Suggest how you would change bad blessings like limb splitter or rev it up

Half the blessings that weapons hardly do anything a quarter are good to OP and a quarter make the weapon useless.

Limb Splitter.
First hit in a combo is 15-25% more damage.
First hit after a push does 7.5-15% more damage.
No down side

Rev it up.
Increase move speed for 5 seconds if you kill in anything in that time you gain 20-40% attack speed for 3-5 seconds.

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limb splitter: after killing an enemy your first attack does 15-25% more damage. Consecutive attacks do 15-25% less damage.

Basically letting you keep high damage as long as you are killing enemies which would actually incentivize people to build weapons that can 1-tap certain enemies in damnation difficulty to benefit from limb splitter

Limb splitter is not bad on psyker

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It’s like I said in another post elsewhere, the Ideal Blessings Pass starts with:

  1. Choose a reasonable Blessing Value, like “blessings each provide 25% DPS increase”.
  2. Choose a reasonable Blessing Scaling, like “a T4 blessing is worth 25% more than a T1 blessing” (which would mean a T1 blessing provides a roughly 20% DPS increase). Note that this will be a dramatic change for a lot of blessings (the stuff where scaling is like 1/2/3/4% bonuses, so you’re literally getting 300% more value from the highest blessing tier).

Some blessings should alter weapon playstyle. For example Bash is one found on Ogryn Cleavers, and forces you to push every ~4 attacks to keep the 3-sec buff up. Some blessings should definitely be like that, as it spices things up in an interesting way!

Blessings shouldn’t make a weapon shallow. For example the reason Limb Splitter is a bad blessing design is reduces the damage of anything that isn’t spamming the first attack (most often just Heavy 1).

25% is a target, not a limit. For example Bash is an Ogryn Cleaver blessing which gives crit for 3 seconds on Push. This requires pushing for every 4 melee attacks. Meaning only 4 of every 5 actions is a damaging attack, so you’re roughly doing 80% normal DPS just to use the Blessing, and so for the Blessing to hit its 25% DPS increase goal it would need to provide an average damage increase of 56% (80% * 156.25% = 25%). So then if cleaver crit multipliers were 2x then we’d expect to get a 56% crit chance from pushing (so 25% isn’t a “speed limit” it’s the average DPS increase target we want to hit).

Some things will be hard/impossible to quantify. For example I’ve suggested Speedload be increased to +50% reload speed (currently 10% max) for 2 sec after sliding; while reload does factor into Sustained DPS output, this is mostly just a utility blessing designed to minimize the vulnerable time you spend reloading between being able to fire. This also includes Rev It Up where either you need to add a DPS component (like the OP did) or try to make the utility so awesome that players want it for its own sake (“Revving and sawing are both 50% faster, and you move faster for 5 secs after revving.” Granted in this case “revving/sawing faster” is an actual DPS increase, so not a great example I guess.)

Ranged Blessings seem to need the most help. I mean they definitely don’t provide anywhere close to a 25% DPS increase each on average, but I’m not necessarily convinced that’d be best for balance to have them be that strong. (So maybe the reverse is the actual problem, where baseline melee stats are too weak and all blessings should cap out more like 10-15%? Something’s clearly off if a few melee blessings provide 75% DPS increases and no ranged blessing comes anywhere close to that, and yet people still clearly find tons of value to ranged weapons.)

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Some blessing should just flat out be perks / attributes.

Stripped down is a prime example in my option, we already have + sprint and + stam so I have no idea why they were so dead set on making one that takes up a blessing slot especially on a ranged weapon.

That’s not to say there shouldn’t be any overlap but who really goes “wow I REALLY want a bunch of extra sprint speed on my auto gun, so much so in that I want to take up a blessing for it!”. Maybe give a small damage or reload bonus after sprinting to make it worth it (10/15/20/25) or also increase sight in / ready speed.

