Remove Inferno Staff from the game

:thinking: Elaborate

Understandable, but I think we are at the point of no return

Again, I think that train has left station

yep

Attitudes presented by a section of the Asian “community”, or even your comment along the lines of “stop calling for nerfs of everything” don’t help with that for sure.

I think it’s a little to early to give up

They >>tried<< nerfing DS, they just >>tried<< nerfing plasma this update

They also increased the CD for Shout (even if slightly), it is SOMETHING

I’m sure that they could continue with these nerfs over time, alongside some nice buffs for le bad stuff

I think a version of the game were everything is balanced and boring would be degenerate and bad design. Would rather play chess or smt at that point.

If you want a more grounded example - Psyker gameplay loop vs Sienna’s one.

With Sienna you constanly make deccisions in two phases - expectation vs reality.

  1. I expect i will need to cast a lot > i need to farm some THP to trade it for overcharge vent

  2. or I will cast a bit and handle the rest in melee and passive cooling will do its’ work

Then you have the reality part

  1. I was to greedy/there was an unexpected situation and so i was casting too much > i need to trade my THP (or even green HP cause i lost all THP) to vent asap

  2. or to farm THP in melee while affected by action speed debuff

  3. or i will handle the rest with melee only, despite the action speed debuff

Then you have 3 careers that modify that system, like Pyro isn’t affected by slowdown debuff and overall can cast more.

With psyker it’s cast > vent > cast >vent. Where both cast and vent regen your toughness.

Is it even a gameplay or a lab test for chimpanzee?

Like i want a proper gameplay loop with devastating and meaningfull spells that are risky to handle cause it tied to a parallel dimension full of eldritch entities.

Honestly? Probably yes. But that only means FS should communicate they are happy with DT is moving away from the Tide formula and become a braindead spam oriented game.

I mean that’s a very curious way to put this

Would readjusting the outliers make the game “balanced and boring”? Why boring exactly

I’m pretty sure many casuals would love if DS was nerfed alongside a hefty Chainsword buff

Being “too far gone” is an apt reasoning, I suppose.

I mean… how does one even COME to such a conclusion and then POST it so confidently? A deliberately unbalanced game is fun for meta slaves and no one else. What if somebody wants to use something that they find cool and fun thematically without feeling like they’re gimping themselves, without being constantly surrounded by meta slaves who have gear that is superior to such a noticeable level of disparity?

I’m getting so sick and tired of being told that MY desires are what’s “selfish” and “gatekeeping” by the same kinds of people who say stuff like THAT.

For you balanced is boring?

So for you its better to have only 3 or 4 wepons to chosse from than from like 20+?

Thats hell of a denial.

It is nice to use things other than the usual suspects. It would make the game more diverse & interesting after all. I’m glad they at least buffed a few outliers in recent patches, I hope the trend continues. Making builds more interesting, so I’m not pigeonholed into taking certain weapons.

Imagine being able to make meaningful decisions, Uncanny Strike would never
image

I honestly think that Fatshark should be more open about balancing, and say “hey we are in process of trying to balance the following weapons / talents this quarter: x, y,z. Due to the game complexity, overlapping effects of different difficulty modifiers, and talents, you might see small adjustments to their stats. These could be buffs / nerfs, as we try to find a sweet spot.”

I would rather have them be wrong, then do nothing. More frequent, smaller adjustments, instead of those once a 12 months changes, which often leave weapons and talents in a broken state.

Sienna’s melee weapons can easily set enemies on fire through heavy strikes, so most of the time I probably don’t even need to use a staff

Obviously the staff should not be removed entirely, but an issue is how to prevent (assuming you want to better balance inferno staff) inadvertently nerfing other suff that has overlapping talent use.

Crit from Empathic Evasion giving 1s of dodge against ranged attack still benefits melee psyker (I play fgs, which has sloow attacks so it’s not like it is even remotely as powerful there as on constant high-peril ranged attacks) so if you touch the talent itself rather than the staff you’re hurting another build to pick just one example. There are numerous other talents like that that would be affected if you want to hit inferno through it’s interactions with talents.

Perilous combustion works on elite/special kill, but stacking those kills up tight in a small space and within a narrow time interval with FGS typically requires a fully charged special attack which takes time and active melee engagement to build up, so nerfing PC would indirectly nerf those sword builds. And other melee weapon builds that can’t do the blastwave special would be nerfed too by an attack on PC.

