Please BALANCE weapons

Except once more, its not worse its a side grade, becuase you need to look at the kit that it comes on.
Vet uses weapon fore ranged that generally are better at Elite and boss killing, so his melee weapon needs to be more Horde clearing centered.

The Psyker is the opposite, his ranged weapons are far better at hordes then his melee options are, so he is better off taking a single target focused melee weapon.

Yes it takes 30% to get a charge on the force sword, however, that force sword, can oneshot a mauler, while his brain burst costs more perils and can not one shot a mauler. On top of that while attacking with the alt attack of the force sword what ever you hit is stunned, for the duration of the cast. So it lets you solo crushers, bulwarks and maulers with ease.

Again you are vastly undervaluing the force sword and what it can do, its pretty much like salts rapier. It does not set out to perform the same tast that the power sword does.

I dont deny that the power sword has advantages, and is very strong, but all things considered its not really that strong compared to other weapons especially once you start getting perks on them. Example being i have a chainsowrd that vastly out paces any power sword i have seen, because the chain sword i have gives me ingore enemy mass on crit and +170% cleave on multi hit for 3 seconds. I chew through hordes and i never need to stop to power up my weapon. On top of that i can also alt rev attack an elite and do massive damage.

I see people talking about how fun should drive how things are.

Psyker in closed beta was fun, not even overpowered, fun.
It was utterly destroyed in every way because of it probably shadowing the veteran appealing to the broader public.

Games are pretty much never balanced upwards and if Vermintide 2 has shown us how Fatshark works, the nerf of psyker and the pampering to the veteran class show that it’s still gonna be the same way as it was.

Besides, there are questions about how relevant should all weapons be compared to one another as you have access to theoretically just plain better weapons. And there is no good answer to those.

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Oh i 100% am in the boat that belives that Vet is going to be the karillien of darktide, always over powered, and hardly ever nerfed.

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Yeah. The current Psyker tree revolves around brain bursting and offers no benefits for example to running regular weapons.

You don’t even need major changes to make the Psyker feats to work with any weapon:

Yea, Psyker weapons all have the same problem: Low DPS. They do a ton of damage in one hit, which makes them very strong and fun to use in low difficulties, but then you get to high difficulties and their slow, powerful attacks no longer actually kill things, and the whole class becomes crap.

This is the problem with any game that scales difficulty by giving the enemies more health. High DPS becomes a mandatory meta.

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I’ll admit I’ve only used the bolter on zealot so when I wrote my post I wasn’t considering the impact sharpshooters traits might have on the gun. Based on what you have said, it probably does need to be toned down a touch.

I don’t think it’s as uncontested as the power sword currently is in terms of raw power. It definitely shouldn’t outperform the plasma rifle in it’s niche. I’m just hoping it’s brought in line in a way that doesn’t change it’s damage at all.

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Despite the Plasma gun’s shortcomings and functions mechanically, I find it very effective at what it does.
Terminate with extreme prejudice.
But yes, I’d like other weapons up to snuff with the boltgun.

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The biggest thing they need to do is bring DPS in line. Like, even when it comes to las guns basically everyone is running the recon lasgun, hardly anyone is running Lucius, because slower weapons choke on high health enemies, and are overkill for low health enemies.

The plasma gun is probably the only exception to the rule. The added heat mechanic allows it to frontload its damage enough to kill even things that require multiple hits quickly. But it’s also a weapon that is very much not usable as your primary armament.

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Yes, true. I fully agree.
Don’t nerf the decent options, give a tiny boost in utility to the other weapons.
I personally still love using the Autoguns and Lasguns, they just feel a bit weakish or cumbersome at times.

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I’ve been messing with the Trauma staff lately, and all I can think is:

“Man, they really wanted to avoid creating another Bright Wizard.”

For one, the alt fire doesn’t inflict a DoT like Vermintide’s Conflag staff does. This means that the piddly damage dealt to enemies on the edge of the AoE isn’t offset somewhat by a burn effect. While the damage in the center of the AoE is pretty impressive, it falls off harshly toward the outer edges of the explosion (doing single-digit damage to Damnation enemies at the edge of the circle). The alt fire also builds a lot of Peril, which prevents you from casting more than two AoEs before you need to quell. On top of that, you can’t finger roll the alt fire to cast multiple small AoEs in succession like you can in VT2.

I get it, Fatshark didn’t want another passive playstyle crowd control monster on their hands like they do with Bright Wizard + Conflag, where you stagger/knock down hordes of enemies and kite them as they slowly burn to death. But a Conflag-style staff was never going have the same value in this game because more enemies in an engagement are going to be ranged + more maps in this game have wide open spaces without funnels. Despite that, the devs went out of their way to make sure Conflag 2.0 was under lock and key in this game. Trauma staff isn’t even that bad, but why ever pick it over the Voidstrike? Voidstrike offers similar AoE, way more damage, way more horde clear, and doesn’t require ground-targeting. It has less stagger/knockdown than the Trauma, but the Surge staff exists if you want to go for a pure support staff in Heresy/Damnation. They all share the same primary fire, too, so you’re not losing that by picking Voidstrike or Surge.

