There is such a massive divide with weapons now

Okay so like,
It’s fine that Crushers have more health. Okay, cool, makes them more of a priority threat compared to just bigger trash like they were before.

But simply changing that one fact has created such a MASSIVE rift between weapons with Uncanny Strike or weapon activations that offer better armor damage, and literally everything else. This one change alone has forced everyone to factor high burst anti-armor into every build, because if you don’t, you’re making everything harder for both yourself AND your team.

Don’t want to use a knife, dueling sword, force sword, power sword, etc.? Okay, you are now locked into bolters, revolvers, plasma guns, flame staff, kraks, or brain rupture.
The opposite is also true; want to use an autogun? Cool, hope you like using the dueling sword.

If they want to increase the health of crushers, and all other armored enemies, sure, that’s fine.
But now you have to increase the armor damage capabilities of every other underperforming weapon in order to accommodate. Simply increasing their damage isn’t gonna cut it.

It’s funny, because I just got done playing Vermintide 2. And you know what? You can use any weapon you want to fight armored enemies in that game! Why? Because armored enemies have less armor on their heads. You can use a single sword, a greatsword, hammer+shield, whatever you want, so long as you can land heavy melee attacks on a Chaos Warrior or Stormvermin’s head. Sure, its not as good as, say, an axe, a spear, or executioner’s greatsword, but the very fact that you can make it work so long as you play defensive and know what you’re doing is why i LOVE doing weird loadouts in Vermintide 2. And I truly wish Darktide would take that into consideration if Crushers are going to become the new Chaos Warriors.

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Kinda, but not rly. With shield&flail you can solo svs patrol with heavy spam while being in the block stance at the same time. And then you have 1h Sienna sword, or 2h Kerri sword or 1h axe.

The key difference is in V2 range isn’t that strong, or atleast you can’t have 4 saltz priests or 4 troll torpedos in a team.

In DT your range and movement is much stronger, but enemies are copypasted from V2, crusher can’t perform a charge, there is no enemy psyker that can cast bubble shield/heal on them (purple haze is whatever). They are slowly moving towards to perform only one treatening move - overhead slam.

What FS should do is to make regular non-elites enemies much more dangerous and horde clearing like flamer/purgatus, aoe rumbler/nade spam a bit weaker. So there always will be some treat from swarms, and you would like to specialize in a horde clearing heavily, instead of “if i can kill elites, then i can kill trash mobs aswell” builds.

Locking ranged enemies in melee is also too easy. Doesn’t matter if you are playing bolter vet, you can just slide spam into a blob of shooters. Why would you run lasgun or autogun aside from the aestetical reasons? They don’t bring anything special.

Such things like locking ranged enemies in melee should cost something, more for the range playstyle leaning builds. But it doesn’t.

You can also headshot crushers. But really the difference between VT2 and this is super armor only affected ranged damage, so armor was more homogenized for melee weapons. If an axe had good armor damage, it fought chaos warriors as well as stormvermin. But this game has some weapons that are good at everything except carapace and that one weakness is often enough to bring the weapon down.

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They listened to the few people here constantly complaining that they want fewer stronger enemies and plasma gunners, assuming a vocal few means this is a popular change, instead of considering how the actual balance of the game would be completely upended by those changes.

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The same people who wanted fewer and stronger enemies ALSO wanted nerfs to the DS and other anti-carapace meta picks, iirc.

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A lot of the armor piercing weapons that are really strong are also powerful on the rest of the elites/monsters and hordes. Like force greatsword, any power sword or the pickaxe. Pickaxe has 2 more targets in its cleaving strikes than a cleaver, and way more hitmass.

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This was already a thing before the health buff, it’s just far more pronounced now. Armor spam has been Darktide’s balance philosophy for a while now and it shows in the meta that developed.

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I can use suboptimal crit blessings on the dueling sword on veteran with bad crit numbers and still be comfortable against armor.

But using anything that isn’t great against carapace now feels even worse than before.

DT would probably benefit greatly from having new enemy types in the Crusher-Bulwark tier. People have suggested big infested ogryns and such; HP bags but without much armor on them, that could replace a fraction of Crusher spawns. Steer things away a little from armor spam.

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Oh no I can’t just bring my favourite toys and delete everything save me.

Team game, incentivise team work, find a better way to do so than random quickplay and overpowered toothpicks please.

It’s much the same problem. Trees get buffed to give us more damage, then just put damage sponge enemies in to take more hits. Game feels good until you run across a couple of them at once. It’s just kicking the can down the road like the crusher HP increase has done.

True.
Perso, I think that DS should be trash against hordes… it should be a weapon aimed at single threat.

To say the least, I am happy to see less crushers and that they can take several hits. What i don’t like is that they always explode with vet grenades…

I like the system rock, paper and scissors. This pushes to create interesting builds where you have to balance your answer to every single threat.

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Overall, I like the more durable crushers; they live longer now to make some threat. Although I’m not so happy that Branks’ pickaxe no longer takes them down in one hit — and while I’m swinging my heavy attack to hit one, the veteran nearbly already stabbed three to death with his little needle.
Poked at the helmet’s peephole? Okay, then let the autoguns and lasers do so by the same logic.

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Post hidden by community flags

Worse than reddit lmao i’m done with this forum. Nice meeting you all.

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You realize this is the Discourse (Forum provider) system?
Someone flags the post, the post is hidden.
There is no moderation action here. The moderation comes later, when someone will review the alert.

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Users flagged this, I know it wasn’t a mod. Does that make a difference though?

You cannot fight the other users. I suppose the abuses could be punished. On the other hand, what you consider as not offensive, can be seen as this by someone else.
Better to have a moderator team to decide what is offensive and what is not.

To be complete, from my point of view, I don’t see anything offensive in the message. However, the 3rd word is not authorized on this forum.

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Fatshark is simply too scared to make the necessary nerfs and balancing changes. Tbh I have given up hope on them ever making significant balancing changes. They clearly want the players to be able to roll their faces across their keyboards and win that way

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Fatshark is wary and judicious when it comes to acting upon what a small but vocal (and blatantly elitistic) subset of the community deems necessary!

It also helps to realize that a meme thread on DT reddit gets more traction in a day than all the balance moaning over here does in a week…

Every coin has two sides

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In fact, over these many days of version updates, I have been tormented to the point of completely giving up on infantry lasers and scout lasers. When a unit appears that can initiate attacks from range with extremely high threat and high armor, it completely disrupts the fundamental logic of laser weapons, which relied on precise shots to exploit weaknesses in various ranged units to alleviate team pressure from distant enemies. Instead of forcing players to experiment with more build diversity, the current plasma cannon has made smoke grenades and gold resilience increasingly essential; meanwhile, it has also raised higher DPS requirements for ranged weapon choices (such as bolters, plasma guns, and revolvers). I want to ask, if Fatshark intends to push the game towards melee combat, why create so many ranged precision weapons and talents that contradict this combat system?