Why is Fatshark’s idea of balance always to nerf the strong weapons? Wouldn’t it make more sense to buff the weak ones instead?
Apparently, on my PC, there’s a game where anti-elite weapons can’t effectively deal with elites. The Ogryn’s pickaxe, the Psyker’s electrokinetic staff, and the Veteran’s plasma gun that’s somehow worse than an Arbites shotgun all come to mind.
Some of the weakening is reasonable, such as the reduction of psychic throwing knives, stabbing swords. However, the problem lies in that Fat Shark is overly conservative in strengthening many weapons. Weapons like the shovel and the Devil Blade remain very poor to this day. Perhaps Fat Shark also needs something like a public test server to try out some bolder balance adjustments
Excuse me what game are you playing? the recent ‘nerf’ to the plasma gun literally made made the weapon more interesting to use rather than just being able to spam the primary fire with it’s pretty much infinite cleave where now it’s alt fire actually has purpose now because the primary fire is no longer so dominant and it’s still one of the veteran’s top weapons
The top preforming weapons need to be brought into line because we’ve seen what a nuclear arms race balancing has done to this game with them just power scaling everything has devolved into them having to massively increase enemy spawns to the point where the game is much more unstable and just no longer what it once was where bulwarks had to be spawned in as chaff because these top preforming weapons you say are fine trivialised them.
Fatshark are at now at least trying to fix the mess that the mentality like yours has caused the game by trying to scale down how powerful and have the game remain challenging without having to blow up their own servers or just keep scaling up enemy stats to accommodate a few outliers where it makes more sense to scale things back to where a endless cycle of buffing.
A lot of the weapons that aren’t performing is because they’ve been balanced out for the game because of how things have had to be scaled up to accommodate outliers they refused to nerf for too long compounded by the addition of premium classes that were and still are ridiculously powerful.
it feels like every single developer in the history of video games is “known for only nerfing”
my conclusion is that no matter how reasonable a nerf can be, people will exaggerate it in this exact way, every nerf, every game, every dev
if fatshark is reading this: it’s time to stop caring about this type of feedback, it’ll happen even if you make a 50000 buffs patch if there is even just a 1% nerf to dueling sword in it. do what you must to make the game fun
Because if you buff weak weapons up to the level of strong ones, the game becomes too easy, and any idiot could clear fifteen Havoc 40 missions in a row without ever getting knocked down
This is lowkey true actually, but that’s because the arbites shotgun is overtuned and a little disgusting, not because the plasma gun is somehow bad. Even then the comparison is pretty loose because they don’t really fit the same roles, but I think someone using the shotgun can kill the enjoyment of the game of their allies easier than someone can do so with the plasma gun. I enjoy using it, but I have to show restraint with it in order to not annoy my friends. I don’t think the plasma gun should be buffed, I’d like the shotgun to be less efficient at killing melee elites. I’m okay with it killing horde, and it’s not too problematic into gunners and reapers outside of getting the drop on gunner packs before they spread out. I’d like it if the number of shots it takes to kill a mixed melee elite horde now still killed the horde but only soften up the melee elites.
Because that mean thereafter needing to buff the enemies, or increase the enemy count, which might already be the cause of many of the problems that appear in the harder difficulties
Proper balance requires both. The Devs, not the players, need to establish a baseline of player power and then nerf anything that brings player power too far above the baseline, and buff anything that doesn’t reach the baseline. This way they never have to touch the enemy balance once they get a sense for how hard each difficulty should be compared to the baseline of player power.
Note that it’s critical that the baseline is established solely by the devs because if they try to make everyone happy, then no one will be happy.
I’m sure I’ve said this before, but it makes me sad you and others need to repeat this as it should be self-evident. I swear we had this exact scenario come up here about a week ago.
we are in the phase of ai-fortune-cookie mock threads from the bunch that rightfully (albeit far too late) got their toys removed and struggle to keep “pretending”
either they man up and put that energy into actually improving themselves or fade into karen-like obscurity, both is fine with me
Firstly, they don’t always nerf the strong weapons - this sort of exaggeration doesn’t really help anyone.
Secondly, buffs and nerfs, along with enemy damage, health, numbers, etc., are all just “knobs” to tweak. There isn’t a problem, per se, with twiddling these knobs if it is commensurate with intent. The issue is that Darktide (much though I have affection for it) is a bit of a mess (poorly explained mechanics and numbers, lack of onboarding process, etc.), with wildly inconsistent difficulty curves - and unfortunately I doubt this will change.
My advice would be embrace the chaos and enjoy what is, under it all, fundamentally the bones of a good game, just learn to dip in and see where the current balance sits relative to you - some patches you’ll breeze through Auric Maelstrom, some patches you’ll get wiped on heresy; them’s the breaks, just don’t sweat it too much.