I can reliability 1 flurry (3 shot) trappers, it stops rippers from shooting me, heavy staggers all human sized enemies and then i close the distance to bonk.
Exactly how combo weapon that supports melee playstyle should work. It’s incredibly fast on both swap and reload, it’s very versatile.
The new weapons, new classes, new skill tree reworks as time goes by - It outpaces the rate of balance updates they can deploy.
So the more content, the further behind.
Now OK can’t make everything perfect. There are a few. But at least focus on the biggest ones.
Players still doing comedy with Ogryn, point blank, burst limit Rumbler builds all over quickplay. Very long time now it’s still a thing.
Wondering if they’re going to leave needle gun as it is. Quickdraw, rapid fire, mobility, 4-5 sec bleed to crushers finish in 4-5 shots. Regen ammo. 70 capacity, but just pick up more ammo from boxes.
In comparison for Vet’s anti-carapace range option Plasma. Similar TTK, probably more 6 shots but mobility loss when drawn, wind up time to track movement after initial trigger, heat cooldown, slow swap speed, lower mobility class.
I wouldn’t be so sure (although we’ll see very soon for ourselves). Blackout + Extra pouches + Pocket toxin exists. And while throwing a couple Blackouts at your feet won’t kill Crushers, it sure will kill everything else very safely and quickly. And then you can just reverse-grip your crowbar, and go to town on the Crushers…
If a person is being carried, that person is also dead most of the time.
If a person is not dead, they’re not being carried and thus they have the appropriate skills for havoc regardless of their weapon choices. Well - not really, because of the blessing systemon only a select few weapons are high havoc viable whereas most are not and you will never reach a point in which all weapons are havoc viable - because it is a mode that relies on highly optimized builds and skills to succeed in.
End of story.
Can we now stop belittling players, because you don’t like that they’re not a no-life streamer and therefore make mistakes from time to time.
Theory-crafting’s all well and good, but we need to see how it all actually plays in reality, on the live patch alongside any and all potential last minute changes etc. in the hands of the masses.
For example, we could cherrypick a specific playtester and potentially watch them clutch with a mad setup and techs even now and think “woah that’s wild, surely x is too powerful, that can’t make it to live?”, but how will the 99% perform in reality post-patch?
Inversely, if certain situations are so simple to avoid or get out of, then why have some playtesters seemed to struggle in some scenarios and comment on the squishiness and drawbacks of the class (not just in havoc), as others have mentioned on here quite a bit over the last few days?
That’s why I’m waiting for it to drop and I can extensively use it myself alongside the rest of the community before I make any statements about it and its balance (or lack thereof); I’m not saying people are wrong in saying or flat-out can’t say “idk that looks dodgy to me”, I just prefer to have sufficient evidence before I form any opinions (first hand experience most importantly); I’m just gonna have to wait and see
For now, let’s take a look at tomorrow’s patch notes.
With all the talk about power creep, armor spam limiting weapon choices, Havoc’s overly skewed balance, the poor usability of PartyFinder, and the absurd values of Inferno and DS, we’ll be able to tell from the results whether they actually have any intention of doing proper balance adjustments.
On regular Damnation without modifiers I successfully complete almost all missions. But on Damnation High Intensity I’ve only managed to finish 3 missions out of the last 10. I’m actually playing a Lone Wolf build (but without a shotgun — using a bolt pistol instead)
Which class and which build would you recommend for learning the game? I mean the kind that really lets you feel all the pain and hopelessness and absolutely never allows you to feel even a second of comfort beyond your actual skill level.
I’m the kind of person who values actions over words, so I don’t really mind if most of my questions go unanswered or get ignored, as long as the team is actually doing what needs to be done.
However, when so many issues are left untouched and both the devs and the CM remain silent, the entire feedback process starts to feel meaningless. Whether problems get addressed or not seems to depend solely on whether they feel like dealing with them, not on the feedback we provide.
The Cheat MOD issue is no different. The community manager said they were “discussing it internally,” but whether that was a genuine intention or just something said to calm the community will eventually become obvious through their actions.
Of course, I don’t expect them to fix everything at once. But if, after all this time, almost none of the long-standing issues raised on the forum are addressed tomorrow, then I think I’ll be done with both the game and this forum.
I’ve been actively posting feedback here for over a year, but shouting into the void is starting to wear me down. It would be unfortunate, but ultimately, it’s the developers who decide what they want this game to be, and there’s nothing more I can do.
I feel you. I’m arguing about balance on reddit regularly since release and I have come to a realisation that currently darktide is balanced around the following concept:
Auric maelstrom should be beatable by anyone with 50h of gameplay experience. The key satisfaction moment is winning the game when there was an illusion of a challenge. It doesn’t matter if the challenge was extremely simplified by using DS4 or other op tools that remove any interaction with the enemy, what matters is the power fantasy of masses who can very easily go to Fatsharks steam store page and review bomb anything that would endanger their power fantasy.
I can share links to my topics about the DS4 balance and show how the casual audience reacts to the magic word ‘nerf’.
At 50 hours I was still playing malice, the reddit crowd are insane if they think what was once the hardest content in the game should be beatable by a beginner.
The thing with Fatshark is that they don’t “nerf”, they go scorched earth on whatever weapon or talent was overperforming without caring about the state of the weapon after the nerf.
Remember when the shredder autopistol was super meta at launch ? Did you see anyone doing even decent numbers in Auric+ with shredder autopistol in the past 2 years ? You get idea.
Shredder is still pretty usable, but its main utility was always supposed to be mid range stagger, similar to ripper while we’re at it.
It was so strong ppl were wondering why space marines aren’t equipped with shredder autopistols, so it was a deserved nerf and then we got class rework.
Now that i think about it. They nerfed the op playstyle that was here 2 years ago to sell it now as dlc xdd
so a dude that contributes nothing of value in terms of damage/kills or objectives done, just mindlessly runs along behind and even that thanks to the work others put in….. is not being “carried”
that’s some pretty wild word bending there
“your honor, my client wasn’t actually stealing anything in that house cause once he entered he was so overwhelmed with the task, so you can hardly call him a burglar”
put in the tiniest iota of workload that would contribute to a positive outcome?
no, I’d have a sign around his neck and have im gallop backwards on an oiled through town rather as “sign of appreciation”
but I guess santa claus isn’t granting me that wish this year
besides, happy forum nosh
look, being inexperienced is fine as long as someone shows potential and the will to improve.
what I’m talking here are the countless leeches and freeloaders that might as well be moebian background npcs at least that way they wouldn’t drain the ressources.
does it happen all the time? nope.
but when it does the experience is about as “fun” as taking a trash bag full of diapers outside
No Respite was the one blessing I was hoping for. Its integral to making shot pistol and the non slug combat shotties actual feed machines. But the lore accurate ogg with da ripper is neglected. It would also make stubbers more usable, like they mostly just lock an enemy up with stagger as is so providing a route to damage would be nice.
Also braced autoguns, why do lasguns and hellbore have no respite when this doesn’t. It would be something worth picking over just using the auto pistol and having a better gun with more range.