@FatsharkQuickpaw Are you able to say that a discussion is being had about doing something to get the sunset/rotated modifiers and event modifiers back in the game at some point?
Skitarii voltaic emitter changes are good. Chordclaw and higher purpose nerfs were deserved. Advanced combat doctrine buff is good but other than that blue node buffs won’t change even a single digit of usage because they are not something that can be worth using with simple number changes.
Sure, because TDR, attack speed (the best modifier you can have in the game besides cooldown reduction), +1 shock mine and infinitely regenerating shock mines is weaker than pinning down one special at a time with a blitz that’s difficult to target at the thing you actually want it to hit. Do you play Arbites above Malice?
Seems good but why no inferno nerf ![]()
Looking for any meaningful nerfs to the Flame Staff, other than removing the sprint cancel:

I never even seen sprint cancelling in my games. I knew it existed but every Psyker I met just used the stave normally and it still killed everything, making everyone unable to play…
@FatsharkQuickpaw
so there are no changes to the Inferno Staff?
@FatsharkQuickpaw Please, please, PLEASE tell us there’s more to the Flame Staff changes.
Were the enemy spawn rates adjusted in this update too?
Please let us know!
Okay, why didn’t the DClaw get these. You know, the one weapon that actually incentives perfect blocking?
half the playerbase would stop being able to play the game and reviewbomb everything, but it’s fine because our brains cannot comprehend the sheer pressure of running a psyker team with venting shriek in havoc rank 40 kill so we can kill the 1%
Genuinely excited to try the changes. Also starting to see why the new slab shield mark exists.
I feel like the buffs to the zealot ranged talents are not quite what is required to make gun-hybrid zealot into a practical playstyle but glad to see they weren’t just deleted either.
Most of my hours are on veteran these days. Were things really so bad that a blanket 25% RDPS buff was needed? Impressed that the devs had the confidence to finally tackle gold toughness - I knew it was holding back other buffs.
Unfortunately, I don’t see anything about the Inferno Staff and the Arcgun, which means that 9/10 of the time I’ll still encounter people with them in quick play, which means I have no reason to come back to see the same things again and again and again. There’s an incredible variety of equipment and other things - but of course, most will choose things with maximum efficiency/AOE, almost endeless ammo, that don’t require any skills or aiming. Oh also, auto-refilling ammo for ogryns further increases the chances of meeting rumbler spammers, the third weapon that kills the fun for the team.
Do something about the AoE, or make these weapons fair to use, like the flamethrower, which is very powerful but very limited in fuel.
I love that you’re tackling Golden Toughness. That is very good news. But if the player can use weapon like the Flame Staff to just kill everything almost immidieatly, even on Auric, then the effort to make the game more challenging falls short.
Things like hordes are still going to be a non-threat, but this time there’s no more button to make us unkillable and it’s only the Psyker can just kill them all. The issue still persists. Unless there are other changes coming in this update.
Again, was something done about the enemies?
I don’t think these Zealot changes (minus Thunder Hammer) really address any of the pain points with the class. Inexorable Judgement still usually only gives a chunk of its potential value at any one time, there’s still a lack of innate rending/brittleness that everyone else has access to, and it still fails to interact with half of the game (ranged weaponry) in any meaningful way.
Lighting things on fire for 8 seconds seems like a cute but not especially useful or interesting gimmick I guess? It might make the Crusher and THammer much more effective against the horde?
I do like ‘Got Your Back’ a lot though.
This is such a good change, I really am glad that you did this - it gives zealot more of an identity. with the other changes to the talent it fills like it will also cover the assassin trope, meaning we might not get the class anymore, but still it looks amazing and the changes are great.
We really need the spreading brain rupture from mortis trials (brain burst kills spread to 6 nearby enemies) either in a keystone or somewhere, cause that is fun as hell.
Always the go to insult, lmao.
It’s not an insult I’m asking you if you play Arbites even at non-Maelstrom Auric because it is abundantly clear what the stronger way to play Arbites is at that level, let alone Maelstrom or Havoc. You can only conclude that dog is stronger at lower difficulties because it is only true at lower difficulties.
I would assume so or more likely auto redistributed to keep the presets.
No arc rifle changes feels bad man. Probably can’t infinite smite as easily with the changes to Psykinetic’s Aura but the arc rifle/smite combo is the most anti-fun thing in the game right now.
Here’s my feedback about these changes:
When the update drops, be particulary sensitive for anything regarding the Flame Staff. If there’s a lot of people talking about it negatively, make sure to tune it adequately balance-wise.
We’ve seen you do balance changes outside of updates. You reduced Crushers this way. You can do it again, but with the Flame Staff.
So when taking feedback, make sure to listen how the players feel about this stave. It might still be just as oppressive as it was before the update.
good