I don’t say you don’t get hit… I say that things die too fast actually.
Look how many seconds a monstrosity lasts.
But that’s an other topic.
My god…
At first, sorry but I won’t obey you. You have no right to say me what I can say or not.
Secondly, when someone thinks that a mod can replace an human and makes a weapon better, then, obviously this guy doesn’t even know what he is talking about.
No mod can modify a melee weapon. And for ranged, I believe that there is only the ones that make you shoot faster (and that I don’t use anyways).
Yes… the 1% of the current playerbase is the percent that has the right to talk about balance. The 99 other percent have to not comment and listen to the 1% religiously.
By the same reasoning, do I have to say that you have no say on the game balance as you represent just 1%?
And don’t try to put words in my mouth that I did not say. Everybody has the right to voice their opinion, and even the ones with who I don’t agree.,.
Even Dexta has this right. That has always been my position, and I continue to believe that.
However, if what you say is based on facts, and that doesn’t only come from your imagination, that’s better.
I agree that this is a slow weapon.
To be precise, I think that the karsolas is a little too good actually.
I would not voice an opinion on others, as I don’t use them cause I feel them too slow.
But, even if shovels were my preferred weapons before introduction of pickaxes, I always choice this weapon considering how versatile and strong it is.
This is such a bizarrely wrong statement to make, while inventing the strawman that anyone who wants nerfs/balancing in general is relying on gameplay mods.
You’re literally only damaging the game by taking such an extreme and obstinate viewpoint and trying to shut down discussions.
In the pre-13 build clubs did more single target damage than shovels and cleaved less which made sense to me. Then they added ones with a nuclear strikedown special that can use BM and managed to get it nerfed off of affecting enemy Oggs. Now pickaxes have arrived which are another step up from the folded shovel.
The biggest problem there is unmentioned by me. Its that you can’t reliably stagger ogryns after a recent stagger, so all of the weapons in between these minus shield and Mk4 cleaver have fallen off hard. They need to make a clause for this new elite staggering thing where Ogryn ignores it.
I don’t even think any of these weapons are actually broken, but a small kit can end up feeling smaller instead of like it has more options if the new additions aren’t having any accommodations made for existing gear. Clubs really need a tune up, shovels shouldn’t be so far from the cleave damage of pickaxes, and cleavers should probably hit the same number of enemies as pickaxes if they are going to come up short on so many types of elites atm. Let them cleave. Paul I dunno make it not slow you down and miss a ton of breakpoints just for existing for starters…
If we keep summoning each other whenever its mentioned it goes into a feedback loop of wherestagger. But yeah they use Skullcrusher to clear at a reasonable speed, and not being able to put it on the enemies it affects the most reliably is not fun.
My Mk1 shovel on Veteran has no problem with this stagger effect thing somehow, why was it not put on shovel punch or slap? Seriously considering starting a slab class action.
to be fair, seeing my own footage from back then, they felt that way for a large portion due to me not being as skilled at the game as today.
each enemy had a certain “dread” to it, some respect it didnt deserve by its ingame attributes but what you were giving them cause you still were impressed with the whole thing being novel.
now that is not to say things were harder due to less power creep and fewer/less fleshed out talents.
add to that the rng that kept me from the “perfect” bull butcher until after i quit using knifes and was all over the shield
so dialing back on weapons wouldnt give me the same novelty back since i know the pattern of enemies inside out by now.
its like playing doom for the first time and months later speedrunning hell revealed that literally throws end of episode main bosses in normal enemy quantities at you in about every map
Really? Who’s calling for nerfs? I thought it was fine.
While extremely powerful, it’s also slow even by Ogryn standards, so it’s not really my thing. I find myself getting clipped and downed while doing melee stuff if I try to use it.
I have to disagree with you and @MadMartigan. All the good approved mods provide some minor quality of life stuff, nothing more - I do not use Spidey Sense or any of the wallhack mods, I just use stuff to help prevent carpal tunnel like Full Auto and stuff to make navigating the menus easier.
When it comes to weapon power, I think most weapons are fine. The dueling swords and knives are too powerful in my opinion, and weapons like the power maul or shredder pistols are too weak.
