate you giving us some anyway.

Only slightly related too, but I don’t think higher cata levels should be a big focus for balance anyway, considering they only exist outside of weaves to people on modded and some buggy live lobbies.

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Not really sure where I’m supposed to give my feedback so I will just settle on here. I really dislike the longbow zoom change, the weapon had a flow to it and this one is just snaping. And if your monitor doesn’t have a high resolution like mine, you can’t really see what you’re shooting until you zoom-in, and with the bow as it is right now it just takes longer and feels very clunky.

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I’m talking about speed not breakpoints, enemies have faster attack animations on higher difficulties and if you have so slow weapon that at that point u just can’t use it in many situation, that’s a … problem.

It isn’t what are you talking about, did you play thru weaves or Cata 2-3 on modded realm ? There is crapload of enemies everywhere and bosses on top of that, and if it takes ages to do the attack you do no attacks, because if you try you get poked and insta-rekt because enemies are so fast and you can’t even block it.

And you’re under pressure all the time.

And weapons need to be balanced from top down, not from bottom up. If the weapon sucks at top difficulty it’s a problem.

Either you’re god player or don’t hear what I’m saying. Like sure I’m not in best form, got high demanding job now, can’t play so much as before, but I have like 3000+ hours in this game, did full Season 1 weaves and basically everything that was available on modded realm, so if the issue is that my skill is too low, well then that’s some high standard we got going here.

Not sure what this means. In bad situations you quite often don’t have the SS up, you do have it up usually when stuff’s going well, not when there is swarm of elites around and boss is jumping over you.

I do agree here, it was best on Merc and lately it was the best on new Knight, but you could still do great and have fun on Huntsman and same went for FK with full DPS build and pushing everything like dummy :smiley:

Well Pershing has :slight_smile: And I bet the numbers were worse in Cata 3 in Season one. Since the enemies were super quick in C3 back then.

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When you say hit trading is playing badly, do you mean that specifically for UC or all careers?

Well, for Unchained it is obvious. But I meant it in general. The game is designed in such a way that you can avoid nearly all attacks outside of specials. You have dodge, block, push and active skill to counter enemies + killing them before they attack you, especially if you play with your group. Purposefully trading hits or even taken in into account for being careless is playing badly. My opinion.

I understand that there are careers which need a more aggressive approach and generate so much thp that they literally don’t care. Doesnt make them good players though. This can be seen as soon as people switch careers. I mean I am not better. The moment I switch away from defense/support orientated characters (like IB, Unchained, Handmaiden) I keep failing despite playing the most overpowered stuff.

Zealot and Slayer don’t get interrupted while doing heavy attacks. That, +dmg reduction/temp health generation means they can afford to take damage to deal damage when others couldn’t.
Generally I avoid taking damage on those careers, but if getting a heavy in as Zealot means I can destroy a banner and the damage I take will be manageable, I do it.
Health is a resource. It’s meant to be used.
Edit: This does apply in a limited extent to every other career as well, because of the end lag after some attacks.

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Like I said, there are careers not caring. And I would like to differentiate between taking a risk to take down a larger threat and purposefully trading hits.

For me health is a safety-net. Every damage i take is a mistake I made somewhere.

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