Stop discussing DS4 and start discussing infinite aoe

In general, the naming scheme in general in Darktide is the worst I have ever seen in a game. The weapons, the maps, everything is so unnecessarily unclear.

I think it’s crit string also got reduced?

That’s a good way to put it.

I agree with the infinite cleave options being too strong. Especially if it is combined with good cc, like:

  • rumbler plus burning
  • trauma + soulblaze
  • infernus with the suppression blessing
  • empowered smite
  • shredders plus grenade boost
  • probably plasma? Don’t know never tried it

Flamer without the animation canceling is fine in my opinion. I would like to see aoe cc and aoe damage separated. Eg remove/reduce the burning on explosions from ogrin, remove the suppression blessing on infernus, empowered psyonics not increasing right click smites damage, shredders either loose the bleeding or cannot increase their radius…

Sploady stick and bubble blaster

I’ve been away for a couple of months and the Purgation Flamer is back to being pre-patch-7 overpowered?

Hot dang. Someone should have messaged me to come back.

One doesn’t invalidate the other. DS Mk IV is just far more visible, as 3 classes out of 4 use it.

Excessive / infinite cleave weapons and Rumbler have been highlighted as problematic for…years now. I personally cannot stand the inferno staff, and constant Rumbler spam just makes your screen way too noisy, VFX and SFX wise.

just how horrible it is to be grouped with someone using a flamer/puke staff is enough for me to want them gone :wink:

I find it funny that you include the rumbler in that. Slow firing grenade launcher, that requires two shots on many specials and elites.

Does stagger, and great against monstrosities.

Very limited ammo.

The last weapon that needs to be on that list.

Something that’s not clear to me is how TTK interacts with AoE (and DoT) weapons. I know the AoE weapons and Soulburn can rack up huge damage numbers, but how much of an effect are they really having?

An AoE or Dot might be credited with half of every enemy’s health and still have accomplished nothing if bullets and blades were not only needed to put down each enemy before the party was killed, but could have done so without the DoT.

And if, say, a single psyker kills off the rear half of a Rager swarm while two Zealots deal with the ones actually in melee range, is that an example of a problem, or of good teamwork?

I’m not saying there isn’t a problem, but I’m having trouble gauging how much of a problem there is … especially across all the game modes and difficulties.

To quote a thread you were also active in:

Yes rumbler with the right skills is in the list as he is one of the aoe damage + cc options

Mr. Dubious here, and - as part of a Rumbler-focused build - I’d put it first on the list.

That kinda depends for me on whether or not the surrounding game state stays as it is. Personally I’d like to see high performing talents and weapons brought down a lot, then have the enemy spam tuned down to try to achieve something a little bit more methodical and less pc/server melting. Get back to something where elites are less numerous but stick around long enough to threaten you more often.

Assuming they’re committed to enemy spam as difficulty then yeah, I agree top performers shouldn’t be completely knee capped and plenty of things could afford to be buffed. Even if I agree it’s reasonable given those conditions, that’s probably not a game state I’m thrilled to play TBH. I just prefer things a bit slower and weightier than they are now.

Dots can kill targets - no need to further hit/shoot them. Takes a bit longer on individual basis but they will all die at the same time granting you a smaller TTk per bulk but a higher TTk individually. Thus they are incredible strong against chaff + what’s in the chaff as you DoT the chaff and manage the elites. Additionally Ogrins and monstrosities take increased damage from DoTs.

Your example of the ranger group: the purgatus player needs to funnel them so they are all in the cone of the flame, then he can indefinitely stun them with left mouse click until they die. If the safe variant is too boring he can put some charged heavies in between. No need for a frontline zealot

Nah, they are fine. Not op at all.

They are grenade launchers, they are supposed to do aoe.

And only the chaff is one shot, most of the time.

All true. But I’m not seeing how it’s illustrative of the scope of the problem.

In my example I was actually thinking of Perilous Combustion combined with one of the Void staffs, since they have more range. Lots and lots of Ragers …

As for Purgatus: I was tempted to mention this in my previous post, but I think its left-click stagger - which is why you say the Zealots aren’t needed? - may be more of an issue than its damage.

I whine about slide, aoe, and abilities spam almost in every thread. :smiling_face_with_sunglasses:

But ammo economy doesn’t exist anymore. Like it’s impossible to waste flamer unwisely and then stuck playing with no ammo for 5 minutes or smthg.

Funny how flamer while supposed to be a mobile turret kinda - slowdown on spray, bad dodge stats. Well it has 0 utility blessings to address that.

Something like “it counts as you are blocking when spraying”, to remove the annoyence from interruptions on hit. Or just plain “+1 dodge limit, +15% dodge distance while enemies have burn stucks on them”

It’s always “oooooh damage” on infinite cleave weapon with no aim needed.

So as the result have a weapon that either become trash cause how it’s clunky and annoying to play with, if you tune DPS numbers too low. Or it’s just a spam cause of infinite cleave and no need to aim.

Bad design, yeap.

Overall how blessings are almost always around DPS is bad. Deflector as a blessing is a perfect example of how things should be.

You have 1 raw power blessing socket, and one utility socket, or smthg.

Instant power creep result. We have to nerf overperformers or the overperformer becomes the reference point everything is buffed against. Even as we speak you are actively falling into this trap. Its a trap because the logic checks out on its face but the slippery knock on effects will drag you into the sad zone of power creep quickly.

Im all for buffing bad things. Truely. I have several weapons on my list. But we have to nerf the OP stuff.

can worsen that experience? Nay. It makes it better.

The dueling sword that oneshotted charging muties and normies were like ‘woahhhh’ before auric maelstrom was a thing…

hi,

nerf everything

regurts,