I didn’t play before November 2023, but @Khorne_Dawg’s ideal balance is similar to mine. Darktide at current on its highest difficulty relies on sheer volume of enemies to drown players, and it results in a frantic game with no breaks that’s mentally exhausting to play. Even Cataclysm in VT2 gives breaks in-mission to get your bearings.
On non-aurics, the “volume of enemies” thing becomes less relevant, since it isn’t throwing horde after horde at you. At the same time, it is easier for players to deal with large groups of specialists and elites on their own.
All this being said, I don’t know where to begin balancing. I can only hope that by voicing my opinions that things get better over time.
Use Just getting started!
5 heavy hits, you get +10% attack speed then you can use light swings. And here, you should not fall against an horde.
I would advice also to put a toughness regen blessing.
Confident strike is always great. Especially if you will use a lof of light swings. But Slow and Steady can be really great if you rely on heavy hits.
Perhaps just read what I actually said instead of getting instantly hoity and defensive like many a mod user on these forums. If anyone even utters the word ‘mod’ with a hint of criticism then it unlocks 20 metric tonnes of mod-user emotion because apparently any criticism means “bAn aLl mOdS” which, clearly, it doesn’t.
If anyone deems this comment as unreasonable then I’m truly lost for words.
Agree about the general statement.
As usual I would add the PG - light swing that should not cleave like that, but there’s also a need, if it would be nerfed, to change survivalist to allow the 1% ammo return to be calculated on the clip + reserve.
I would also add, as in need of a buff, shotguns. Not on damages, just ammos. I rarely see someone with a shotgun. When something is used by most of the players, this usually means something. Same when something is rarely used.
Tactical axes, I find them weak. But it seems I am alone, so they may be fine.
And achlys Combat axe… this one needs, at least, the same cleave of Rashad combat axe.
Back on topic, and that’s up to fatshark, my opinion is that pickaxes are above the others ogryn’s weapons. I really don’t know if they are too strong, or if other weapons are too weak.
On non auric, the lack of balance between weapons can not be missed.
Since I play auric board (mainly for penances), I must say that I pay less attention to the lack of balance.
EDIT and sidenote: cause I play damnation solo and only auric in team… I feel that it would be difficult for me to return now to regular damnation… except in solo.
I do… you want to say to 99% of players that they have no right to say a word on balance.
I specified gameplay mods in my comment relating to this topic of difficulty/balance.
Mods for hub and navigating menus etc are not gameplay and thus don’t affect the gameplay and intended difficulty of the core user experience (which will be pushed further into the realm of majority once ps5 usuerbase gets stuck in).
I’m not asking for mods to be banned. I just want players to be using the intended vanilla experience in order to make judgements on balance and difficulty. That’s all. Not a huge ask. Play for a week without any mods and if it’s still too easy then at least we know it’s based on the level playing field.
Even seeing health bars of enemies alone could drastically alter the experience. It doesn’t have to be anything weapons related, just anything that can affect the challenge of the game.
Please share where you sourced that stat because I’m meant to take your argument seriously when you claim 99% of people use mods?
And I’ll say it for a 3rd damn time. Yes it is fair for mods to be switched off temporarily so that you can make a proper untainted judgement on difficulty. Then turn your mods back on.
Stop acting like Im asking you to throw your pc out the window.
No it was 97%… I realize you were 2% at voting “Mods should be restricted to Morningstar and none of them should impact missions (all mods that work in mission have to be forbidden)” and 1% “All players should play with vanilla game”
Of course, this does not involve all players, only the players here on forum. That’s enough to determinate that you ask 97% of the forum members to not give their opinion…
Why 3% should have the right to voice their opinion and the 97% others should be forbidden to post theirs?
And I say you, again, that you have no order to give me. And that you cannot decide who can post and who cannot.
Turning off mods would not change anything about the power of the weapons… that, I have said it to you several times. And I still wait for you to quote me one mod, on nexus, that would empower the melee weapons you use.
There’s nothing to disagree with.
He specifically mentioned the gameplay-altering mods, and elaborated further right below that post.
Nobody mentioned the actual QoL mods except you just now, which again, nobody has issues with.
If someone is using ESP mods to strip away intended difficulty, they are not playing the same game as the rest of us and thus@MadMartigan is right in saying their opinion on balance is null and void.
P.S. There’s no such thing as an "approved mod " really.