My suggestion would be to reduce the amount of Peril that a single Trauma cast generates. That way, you could keep crowds knocked down consistently without having to vent every other cast. Other options include reducing the cast speed, changing the AoE falloff so that it’s not so severe toward the edges, and adding a Soulblaze effect to targets hit by the AoE. This assumes that Soulblaze damage will be buffed at some point. If not, maybe it could add several stacks.

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Well said, the variety of viable weaponry is completely needed.

I really like the shotgun too, it’s accurate and strangely proficient at range. I think the boltgun is quite a lot better than it or anything for that matter. But the shotgun is one of the better contenders.

Yeah, I expect the boltor will be nerfed before anything else is buffed, same as power sword. Ideally every weapon is viable at every difficulty, but there’s some problems with that because:

-The hardest difficulty in games inevitably causes minmaxing. People do it naturally, but higher difficulties that (seemingly inevitably) buff damage and health so aggravate things that deal with that. If you’ve ever played Synthetik, compare normal gameplay mode versus the hyperadrenaline mode; it wildly changes how the game plays just by making you (and enemies) take way more damage.
So it’s inevitable that some weapons are going to get ‘filtered’ out when enemy health and damage in higher difficulties emphasis gameplay trends.

-Nothing is ever properly balanced
Not a slight on the devteam. Something will always be used the most, either because of percieved

-The fluff specifically states X is more powerful than Y.
An entrenching shovel is exactly that. Power swords/claws/ect canonically slice open tanks. There is simply no way in hell that the verisimilitude of the game is going to be maintained if a power sword is as good/bad as a shovel or catachan sword at cutting through things.
Same with bolters; lasrifles are not bad, but there is a reason elite armies in the imperium (marines, sisters of battle, ect) use bolters.

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Yes. I am saying that is all i think the bolter needs to be balanced well. But don’t change it’s damage, reload speed ect

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I think balance shouldn’t be to the power of those high fantasy weapons, but how available they are.

Vet having 130 rounds of bolter is insane.
Being able to power the sword instantly between swings is insane.

Solution:
Reduce ammo
Add an internal cooldown (lenghtening animation will just make it clunky to use)

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Just buff a little the least used weapons every patch.

Plasma is very bad right now, never seen anyone but me use it while playing and I was just testing it. Buff Plasma.

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Honestly i dont see what People have always with the Bolter sure it sounds Powerfull it does good Damage but would i consider it the end of all ?
No, as there other more or less equal Ranged weapons availabel but lets look a bit into it.

  1. Large Ranged Weapons, here we have the Bolter, Lasguns Autoguns, Flamer and the Plasma
    of those i find most of them equal to the Bolter except the Krieg Pattern Lasgung and the Plasma,
    they have more Ammo, a Larger Magazine and are still very Devastating leaving the
    Bolter only its feeling and sound.
    For general Purpose use they are Equal with maybe a few Improvements needed which are:
    More Ammo for Autoguns, a General Improvement for the Plasma and a rework for the Krieg
    Pattern as charging Shots combined with a Awful Sight are not a good mix

  2. Handguns, in my Opinion the Big Problem is that they are not the Sidearms they should be, as they fall behind their Big Counterparts for multiple Reasons.
    You wont need a laspistol if you havbe the larger better working Lasgun, same with the Autopistol, you have a better Autogun with proper sights or the Revolver you can use it Large counterpart the Bolter.
    But this is eactually easy to fix turn them into a Sidearm with its own Slot and they would become far more usefull and make builds and Gameplay far more intresting as you now have more options and Replayability

Now as for Melee Weapons i think one of the Larger issues here is not the Powersword (sure its a bit strong) but that we might still miss quite some of them, that not all of them and the Melee talents are Bug Free and that there is Thoughness Bleedthrough which makes some of them quite worse (aka any that are not great Horde Cleavers)

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This is an interesting idea. While the 1 melee weapon slot, 1 ranged weapon slot approach worked in Vermintide, it feels like you’re missing a pistol slot in Darktide. I quite like the idea of being able to take up to 3 weapons, and maybe giving bonus to stuff like sprint efficiency, dodge or stamina regen if only using a melee weapon and sidearm.

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I’ve never seen a veteran who didn’t pick up a power sword while playing. Power Sword’s Cleave takes away the fun in terms of role division. I don’t agree with clearing Horde in 2-3 swings is a good balance.

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Psyker’s most viable and useful Staff for lvl 4 and 5 missions is the Surge Staff currently. Voidstrike clears waves easily, can snipe and is fun to use but dramatically falls off because Surge’s ability to stop shooters from shooting and set up kills for everyone else simply has more value for the Party.
Purgatus is better for horde control but it doesn’t stop armored enemies and Ogryns, doesn’t stun Pox Hounds, Mutants and Poxbursters.
And if the Psyker uses Surge Staff for it’s CC utility, he no longer can clear hordes quickly. This is a tradeoff not many other Classes have, as they can always bring a strong all-rounder weapon to deal with all threats in acceptable capacity. Psyker cannot do that.