There needs to exist more tiers of those blessings in the future.
At least that would be my guess. Look at what they have in common. They have no scaleable stat, and they’re getting one now. This is purely speculation on my part of course, but I’ll wager these changes are somehow related to the upcoming crafting system in a way that we just don’t know about yet.
Man I wish I hadn’t spunked all my 100k plasteel in a failed attempt to get all IV blessings for only 3 weapons from the horrific RNG dentistry. I did it a couple weeks ago before I knew this change was coming
It even feels like there is now somehow less plasteel in the game to collect.
As a kind gesture and apology for the RNG we have all suffered, could FS please drop everyone some free plasteel when the itemisation happens?
It could be scaled based on how much plasteel you’ve collected in the game, if you wanted it fair.
In that case, will we be getting some more context to help us give better feedback? Like via the hopefully soon to be coming devblog on itemization? I feel without context any sort of feedback we provide on these changes now won’t actually be useful to anyone.
Greetings o Sharks, my fellow followers of The Emperors Divine light.
Last night He appeared in my dreams and spoke holy words on how to make the Bolt Pistol anointed and carry His divine justice to the masses instead of, in His words, suffer of overwhelming weankess.
He asked me to deliver the message to let us use the correct ammunition with it causing enemies Armor to Shatter like all heretics must.
He also mentioned using an alternative trigger group allowing his justice be spread like it should as Full Auto.
Apart from this the Emperor was rather pleased with your latest creations.
Perfect Strike description in the game says +7.5% crit dmg, yet here you say crit chance. Is the description wrong?
I hope it’s just the description that’s wrong. Most all Perfect Strike weapons have an awful crit chance, bad finesse bonus dmg and no crit booster blessings either. Crit dmg here would be quite literally worthless.
Edit:
Love how I specifically searched for “Perfect Strike” to see if someone already addressed this and found nothing. x.x But yee if this is the case then so much for that then. :'c The inventory stats mod also doesn’t show +crit with the blessing equipped, but then that one’s always been bugged so not exactly reliable.
I’m loving the new ending to the Smelter Complex mission. Definitely more of a challenge now you can’t just camp the cubby hole by the exit.
Still a fairly “easy” grand finale I think, but that’s not necessarily a bad thing because a lot of teams don’t want to kill the eyes during the pre-stage so it’s a good team check up front of the horde at the end. I’d chuck in a monstrosity too btw from one of the side passages. Maybe two, and a few less ragers which are … at a distance, easy.
As far as I can tell, this has no discernable impact on the finale? Enemies can route through rather than around so you can’t easily get a cone of fire from one side? Nope. Dunno, maybe I’ll try a T5 Auric Mael and see how that differs.
Horde spawns are definitely broken. There is barely anything spawning on auric maelstrom, except for set scripted enemies. Hordes that should spawn every few minutes simply don’t.
Yo @FatsharkStrawHat can you pass on my big respect to the team for the new ambient Mourningstar music? Its a nice addition and I do like the previous stuff, so honestly, just perfect.
Its got a nice electronic vibe, with a slightly unnerving edge to it. The overall feeling it creates is great. Big thanks!
Yeah, it’s such a weird enemy dichotomy. Scab Ragers look intimidating and are armored but are made of paper and don’t do any damage. Dreg Ragers look like unarmored nutjobs but are beefier than almost every other enemy in the game while dishing out insane amounts of damage at longer range than their animations imply.
I’d much rather an all-round Scab Rager buff and for Dreg HP to go down if they’re going to remain this strong. Scabs being the beefy ones that do less damage but take a lot to take down while the Dregs are DPS machines that fall over would make way more sense.
In some bizarre way (I literally don’t know how) but I find the dreg Ragers easier to deal with now than before the speed buff.
They used to be my most feared enemies but now I think gunners and flamer’s have become the most threatening. And shotgunners because apparently they now fire radioactive cannonballs instead of shells…or so it feels after the update. Not seeing shotgunners mentioned in the notes but they buffed AF. And flamer’s range has doubled I’m sure.
But yeah they do feel a bit too high HP, especially as they’re ranged gunners too. They deal out heavy fire power from a distance but should basically dissolve if you melee them. They often take more than 1 heavy hit of my ogryn pick on damnation which doesn’t feel right.
This is dumb the dreg ragers are already tankier than the flak armour ones because they are classed as maniacs so they get intrinsic heavy damage resistance. If they were unarmoured this might have been ok and then the game decides 15x per a patrol is balanced and fair so yea good luck wheb they literally never stop swinging
Also why tf does gunner resistance not apply to the little gun dudes they absolutely ruin your hp faster than a single gunner if theres a stack of 4+ which is ALL THE TIME