Please fix the shotguns

I have 1000 hours in this game and haven’t seen a single idiot who would try to use shotguns.
Do something about this trash type of weapon.

  1. Increase the damage. Considering the amount of ammunition, this is the worst weapon in the game in terms of damage to ammunition ratio.
  2. Fix the animation bug. This is the only weapon in the game that does not allow me to start running for about 0.5 seconds after shot. None of the weapons in the game have this problem.
  3. Make the secondary shots not useless. Only the slug shot looks adequate, the rest is useless. You even made the fire shot unplayable.
    It’s an almost unplayable weapons, and you’ve been ignoring requests to fix it for two years.
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How many topics do you think we need to create for FS to make a positive change?

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Every single forum member, redditor, steam forum troglydite, and Youtuber for a few month’s straight to complain until shotgun contrarians have to start posting cope threads to prove shotguns aren’t exactly what people say they are and dissolves every thread into toxic discourse (see: ogryn)

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I don’t get why there are so many people who genuinely argue against most weapons needing buffs. I mean it took months to get the ogryn rework because some people kept arguing that he isn’t that bad. Half the weapons in the game under preform and don’t feel good to use, and have been that way since launch.

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I’ve never seen anyone try to defend shotguns. This is a generally accepted slop.

:person_shrugging:

Maybe some guys just develop a complex from being the only person that enjoys “bad thing” and want to keep that exclusivity instead of allowing what they like to be changed to appeal to more people?

Saw it a lot in Vermintide with this guy who spent thousands of hours arguing against absolutely every single buff to Pyromancer. Plot twist, pyro eventually got every buff she deserved and all of it was ported to Darktide from day 1 because that dude was wrong.

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I think it’s definitely the “most” part. Also because we seem to be locked in a nightmarish cycle of Fatshark introducing new difficulties, buffing everything up to make said new difficulty pretty easy, then having to invent a new difficulty again. Some of us are reasonably wary of people who want everything to be dueling sword tier, and if we can’t agree up front that would be terrible for the game we’re probably not gonna get very far with balance discussions.

Even right this moment almost everything is perfectly auric viable. Havoc is where things get sticky, but even there you have to ask if that it a mode where everything and anything is meant to work great to begin with. That’s a separate discussion though, I’m really not trying to sideline this thread with that whole can of worms.

Some things need buffs. Some things definitely need nerfs.

Shotguns are definitely in the category of needing buffs at the moment, though their absurd cleave with manstopper gives good damage potential, they are way too high skill floor to perform with currently, and they might be some of the most blessing reliant weapons in the game, which is never a great spot to be in. Special shots broadly need help, and they have one of the most restrictive ammo economies of any gun. They don’t need to improve every one of these aspects but they do definitely need to address 1 or 2 to make shotguns feel good I’d say.

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It is a strange phenomenon, hel I just had to reminder redditor that no, fire shotty does NOT have infinite cleave on fire special shot, it hasn’t had it for over a year.

I think some people “think” they’re doing well with something fundamentally crappy, as they did with fire shotty spam, and that’s good enough for them regardless of what’s right in front of them or others spelling it out for them. Smoke grenades are another example of this, it can be rather infuriating in pugs and both fire shot spam and smoke spam drove me absolutely bonkers after a while.

Shotties have been craptacular for quite some time now and it makes me sad they never got any real help, (repeating myself) even with just more ammo.

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Some idiot from the Steam forums said that Shotguns are great, but require “skill” to use and suggested to use them with… Marksman Focus, because apparently shotguns have pretty high finesse bonus, so MF would benefit them greatly XD

I am confident those people don’t even play the game outside of making a nonsensical build and going to Meatgrinder to shoot at AFK enemies and demonstrate how great they perform.

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Oh yeah, good point, I keep forgetting the “you guys aren’t using it properly” spiel, but nobody ever demonstrates how.
Many months ago had a guy trying to convince me on a reddit fire shotty thread, this guy at least had a clip of static grinder default mobs, fully loaded, and proceeds to slowly set things on fire as “proof” as they sloooowly ticked away, this after fire shot penetration fix/nerf. Extra points for him as he did it to a single bulwark and even waited for the optimal tick count with mod to re-apply a burn; the big gotcha moment!

Pre-buff recon was the same, “you guys aren’t building it properly”, like every few weeks someone would figure out rapid fire guns on vet with brittle and “AH HA! OMG SO GOOD BRO”. Yeah, we knew about brittle, it didn’t make it any better back then.

Oh and honorary mention for the soon to be old ogryn Crunch, two mentions that I saw today “so good if you know how to use it !111!”.

These are all things that one can quickly see are not working as well as you think they are, and it doesn’t take a thousand hours to see or even hundreds.

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I’ve got a cool shotgun skin to use if they do make them good but they almost never listen to us.

+1 here’s hoping though

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The thing that really pisses me of with shotguns is that I shoot guy in the head and he doesn’t die (that’s bad enough) but not only does he not die he falls to the ground making a second headshot hard, also why in the fragging grutting karking grogging bleeding hel are the damage so low that I have do headshots with shotgun to get (subpar and pathetic) results!? Into unarmored maniac flak and unyielding they should do bolter levels of damage. Also if you mag dump a shotgun into a horde there should be nothing but pieces left! It won’t make it overpowered several weapons that don’t take a million years to reload can already do this.