It seems to me any desired adjustment would have to be on inferno staff itself (perhaps the infinite cleave thing, or whether crits give double sb stacks), and possibly venting shriek.

I’m not against taking a strong look at the staff itself and it’s blessings, but anything that touches talents with overlapping use on other builds, without also doing compensating buffs to those, is a hard no for me.

Revert the unlisted buff that PI got during the last tree rework. Previously, PI couldn’t stack past 16 but now it can stack to 31. The buff needs to revert since it pretty much puts all non-crusher hordes on a timer as SB casades through elite packs and hits 31 effortlessly. Right in H40 non-ogyrn elite packs will pretty much all instantly die after a couple of kills when a Purg staff is present.

Giving it limited cleave and maybe have the peril gain ramp up more over time would probably the ‘right’ answer, but I think that the main issue here is that flamers are naturally powerful, and so they need to have equally powerful limits to how often you can use them.

Zealot has ammo to worry about, at the very least, and no consistent way to replenish it unlike veterans and hive scum. I think it would be cool if Psyker had to build a resource before expending said resource on a right-click. So instead of holding to charge the right-click, they instead need to collect stacks of soulburn by striking burning targets with melee attacks, removing the dot but building charge. Then after they’ve done that enough they gain access to the flamethrower move. It takes longer between bouts of flame, but the torrent comes out instantly as a compromise.

I suppose this is what Peril is supposed to do, but having an easy way to vent peril makes this a real non-issue, and the inferno staff can be spec’d to build peril real slowly. Making it charged on melee kills like those psyker swords could be really cool, especially if you gave this staff a better melee special that does bonus damage on burning players. But all the staffs should have better specials imo.

The staff special is honestly kinda funny because it has some unnaturally amazing properties that never get noticed because of its insane negatives

The heavy specials have like 32 cleave which is one of the highest numerical cleave values in the game and deal only 100 base damage to the head which is not a lot at all, but thats also its minimum cleave damage too meaning it deals that damage to every enemy it hits, which is significantly higher than most other high cleave weapons, like heavy swords hit lile 80 then 40 min at the 4th and 5+ targets last I checked. So you TECHNICALLY can horde clear with it, better than you probably expect, but its just so slow and only the 2nd attack is a sweep, and you cant push, and the dodges are horrible, and it a while before the first kill (but picks up after there cuz of the flat cleave damage), etc so it just sucks overall. But it is funny how you can technically make it work

Surely if you are in a sweaty 4 premade this is a non-issue? Just agree with your friends not to run purg staff or the other meta “OP” items no? Also if its too easy still, there is a really easy way to up the difficulty that has existed since VT2. Use low power or grey weapons, weaker or no blessings, weaker curios, spend fewer skill points. With these settings you can effectively adjust the power level of your characters to fine tune the difficulty in game. You could agree the parameters with your group and make the game as hard as you want. If you are min-maxing you are trying to make the game easier.

I strongly disagree. The maximum difficulty level should be barely passable for teams using voice comms, where each of the four is an elite-level player with thousands of hours of grueling effort behind them, and they’re using the most powerful, ultra-optimized builds tailored specifically to the map, the modifiers, and to each other

The H40 rank should mean that even the weakest player who managed to reach it is impressive—just downright incredible—compared to anyone who doesn’t play Havoc

Try playing rotten armor or other certain havoc modifiers without any of the meta OP items. It doesn’t create a challenge, it creates a dogshіt experience because it’s clearly balanced around those meta items.

The other part of this is that it’s simply more fun to come up with & play with effective loadouts than it is to come up with & play with ineffective loadouts. Minmaxing is fun.

In other words, if there is a difficulty spectrum and it’s meant to be inclusive of all players, then the highest difficulty should be an appropriate balance for the best players using the best builds they can think of. Otherwise the spectrum of difficulty excludes those players.

It only dominates in higher havocs,

on aurics, damnation, heresy, malice, all the staffs work well enough.

Inferno is just the lowest skill ceiling staff that it is chosen more in lower difficulties.

Nerfing it would only affect havoc gameplay and instead of fire it would be constant explosions which would be more annoying in the long run.