So, there were no balance adjustments at all

First start by nerfing Uncanny for DS down to 8% per stack just like Scum melees

After that, let players try

If it’s still an issue, slightly nerf crit/weakspot multiplier

But mainly it’s uncanny strikes that creates most issues rn

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Regardless of the rest of the post, I definitely hope we won’t get anything resembling VT combat in DT. I played VT after DT and it felt horrible, as if all fluency and mobility was stripped from me, and I was put on a leash limiting my movement, with combat suddenly becoming jittery and clunky. I like how DT combat feels, that’s one of the redeeming qualities of the game.

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Here’s something that I think may impact balance changes like this to the “top end” of the meta.

Issue is likely this:

  1. Devs downwards adjust e.g. Uncanny, unlimited cleave dot stacking and gold toughness (this is a pure example)
  2. Havoc is now mathematically almost impossible to beat, because it was balanced around unlimited cleave dot stacking, uncanny and gold toughness.
  3. Devs decide they don’t want to do this because it would make Havoc really hard to play for almost all players.

In a way, because of the way they set up Havoc balance, any downwards adjustment to the overperforming outliers in this game would also necessiate a full Havoc rebalance. This means the effort and complexity of simply addressing something that’s obviously OP on Aurics is way, way higher than one might think.
This is, in my opinion, why it was a horrible idea to balance Havoc around OP things, and I immediately suspected this would become a problem down the line. The longer they go without balancing obvious balance problems, the more I think I was right.

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This wasn’t even an issue before Bound By Duty. They decided to upend the entire game instead of nerfing like 3 things.

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You want balance changes? They aren’t even fixing the long standing BUGS and you want balance changes?

This is a game where half of the top steps in the game require being JUMPED over because walking into them stops you dead, but people want balance changes.

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Yeah, we know who to thank for that too. It sucks being able to predict a perfectly predictable outcome.

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that’s because most bugs you can play around by the time you know the maps inside out.

consignment yard rails at the drop down or metal tiles on the floor of gloriana.

the only way to “play around” a crutchling is to either leave him in the dirt or votekick.

plus one is bound to happen far more often than the other hence soiling your experience more

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Especially now when all the tourists are here to check out the new stuff.

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you can clearly spot the one trick ponies relying on their magic wand and their silent expectations of the team babysit their asses so they can pretend to be of some skill.

only when you leave the dude to fend for himself, it sorts itself out pretty fast :face_with_tongue:

the one thing to make sure is he’s not grabbing one of the essentials like med or ammo crate and wanders off into a mixed group where the effort to retrieve outweighs the worth of said crate :laughing:

after that it’s like a dog pulling so frantically against its leash in order to run into traffic, well here you go boy, run, you’re free :rofl:

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The game has felt much better and more fun/risky the last two days. 90% of the teams are punks and some cops. Old classes are super-rare to meet. No DS, flame psykers, or gold toughness.
But speaking of balance, I thought the chemical grenade felt very strong, surpassing the zealot’s fire grenade, as it kills crushers. Perhaps its radius and duration could be reduced by a bit, or the default amount could be set to 2 (4 with the +1 perk seems very generous, while the rocket launcher, on the contrary, would be better served by 3 shells by default).

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Funny you’d use the term jittery as that is something that only Darktide suffers from

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I found myself actually having fun in aurics again, because for all the bad balance hive scum brings to the table, none of it ruins the game in the hands of the average player, unlike dogs, smite, gold toughness spam, etc etc. Strong agree

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Please do explain how to “play around” getting 2004 aand 2014 errored.

Explain how to play around being put through a wall, floor or ceiling or into a medicae or level decoration by a mutant, Pox Buster, Chaos Spawn, Plague Ogryn or Beast of Nurgle - or just sliding somewhere too close to a wall and ending up inside it?

I would also love to hear how to “play around” weapons that refuse to fire, melee swings resetting mid swing, Abilities not going off when you have pressed the button for minutes at a time, abilites going off when you have not pressed the button at the worst possible moments…

At over 5500 hours in the game I DO know the maps inside out. I know that half of the top steps in the game do not work as steps and have not done since I mentioned in in the BETA feedback.

I also know ALL the bugs that YOU CANNOT “play around”.

Stop defending this god awful company.

ah yes, flagging, the proper response :smile:

complain away then, I’m done and enjoy the game, without stumbling my toes every 5 meters against imagined obstacles :man_shrugging:

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