# Stop asking for Weapon Nerfs in a TEAM GAME

**URL:** <https://forums.fatsharkgames.com/t/stop-asking-for-weapon-nerfs-in-a-team-game/121621>\
**Category:** General Discussion\
**Created:** [May 17, 2026, 7:02pm UTC](https://forums.fatsharkgames.com/t/stop-asking-for-weapon-nerfs-in-a-team-game/121621 "2026-05-17T19:02:50Z")\
**Posts on this page:** 1\
**Showing post:** 148

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**Author:** ![eatingsand](https://avatars.discourse-cdn.com/v4/letter/e/aca169/32.png) [@eatingsand](https://forums.fatsharkgames.com/u/eatingsand)\
**Post date:** [May 19, 2026, 1:12pm UTC](https://forums.fatsharkgames.com/t/stop-asking-for-weapon-nerfs-in-a-team-game/121621/148 "2026-05-19T13:12:06Z")

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> [@silentbob515](#):
>
> Do you have any clue whatsoever what the next batch of nerfs and balances gonna be? No you don’t!

we actually do

> [@Devblog: Incoming Balance Changes](https://forums.fatsharkgames.com/t/devblog-incoming-balance-changes/121374/1):
>
> Our long-term goal is to bring these elements back into better alignment. **We want to preserve the intensity of the combat, while making it more stable, more readable, and more supportive of different builds and loadouts.** This means toning down the most extreme of enemy scenarios, while also addressing a small number of player power outliers that have been shaping our encounter design.

> [@Devblog: Incoming Balance Changes](https://forums.fatsharkgames.com/t/devblog-incoming-balance-changes/121374/1):
>
> This change is a first pass

> [@Devblog: Incoming Balance Changes](https://forums.fatsharkgames.com/t/devblog-incoming-balance-changes/121374/1):
>
> With that being said, we are gonna continue to monitor post patch and adjust accordingly.

> [@Devblog: Incoming Balance Changes](https://forums.fatsharkgames.com/t/devblog-incoming-balance-changes/121374/1):
>
> # **Looking Ahead**
> 
> This update is the first step of many to improve both gameplay balance and technical performance. In future patches, we will continue refining enemy compositions, adjusting outlier weapons, and improving those that have been falling behind. Darktide is at its best when combat feels intense, responsive, and fair. These changes are aimed at supporting that experience, reducing unnecessary extremes while expanding the number of ways players can succeed.
> 
> There are plenty of other mechanics and enemies that we can improve, such as the high density of Ogryn Bulwarks. We’ll talk more about our shielded enemies in the near future.
> 
> ![image](https://europe1.discourse-cdn.com/flex013/uploads/fatshark/optimized/3X/d/0/d01fb03fcfc31c1ef12a505a38ad2e873259b0c9_2_624x29.png)
> 
> We’ll be closely monitoring feedback and performance data as these changes go live, and will continue to iterate based on this! Please let us know what you think of these changes after you’ve had some time testing them out next week.

like we can just assume none of it will come to pass but why? we can only work off the info we have in good faith

fatshark wants to bring down player powerlevels and enemy spam a bit to make the game more thoughtful again = good idea  
fatshark nerfs crusher spawnrates, nerfs uncanny and buffs inferno staff = following that idea but making a big mistake  
fatshark says coming up next are more adjustments to make the game less spammy and feel thoughtful = will be good if they dont mess up the execution

i don’t even know what you’re triyng to gloat about. i’m fine waiting for the changes to reach a cohesive state of improvement

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