Terrifying Barrage from what I can tell is also junk due to suppression itself being unreliable at the best of times and if you are that close you are likely just going to outright kill them or use melee instead. While on the topic anything that mentions a distance should have that distance listed in meters rather than being a guessing game.

Run and gun is cool however it serves no purpose on some weapons ( cough MOST STAFFS cough ) while never appearing on other weapons such as the shotgun or hell even the bolter. While I think people should be able to put what they want as far as reblessing goes I don’t think it should roll naturally on it.

Ranking Fire is ok but short of then adding a proper assassin class it’s mostly going to be limited to being useful against already distracted bulwarks, crushers, or bosses.

Easy, weakspot damage reduced by 10%, non-weakspot damage increased by up to 25%.

However…
Current Limbsplitter isn’t necessarily bad, it’s just not on weapons that need it(like certain weapons that only have one decent heavy1 attack against armor/singletarget to which the best singletarget dps is just heavy1/blockcancel/repeat) and 99% of people aren’t even playing at difficulty where it can make a difference between oneshotting or not.
For example, tac axe do around 300 flat to flak heads, that will one shot common flak shooters but not the 340hp sleeveless ones. +25% will do it. It can also 2 shot scab gunners to the head(normally it needs 3 which is way slower, going from 3 to 2 shot, even if 2 shot has a block reset in-between, is huge - 3 heavy attacks is about 5-600dps on a 900hp target, 2 is effectively over 900 since it dealt so much damage before 1s; similar things happen when hitting ragers going from 4 to 3 shots, from ~5-600dps to ~7-800dps effectively)…etc.
With some perks it can even one shot bodyshot common flak shooters (300hp).

Basically it lets tac axe hit like combat axe(block reset heavy1 is about as “fast” as combat axe heavy spam if not faster) sometimes(still not getting enough carapace damage and might still need +%flak perk) but still keeps the light attack spammability and boosted crits of tax axes.

On combat axes that 2-light/heavy headshot kill the gunners anyway, +25% and -25% cancels itself out so at least it’s not negatively affecting most things.

So ironically it’s mostly used for lowering headshot hits to kill instead of being “limb splitter.”

Whether it’s useful is entirely up to how you roll the weapon and whether you’re willing to put in more effort to using it(block cancel every single hit on elites/specials).
Unfortunately fatshark decided to lock 1 perk/blessing so you’ll most likely never get the optimal “build.”

And yes I bought a lv4 limbsplitter with melk bucks for the memes.

If I were to buff it I would actually make it give that first attack some armor penetration(make hits to carapace hit as hard as it does on flak, so maybe 50/55/60/65% rending) and make it available for Heavy Sword.

It blows because you have to constantly reset your attacks, and block-cancelling (the full animation, not just a tap) or waiting it out is the only way to reset, and the gain is wayyy too small for the time you lose during the reset. Being able to downgrade the weapon to lose the blessing would actually be better for dps.

It would be fine if they adjusted the difficulty of t5 to match that output, or, hell, added another tier or other modifiers like vt2 had (better elites, more elites, etc)

Actually the increase to dps is substantial when it goes from 3 hits to 2 hits or 2 to 1 hit(on the slower attacks). Because you initiate combat on first hit, 2 hit means you spend time to do 1 attack, 3 hits means you spend time to do 2 attacks. TTK is decreased by half in theory. (obviously this is only the case if you hit the breakpoints)

Well worth the effort for slower attacks against non-monster enemies.

For combat axes resetting heavy attack isn’t that much slower than chaining it, if at all slower. (so 5-6 hits to 4-5 hits)

Except it doesn’t do that. The first hit is +20%; the next attack, and every other after, is -20%. It’s a -20% drop to dmg on three hits, just evens out on the second. The only reason to use it would be on something like a thunderhammer special to try and reach some breakpoint, but it’s really pointless there too considering how awkward and thus unliked that weapon is when its special is activated.

It literally does that when you learn to block cancel.
Again:
For combat axes resetting heavy attack isn’t that much slower than chaining it, if at all slower. (so 5-6 hits to 4-5 hits on crusher’s head)

TH doesn’t have limbsplitter iirc.