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Oh and make flechette work like puncture that goes for the ripper guns aswell

This is not the worst weapons. Problem is that OP weapons make them look like toys in comparison. Play with boltgun 15 maelstrom then switch to a shotgun and play one… you will feel the difference.

Sure, they need more ammos. And they need to make them better. For this, they have to balance their use (not necessarily damages) towards Boltgun, Revolver and assault shotgun (that are pretty bad also).

About this last category, assult shotgun needs something to be done. I don’t see a single use of these weapons. And I don’t see anybody using them also…

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I use shotguns and have seen multiple people use them.

But I would absolutely welcome a buff to them! Please FS, buff the shottys!

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I do think the duelling sword is a bit OP. I wouldn’t want everything to be that good. But buffing most weapons up to a similar power level as the relic blade and maybe a bit worse than recon las is generally what I want. (Recon las on other classes, it is a bit op on veteran. And similar power level as relic as in scaled to their size and specialization).

I don’t know why so many people go on about how “Oh actually the heavy sword/shotgun/vigilante auto gun/whatever else is actually not that bad because blah blah blah”. I don’t disagree that most weapons can be used in auric, I have done auric damnation with every melee weapon on zealot. But most obviously just don’t feel fun to use. I haven’t used them enough to know what needs to be buffed, but I know they just don’t feel good.

I haven’t played for a long time with combat shotguns, so i can’t comment about raw damage being relevant (last time i played with it dmg was fine)

  • shotguns need higher mobility. It’s a breacher-vanguard run’n’gun weapon, you need to get in and get out easely and safer with them

  • some blessings that support this, like toughness dmg reduction/dmg reduction vs ranged while sprinting (and if this will be the case buff base dmg to compensate utility blessing slot)

  • high suppresion with big area of effect, also some blessings to befenfit from that, like deal some realy nice damage vs supressed, enemy stays supressed longer, etc. They made Stagger to take crowd control role, but the problem with stagger - enemies fall down on their ass and it’s harder to aim them. Technically combat shotguns need an aoe stun mehcanic without droping enemies on the floor.

  • faster reloading since game was shifted towards fast paced gameplay heavily

  • loading 1 special shot is a horrible design, to justify it special shot should be incredibly strong. And noone likes to jerk special attack button. I would rather make all shotguns to have different ammo types by default, so combat shotguns would be build defining like staves. Or make it so the special switches ammo type for all the shells will be loaded next.

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Shotties are very close to where they should be: almost balanced, tho not with the effort that goes into them. Just don’t compare them to OP stuff like plasma, revolver, or Vraks IA.

Problem with shotties is we’ve always had these same complaints, even back before their shadow nerfs when they were borderline OP… and yet no-one seemed to know about it nvm actually being interested in learning better either.

For about the first 1-1.5 years the shotgun meta was completely wrong. I had dozens of discussions here and on Steam back then trying to help ppl on how to use them, about all of which was ofc. ignored and met with childish insults instead.

(I’ll bookmark this this time so I can just point ppl here instead of typing out the same stuff every time)

How Shotguns work, and how to use them:

First, the basics

Shotguns are the most complicated of all ranged weapons. You need to understand how shotties & related game mechanics work, as well as how to use them and those mechanics in practice in order to build & use them well.

  • Finesse
    • All of the game’s finesse dmg buffs (crit & weakspot) from talents & blessings apply to the portion of finesse dmg over base only. So if your weapon does 100 base dmg, 130 crit, then +30% finesse/crit dmg would only add 30*0.3 = 9 dmg to crits.
    • Note that all shotties have different finesse dmg for each of the firing modes
  • Hip fire
    • Fast, increased spread, reduced finesse dmg
    • Hits more targets, but means fewer pellets will hit the same space so less dmg at range
    • Ideal for stacking Scattershot, AoE, spreading DoTs
  • ADS
    • Ultra-tight spread, much higher finesse dmg (depends on weapon Mk)
    • Ideal for focusing on specific targets & headshots, powerful cleave lines with Man-Stopper
  • Specials
    • Specials don’t get bonus dmg from hip / ADS
    • For specifics see the “Shotgun variants” section below
  • DoT general
    • All DoT’s follow a logarithmic curve: Each stack doubles the total dmg at first, then tapers down the higher you go. So < 4-5 stacks does almost nothing, but ~6 / 8+ / 12+ is enough to kill hordes / specials / elites, respectively.
    • DoT’s tick once every 0.75s up to their max duration (unless refreshed), then deprecate by 1 per tick. Bleed lasts for 3 ticks (2.25s), burn 7 (5.25s), soulblaze 10 (7.5s).
    • tldr: DoTs are incredibly powerful and using them is all about stacking past breakpoints asap, or capping & refreshing on stronger enemies. Power/Strength affects all DoTs.
  • Other
    • Reload speed buffs also affect the special
    • Zelly stealth has a grace period, attacking just as you tap the ult gives you 2-3 attacks per stealth (each with autocrit & +100% finesse dmg bonus)
    • All shotties have poor sprint efficiency, switch to melee when moving distances
    • Meta blessings are Scattershot, Man-Stopper, Flechette. Others can work too but they’re too specialized to go into here.
    • All shotties thrive on crit / finesse builds, but Zarona and especially Agri depend on that

