the barrel buff is cool
Made my Krubers arming sword jealous, I guess. We’ll see if nerf is too big, but on paper it doesn’t seem that bad, compared to other weapons that are playable.
“Tweaked input buffering to more reliably switch wielded weapons.” this is music in my ears. i hope it kills me less now.
Yes, I mean that. It isn’t 2 hp when you kill a tagged enemy, it’s 2 hp x4 when anyone in the party kills an enemy that could, theoretically, be tagged.
Though that is immaterial to this patch - nothing there was changed, and I can neither answer why nor what the intended state is. We will see.
After this update, the game will not launch for me anymore and crashes. I was told to copy this from the clipboard after the crash, so here it is.
I’ll start from the end:
This probably means that 1h sword is even more dead now.
Idk if these changes are good enough, but axes definitely need a buff.
Nice buff, but I am afraid they might be too op now.
Crossbows have officially unlimited ammo now.
Nice little change, but still useless. It needs its attack pattern changed, else it’s too bad against waves. Alternatively it needs more stagger, to make it better against elites. Then it can be a nice specialized weapon
Whatever, but why wasn’t Fireball staff also buffed this way?
This is not gonna change anything, if they keep throwing globes from the cover.
Fixes, that have already been fixed:
Nice anticipated changes:
Still no changes to loot system. Feels bad.
These are all awesome thank you! I do have a large problem I encounter a lot though with Shade I’m hoping will be looked into, if it isn’t being done already. When I use her invisibility while in that white temp health state (after getting picked up) it just drains the ability bar without actually putting me in invis state. This doesn’t happen in last stand health, but it does on that temp white health pick up state. Will this be something that will be fixed soon also?
Good grief, give it a rest will ya? Pretty common thing for bugfixes to be an ongoing process, and it’s pretty easy for a visible bug to be caused by More than one sequence of events. Antagonizing the devs (who are clearly working their arses off for this amazing game) helps no one.
You’re right, I am being very impolite, though I am more concerned about this part:
doesn’t matter if everyone gets 2 hp, because since its temp hp as soon as you get it it decays. Not only the bonus is very little, but doesn’t even persist long enough to absorb 1/10 of a skaven slave’s hit.
very nice patch thanks! but a kind of odd selection of balance changes not just what you did but what you again didn’t do. Basically im wondering if your vision of V2 has shifted and the infinite range meta is how its always going to be?
I’ve got another question to Fatshark. Are you going to bend over and enforce on us V1 hardcore melee fanboys elitists vision of this game or take a righteous stand and protect your original vision of V2 (ranged classes talents speak for themselves in this regard) and keep the gameplay diversity?
Some of these fanboys have already shown their true colours
and demand that only a melee party should be able to finish a level successfully and a full ranged party shouldn’t be able to do it.(quote)
LOl , fanboy, Elitist, Hardcore? and righteous! what happened you forget nazi?
i ask because FS have said multiple times this is meant to be a melee focused game for eg…
and the balance tweaks have included some nudges this way but its a mile off right now and this last round had nothing that helped in this regard. and there is a contradiction in where this game is headed in what they have said is their vision and what people like you have interpreted the current meta to be the vision.
i don’t want to break ranged i just want it to be balanced and for it to be possible to play a melee class and have something fun to do in a mission.
and yes i do actually think a pure ranged group should be incapable of completing a level , at some point someone should really have to take out a melee weapon or really what is the point of them existing? ranged is safe, higher damage hits more targets has a higher uptime. if you cant see how that’s broken its because you just dont want to.
I have said it before, I will repeat it once more: this can be fixed in an instant, by limiting 2 ranged careers per group.
Every class is a ranged class, excepting slayer.
A nice patch overall and an interesting change to Falchion-Flail. After some testing on zealot both weapons feel more specialized in their own role.
You could play every class as ranged excepting slayer, but if they would be effective in that role stands on the other paper
You could also jump from a 30 story building, but is that a good idea though?
Artificially limiting team composition? Terrible idea, that would elongate the wait times for the subjected classes and make team compositions even more predictable.