Often there are also heavy2 that attack from below that make headshot more difficult, those should generally be avoided so heavy1 reset becomes natural at times.

Limb spliter just make the upside even better or like @ComradeHX said make it have better weakspot / less general damage.
It actually even now has its uses if you can reset the combos with something like axe where it is pretty easy to do.

Rev it up needs something extra be it attack speed or what.

Block cancelling takes time away from hitting things. It’s a drop to dps to constantly reset. On top of that, for weapons that attack quickly, simply blocking doesn’t cause a reset. It still has a base timer, so quick followups from tapping block won’t reset the timer. I’ve done a lot of testing for limbsplitter on a tac axe. It totally blows chunks my dude.

Again:
For combat axes resetting heavy attack isn’t that much slower than chaining it, if at all slower. (so 5-6 hits to 4-5 hits on crusher’s head)

Your testing is bad. If you tested it corretly you will know that a quick blockcancel works just fine on tac axe and resulting in far higher dps(that exceeds the max hp since you killed gunners in under 1s) at times.

I speak for everyone who is experienced at the game.

Your testing is bad. If you tested it corretly you will know that a quick blockcancel works just fine on tac axe and result in far higher dps(that exceeds the max hp since you killed gunners in under 1s) at times.

I think it’s a complete shame blessings come in tiers as T4 of everything i see looks like a standard, uninteresting, normie weapon buff with bland single digit percent increases to this or that.

Like Surgical, 4 tiers of “increase crit chance by x% while ADS, stacks 5 times” no info how long it takes to gain stacks or if ADS automatically gains 1 stack, or how the math functions with the weapon’s base crit chance, and no one cares.

Where’s the surgery? What’s being cut through carefully? Also no one cares, it’s boring and counter intuitive.

Expansive is also just bad. It’s just bad! Just get rid of all these bad 5% or less style blessings and give me something nice like move tech, stun immunity, ability to ragdoll enemies and make them fly off like how barrel explosions do to us.

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Ironic you would still try to pretend to have “depth” when limb splitter literally adds more nuance to how a weapon is used(on hitting breakpoints and blockcancel appropriately, as block cancel isn’t needed in many cases, sometimes heavy attack isn’t even the highest damaging attack per-hit, instead of just spamming LMB). Had limbsplitter actually increased damage on spam attacks it would have less depth, ironically.

Just goes to show you don’t really know what depth is.

Are you even being serious?

  • Without Limb Splitter, a well-designed weapon has a variety of attacks. This includes block-canceling to repeated use a particular attack (which should be good sometimes, but means a weapon is shallow if it’s all you do with that weapon).
  • With Limb Splitter you’re often only going to block-cancel-spam that one single attack (and maybe one other attack if Light 1 comes out faster than Heavy 1 for use against more plentiful targets).

That’s fewer viable attacks!

That’s what makes a weapon shallow: having less nuance!

Personally I think part of the problem is that Combat Axe attacks aren’t in a very nuanced spot currently, so maybe that’s why you don’t understand what you’re saying. (If you take a weapon that’s on the shallower end of things, and make that weapon shallower, it’s harder for players to see it’s been made shallower than if you take a really deep weapon and make it shallower.)

Here’s a good change for Limbsplitter : delete it.
Once we can swap a blessing, who’s gonna take that when they could have something with no downsides and that doesn’t restrict your melee combat loop, like oh i dunno Brutal Momentum or Headtaker ?
And don’t give me “oh it’s good on Psyker if you spam push attack”. Just take Brutal Momentum and you can stop spamming push attacks. Also, block-canceling is slow af in this game compared to VT2.

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limbsplitter could be made ballpark balanced by changing the downside from “all hits in the combo after the first are at -20” to “the second hit in the combo is at -20”. that would still be well under some chase blessings in the pools but at least not an active detriment if you roll it most of the time.