Shotgun variants

  • Agripinaa
    • Role: Long range, single target, armor, finesse builds only
    • Lowest base dmg, longest range, tightest spread, extreme finesse bonus especially on ADS
    • Point-like spread on ADS
    • Special: Slug (hits a point)
      • Extreme accuracy, range, stagger, base & finesse dmg, extra cleave
      • Use case: Single target headshots, or cleaving lines with Man-Stopper
  • Zarona/Lawbringer
    • Role: Hybrid for all ranges
    • Mid base & finesse dmg, long range
    • Point-like spread on ADS
    • Special: Spread shot (perfectly horizontal line)
      • Extra-wide spread, finesse dmg, cleave, extreme stagger
      • A full hit from special does less dmg than a regular shot, use it exclusively
        for AoE & cleave
      • Use case: Cleaving headshots, or stack & apply Scattershot / Man-Stopper / Flechette
  • Accatran/Kantrael
    • Role: Close to low-mid range, raw dmg, AoE, DoT
    • Extreme base dmg, stagger, highest spread, lowest finesse dmg, low range (extra dmg drop-off, almost useless at mid+ range)
    • Extreme stagger & suppression (even a single near-miss forces most specials+ to cower)
    • Special: Burn spread shot (3-6 burn stacks, depending on pellets hit)
      • Very low base dmg, extra cleave
      • Extra spread on hip, very tight on ADS
      • Use case: DoT (ADS for snipers, 2 to kill at max range), or stack & apply Scattershot / Man-Stopper / Flechette
      • Note that any Accatran no matter the build can put 2-3 or so specials into hordes or special+ clusters and know they’ll be dead in 5s or so. Or keep the burn stacked on bosses. It’s a ridiculously economic dmg source for anything you can’t kill with as many regular shots, and the longer the distance the more targets that spread is going to affect.

How it works and what it means in practice

Because of the blessing meta, basic shotgun gameplay revolves around setting up with hip spread for Scatter (+60% crit) → using ADS crits for dmg. All while carefully compromising between headshot & cleave. By positioning well and aiming for good cleave lines, you can then keep Scatter stacked while pumping out ADS crits to cleave lines of specials+. With Accatran/Zarona specials are ideal for spread but bad for single targets. Meanwhile Agri’s spread is so small you need long range & very dense mobs, so usually the special is just better no matter what you’re trying to do, again making it much more simple.

Learning to manage reloads is also important. Reload speed affects specials making them ideal for special spammy builds, and many of the talents which trigger on % of max clip /reaching an empty mag etc. are ideal for shotties with their perfect control over that.

And ofc, all shotties have the capacity to dish out a massive amount of dmg if spammed, especially if you can spam while keeping the stacks up & hitting weakspots. But doing so is a massive cost to ammo, and a long pending reload every time.

So the main challenge of shotties is you have to consider a LOT of variables, plan ahead, and be tactical with every action you do. Every mistake, every pointless special loaded, every Scatter stack wasted, every extra magdump (or not when you should have), every DoT stack wasted on things that didn’t need it or would’ve died anyway… all of it just makes you perform worse. With shotguns every step, every shot, is built on the fundamentals of the shot that came before it.

But if you do it right?

  • Marksman’s Focus vets can push the finesse dmg so high an Agri will do more dmg than plasma on the same build (save for crushers), except with more ammo & none of its downsides.
  • High crit builds or stealth zellies with Man-Stopper & Flechette Accatran can wipe an entire hallway of everything but oggies with 2-3 shots from any distance for the most economic & massive dmg per shot any weapon can reach. Or conditionally stack double DoT’s on bosses. All without compromising its terrifying raw power in close range.
    • Proper distance management with Scatter & Flechette and bonus talents can do this without Man-Stopper, conditionally
  • A high finesse build with Lawbringer and Scatter + Man-Stopper/Flechette with cleaving headshots can shred massive mixed hordes up to mid range, while still proving a decent sniper too
  • And more

tldr; Shotties are absolutely not weak. I use them more than any other weapon. The only class where I’m rather disappointed with them is on my main psykers, but that’s only bc between their warp mechanics, staves & Force Greatswords it’s tough to find a spot for the shotties.

The only serious problems shotties have is it takes a LOT of experience & skill to plan, build & use them well… while the game still has its OP weapons that need less than a fraction of the effort to still get close or even.

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PoE builds level analysis for an action combat game

While such deep dives are amazing (and a bit autistic for such simple game like DT), it just means devs made a mistake somewhere. Like it’s a shotgun, what can be more simple? Get close, deal big damage, high impact, wide cone, crowd control, get out.

You can’t expect for people to have a PhD to use shotguns in such game like DT. Even in PoE 90% of players just copypaste top players builds.

Guns should be intuitive to understand, any RPG elements should be just a pathway how to inprove its role.

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