Didn’t the Obscurus just get a buff? I do generally agree though.
Will add to the balance section.
Haven’t heard too many complaints of psyker - maybe there’s relatively few players? Will definitely add these since as I recall psyker’s talent tree hasn’t been tweaked all that much since release and these look like good writeups.
Pretty much, yeah. It’s not so much that it’s stuck in vet as the pauldrons themselves clip through.
But talk is cheap, as it stands it’s a promise, one I’m again more inclined to believe, but you guys don’t have a great track record. Actions speak louder, is what I’m trying to say
Semi-related to this uptick in transparency, the Witchfire devs “The Astronauts” have a really good series of articles talking about their trip through the early access process.
Might be good to compare their experiences to your studio’s experience going forward.
No shade intended with the whole Early Access thing, but they really are a gold mine of perspective.
Edit - not implying you specifically should read them all, just the studio in general.
We’re actually working on a series of dev blogs that is pretty similar to this, but it doesn’t focus solely on the early days. But it’s something that I think could allow us to have a few that do talk about what it was like in the beginning!
This is when the CEO comes out and says, “I apologize, we were doing a new ‘method acting’ comms technique that didn’t pan out the way we wanted it. We just wanted players to feel like real rejects of the Imperium with no hope.”
I agree with all your points except the Helbore. The bayonet and the long ready times are a deliberate design combination. You are encouraged to use the bayonet more often as swapping back and forth between your gun and your shovel is not something you do as lightly.
Tbh I’d love it if they leaned into this a little more and created combos for all the ranged weapons with a melee special. Maybe even incorporating firing the gun into these combos. It’s a nice dream.
helbore lasguns’s bayonets are uncanny powerful against lots of enemies, if being used right
they can stagger maulers and ragers with ease, if you have bleeding and brittleness - you can forget about your melee until horde spawns
Even hordes you can clear out if you maneuver well. It’s insanely strong, for some strange reason, whilst the ogryns 2x bigger bayonet, thrust by muscles 10x stronger, is maybe half as strong.
Might be just balance logic: Ripper is meant more as a time-buyer for a weapon that’s insanely powerful close-up and doesn’t ‘need’ to be strong, but Hellbore with its draw time needs an option for Random Poxwalker Ass Slap that doesn’t involve dealing with the switch speed.
Ehhh… maybe. But even if that was the thought process (which I doubt, I think it’s most likely an oversight) I’d say it stretches actual logic a little too far. I get that it’s not a primary melee weapon but the ogryns ripper bayonet can’t even consistently one shot a poxwalker. It’s undoubtedly underpowered and has probably been forgotten about by FS as an actual thing to rebalance.
Not to mention, the ogryn’s major downsides in DT is its lack of weapon variety and its sluggish nature. Making melee functions on ranged weapons actually count for something is pretty logical from a balance perspective too and would help add breadth to the ogryns currently narrow spectrum of playstyles.
I definitely recommend filing the mutant thing as a separate bug report, and will be including the psyker shield option competition in the balance section.
That’s fair. I will give them credit for tying a game mechanic to lore in that every ogryn ranged weapon is, sooner or later, used as a melee weapon (and replenishes toughness).