This dead horse has been kicked so much it’s turned to glue, but I’m going to keep kicking it because it will keep being a problem.
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Gorgonum mk IV Twin-linked Heavy Stubber
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Krourk mk V Twin-linked Heavy Stubber
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Achlys mk I Power Maul
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Foe Rend mk II Ripper Gun
The incoming talent changes will not help these weapons find a place in my arsenal. No amount of attack speed boost, reload speed boost, or damage boosting talents will bring them up to be at the baseline of effectiveness we want from non-meta weapons. They are broke.
Starting from top:
The Gorgonum
- takes forever to pull out
- very long delay in fire that makes you wait 2 seconds after pressing LMB before it shoots.
- does not have the damage, dps, or ammo capacity to give it a niche over the Krourk mk IIa Heavy Stubber. Similar fire rate, similar roles (Gorgonum was originally the weapon for ogryns who wanted to shoot back at ranged enemies), drastically different performance.
I would like the Gorgonum TLHS to be more like a heavy machinegun. Right now it cannot even perform on the same level as a braced auto because of its low fire-rate, low finesse, and Veteran getting free rending. But mostly it can’t even touch the speed and ammo efficiency of the Krourk Heavy Stubber.
Both TLHS need draw speed increased and trigger delay removed. After that I’d like to make the Gorgonum different from similar weapons by making it, deadlier, punchier and give it better armor damage, maybe even light cover penetration?
The Krourk Twin-linked Stubber
- Way too many problems to list
This one was released in a bad state and hasn’t been buffed since launch. Why?
Please remember this gun exists. Please don’t believe the talent to reduce spread at the cost of stamina should be what it takes to bring this gun up to baseline functionality, the Krourk does nothing well enough to deserve that extreme of a handicap.
Right now it has damage closer to the Achlys TLHS with Star Wars Stormtrooper’s accuracy and the cursed fire delay. It honestly should have the Gorgonum’s TLHS’s current damage values and real-people accuracy.
The Power Maul
- does not reliably stagger elites on activated attack.
- weapon activation all but stops the player from moving
- Way too slow heavy attacks for a one-handed club
- Lights 3 and 4 too weak, unnecessary looping
- Sprint speed/cost/dodge distance

There is only one person left in the community who will vouch for this weapon, this thing is just wildly unloved ever since it lost its power to flatten enemies with stagger. And to be real honest this is a weapon I want to look forward to using the most because its first two light attacks are perfect ![]()
Attack speed of heavy attacks have to change and the crazy slow down to push a button has to go away. If we aren’t allowed to CC elites as hard as we used to, then the AOE needs to have a damage profile! At least then its blessing Power Surge would have a reason to live. Think fire flail from Vermintide 2, where the AOE had decent enough damage to be aiding in horde clear instead of being for show.
The Foe Rend mk II Ripper Gun
- somehow least effective Ripper despite highest damaging Ripper mk
- Lowest minimum pellet damage
- huge damage fall-off
I know all Rippers will be getting buffs, but I will keep believing that this mark II should have gotten a damage buff to match the big enemy buffing patch. The more HP and armor the enemies have, the less impactful the damage gap between 495 and 412 seem. I straight up want 525 - 600 or more damage so when i pull it out to ruin a special’s day, the Ripper overkills it instead of needing the full three-round burst with optimal shot placement. That just doesn’t seem right.
I don’t know if anyone would agree, but I think the Achlys mk VII Twin-linked Heavy Stubber needs a damage or armor pen buff as well.
This gun is hard carried by Light 'em Up and I think it will fall out of the meta completely because of how much stronger the incoming talents will make the Kickback.
By popular demand, The Rumbler may need a boost in ammo, as 27 or 33 shots is restrictive.

