Yes it is their fault. They bought the licence from GW to create a tide game based on the 40K Universe.
And now they start twisting and changing CORE elements of stuff from 40K and how said stuff operates lore wise.
The most iconic weapons of the imperium of mankind fraction from 40K. Power Weapons and Chain Weapons are changed in their behavior and operation concept by FS, to achieve some kind of balance.
The way they did it was cheap, lazy and just the easy way for them to do it.
Swords are turned on and stay on.
Thunder hammers do not have to be turned on, they release the force blow on impact.
Chain weapons are not revved on again and again after every swing in a motion that looks like you have gout on your hands and could not pull it tight enough.
They have a gas trigger like a trigger on a gun. They are revved up on the fly without interrupting the swings of the wielder.
Imagine FS would not have done DT based on Warhammer 40K, and instead they would have made it based on Star wars.
And now picture them making you power up your light saber every 2 swings. You had to push a button to make the blade appear, take two swings and shwupp it turns off again, so that you now have to use it like a to short baton.
Imagine how star wars fans would react to that kind of stuff done to their beloved franchise for the sake of ‘‘balance’’.
See there is stuff you can accept when it comes to bending stuff to make things work in a video game, that is based on existing lore of a franchise.
I do not ask where the Ogryn stored all the spare ammo on his body.
I do not ask how a Zealot achieves the miracle of getting partly immortal and shaking off deadly wounds every 90 seconds. A miracle state of grace only known to be achieved by members of the most faithful members of the Adeptus Sororitas based on the 40K lore.
I do not ask how any of us survives any kind of encounter with the plagues of Nurgle. Because the game would not work the way it does if you had create a new char every time got in contact with daddy nurgles presents that come in all shades of green.
I do not ask how it is possible to slide over the ground, out of a standing still position, 2 meters in any direction. Because game logic sometimes means rule of cool above school.
BUT changing stuff to no longer match the behavior of its source material in order to implement an input based restriction of usage to said stuff is not acceptable.
-
Power Sword balance could have been achieved by making its attack power work around stamina.
Having it always on and making its dmg scale with stamina and having its attacks consume stamina, so that the dmg falls off the more you swing it without letting it regenerate.
This would also make it more dangerous and acting like a penalty to your ability to use the block and push, if you overuse the Power Sword (that would have its pre first nerf cleave added back)
As the weapon special it could have a heavy++ attack that deals more the dmg then its heavy BUT consumes ALL stamina and delaying its regeneration by X seconds. -
Power Hammer balance could have been achieved by making every hit of it automatically trigger the power blow. And adding AOE dmg and the same suppression feature that the Indignatus Mk IVe Crusher uses on its powered hits, to have a similar horde clear potential like the unpowered heavy swings with their cleave right now.
As a balance for the always on feature, it would have a more flat dmg profile that would be compensated by the fact that there is no longer a delay from activating it.
The weapon special could be a really strong strike down attack with a more heavy power blow effect that even if it misses the enemy, would hit the ground and apply the aoe dmg and stagger, with the draw back that the special attack would self stagger the wielder more again. -
power mauls would work in the same way like the Hammer. With the only difference that they would not have that kind of ground hit on their special.
-
Chain sword/axe total rework. They no longer soft bite into the enemies and slice more trough them. They are soft revved (sfx) automatically like they do right now. But with every continuous attack in the chain, the revv speed of the chain goes UP as if the user gets more eager to pull the gas leaver by every swing. That means the longer the attacks are chained, the higher goes the revv *sfx, the dmg and the cleave. The engine gets hotter, the longer the maximum revv is kept up by chaining the attacks. When it gets to hot after X amount of maxed revv attacks, it slows down back to its base revv and can only revv UP via combo after X attacks or X seconds.
As the weapon special activation They are revved up to the maximum sfx, dmg and cleave boost right on and hold that state for the next 5 seconds( without attacking) and for the next X attacks, that get a little extra dmg and cleave, the automatic full revv has. After this the automatic revv can only get up to 50% for time X to cool off the engine. -
The Evis works like the Chain sword and axe. But it has its lore wise power field generator implemented and gets the same kind of cleave, that the power sword has.
That way these most iconic WH40K melee space magic weapons would actually behave in a way that makes them work closer to the existing lore wile also being able to be tweaked on their numerical
values of dmg, attacks and time, to balance them up or down without making them act less 40K`ish.