THP & Stagger talent rebalance

Haha. Will get that fixed ASAP. By fixed I mean I’ll tell Random Words.

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Fixed Vanguard not proccing when you killed an enemy which is staggered.

This is nice, specially for stagger builds in lower difficulties where hordes die in one hit.

Mainstay removed: the talent is conceptually weak and without a complete rework, or nerfing to competitors, will always be realistically inferior to smiter and enhanced power

I don’t have enough experience I think to be so categorical about mainstay, but it does help a lot weapons like the greatsword, allowing H1 (stagger) > Push (more stagger) > push attack (60% bonus damage) on stormvermins for instance. 2 of these combos are enough to kill one.
(This does sound ridiculous though when there are options like S&D going for PA > H2 to kill them in a fraction of the time, but oh well…)

Why is Pyro in set 2 with Bulwark instead of Assassin ? I picture Pyros playing more with daggers, crit and finesse than fire sword.

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@RwAoNrDdOsM

Gave it another whirl, a bit more reasonable now. :+1:

Getting 10 - 15 thp on average from 5 fanatics with 2H Hammer, Dual Daggers & One Handed Sword.
Occasionally a little more with 2H Hammer & One Handed sword.
(Not per swing, but overall)

I imagine these numbers will drop a little with 3 attacking allies & elites mixed in but that seems fair.

Agreed. Because when we made sets, crit was still part of assassin. And 40% power on crits on a class that has 50% crit chance is a lil cheesy. Will likely change that in the near future.

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Only given it a preliminary go, but wow imagine using any weapon other than rapier on BH and actually generating THP. It’s a good feeling but excited to try some other stuff out too. FK with buffed EP sounds tasty enough to let go of my love of mainstay for him.

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Just booted it up and right of the bat…
Enhanced power on the left side…
*Shudders*

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Bloodlust should now be working properly now

My issue is not that there are no weapons which have no talent they are working with and more with the talents feeling the same. I can say it on sunday for sure but currently I see no reason why Smiter and Assassin have to exist both instead of mixing them into one talent and adjusting the values slightly down.

I also still see no reason why I should chose Bulwark over Enhanced Power. And if I am going for high cleave weapons I don’t see why I should take Smiter over Enhanced Power. And if I go for single target weapons, I don’t see why I should take Smiter over Assassin. Basically, for my personal playstyle I don’t see any weapon I would chose Smiter on. Smiter would only then be reasonable if it would give me a surefire breakpoint. There will be some examples with this being the case but not to many.

I want three talents which all feel different in how they work with distinctive strengths and weaknesses. One talent for better elite/special killing power but having “harder time” against hordes, one talent for better horde killing power but more difficulty against elites and one talent for specific applications but with slightly less overall efficiency in melee killing power. Currently all talents work effectively against hordes and elites.

I want to have a choice where i can have either front or subsequent damage to make my choice meaningful. As I said, Velsix made some weeks ago an interesting suggestion which would mostly cover this. Would need some number tweaking but the design basis is very solid.

Finally! Nice to see Fatshark divert some attention to balance changes. This new dev team is killing it!

On a more serious note, why do modders have to be the ones to make serious gameplay changes? I feel like this is something the devs themselves could have whipped up in a short amount of time. Especially with how RI inheritance shipped, I’m really doubting the judgement of whoever works on game balance (if anyone).

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To be fair, FS has put out quite a bit of content in the past year.

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Because ehp doesn’t increase your whole teams damage by 10%. I feel like that’s obvious. Why would you take a selfish talent if you’re using a shield?

And it’s cool if that’s what you want. It’s definitely not the goal of the mod. The goal is to create variety by enabling more weapon choices. I’d also be ok with getting rid of the 15 row completely but FS wouldn’t go for that.

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Enhanced power can also be very nice for easy stagger breakpoints which can be pretty central to a shield build. It also potentially provides ranged breakpoints for careers which may not have access to much power. I can definitely see the utility of modified bulwark for helping you team to burst down bosses (assuming bulwark still activates on ults and the like though I don’t know whether or not that’s the case), but I can also say I’d probably still never run bulwark over EP even on a shield build. Haven’t run it in the mod though so can’t give a gameplay perspective there. On paper though I’m sticking with EP for sure.

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yeah that’s certainly a concern, Bulwark’s support niche is sound in concept but 10% may not be enough to make it worthwhile especially over the potential stagger and ranged BPs offered by enhanced power (I don’t think the extra 3% provided in the mod gives you anything more than you already get currently on official outside an aggregate dps increase but the point remains)

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I’m not in a position where I can test the mod right now, but one thing I would like to see is some of the tHP generation toned down a bit. Reaper is really strong I feel, on vanilla at least. Would want to see how the 1st hit only giving 0.5 or 0.75 tHP would feel like, so 4.5 or 4.75 tHP per 5 targets cleaved.

From the comments, it’s kind of worrying to see that Vanguard is potentially overshadowing Reaper, and making it a bit redundant. Would like to see some closer balancing in that regard.

I think the Bloodlust changes look pretty solid, it’s good that it’s not so dog with Skaven anymore, and it’s nice to see Chaos tHP reined in a bit.

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I remember on WoM release cleave did get nerfed like that and everyone ended up switching to kill even while it sucked vs skaven. If cleave is copping a nerf I think I’d rather chip away at the limit from 5 to 4 or maybe even 3 depending on how the math and feedback checks out. We’re also keeping crit/hs in mind even if it’s not in the mod currently

It was similar, but a lot more extreme on WoM launch. I don’t think this change would make Reaper bad, it would just focus more on cleaving more enemies specifically.

Reaper is really good for reliable tHP, but I do think it gives too much from single targets, especially from monsters. Hitting a troll can net you a lot of tHP fast, depending on the weapon.

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To be clear I wasn’t suggesting the extra 3% is the problem here. I think that adjustment makes perfect sense to allow it to better fill in for mainstay and I would be very surprised if it added any new breakpoints. EP in base game still has a pretty strong use case for stagger classes with 7%. I think the problem lays with the strength/core concept of bulwark, number tweaking may give it a good enough use case though.

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oh yeah for sure, I’m just being thorough with everything I say because well…y’know how it is

Bulwark is definitely the most likely of the bunch to need help

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Does staggering an enemy with eg FK charge trigger bulwark btw? Really unclear on that interaction. Acting as a mini shrapnel for classes with high stagger ability does seem like potentially a solid bonus, I think it’s just a bit too unimpactful day to day to get picked currently.

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Bulwark should be an overall supportive dps increase for the team. EP is the choice if you’re going exclusively for high cleave yeah while smiter is for single target dps so idk why exactly that’s a problem. As for single target weapons the determining factor between smiter and assassin will be bodyshot bps and headshot ratios, assassin is not so obviously better as you might think when you actually run the numbers. Most players aren’t cracking a 60% headshot ratio.

it’s possible that’s not how it is in the mod but we’ll try make it so if that turns out to be the case