Time for power weapons revamp

I like the idea of new marks, unfortunately something I’ve been thinking about is that marks all share a blessing pool. You can’t exactly make a new mark of powersword that works fundamentally differently because it’d still have to work with power cycler and all that.
So I think it’s either a rework or a new type of power sword/power maul/etc weapon, both of which are equally unlikely to me, because on one hand they probably don’t want to completely change a weapon people like, and on the other hand it’d be awkward and confusing to just introduce another power sword/power maul/crusher/thunder hammer family etc.

I guess we’ll see if they do something with the feedback, but I’m tending towards “they won’t do anything” with this in mind.

I have no problem with the micromanagement weapons, PS could stay as it is for me but seems that a lot of players are annoyed by that.
I’m fine with a rework for PS but the other don’t have any reason for it.

well i have to bow to the logic and power of that argument

The main drawbacks of the PS are not only mobility, but also how awkward it is to use and how dangerous it can be to find yourself in a situation that makes activating it difficult.

If you give QoL by reducing or removing the later parts, you buff the weapon, which either means it will be OP, or it has to give up one aspect to stay in line.

PS does not have much to give. Its unpowered form is just enough to deal with a single dog, its mobility is terrible, and the range is not that good either. All we have to give is damage.

Balancing the PS towards Knifes or Sabers is a ticket to getting it wrecked somewhere down the line.

It’s not really awkward, it’s just annoying. And the mobility drawback is enough to disqualify it from ever being overpowered, assuming non-insane changes, which “giving it the heatbar” is not.

I already outlined, it’s not just strictly a buff as now you have a resource to manage and add all the downsides that come with that. Managing “counting to 3 hits” isn’t exactly interesting or difficult when you can refresh the empowered state at any given time, no restrictions.

It could always be worse in any of the mentioned aspects so, no.

It will never compete with them as both those weapons run laps around the PS in terms of viability.

The PS is not a bad weapon. It does really good damage and has good TTKs against all enemies except maybe bosses, iirc. Meanwhile we have weapons that share this lethality (and even outperform it) with NONE of it’s drawbacks AND additional upsides like the DS special attack.

Giving the PS’ a heatbar won’t break them and will not even move then up in their respective placements in the meta. They will just not be annoying to use and that’s it.

And in case they’d add the heatbar and I was wrong, they can always adjust it later. I see no good reason to not just do it. The best way to do it, would be to add 2 marks (identical moveset but heat instead of 40Ks sh!ttiest on/off switch) of new powerswords so everyone wins.

it’s more time to do a massive weapons rebalance…

i mean yeah. there’s a load of things that need to be nerfed back into line, but fatshark knows it’ll lead to a massive backlash because this playerbase hates balancing instead of powercreep. best they wait for january, really.

people hate bad decisions, not nerfs if they were warrented.

Kinda why pretty much nobody likes what you “add” to a topic.

the power sword nerf proves you are wrong. that thing needed to be dropped into the ground and it honestly got off light and everyone hated it. people are STILL salty about it and it was objectively a good thing to do.

you not liking something doesn’t make it a bad idea.

Holy false equivalency.

People hated that nerf because the PS was the only weapon in the game, not subjected to the RNG hell to make it powerful and fun. That bug fix, which ended up being a nerf, was more of an RNG mitigation nerf than it was actually a nerf to the weapons strength. You could make it just as powerfull if you got powercycler, a level 4 exclusive blessing back then. It took some people over 900 hours to get that blessing. It took me 300. No that nerf doesn’t prove me wrong about this. You just conveniently leave out the context to suit your point.

I Already said multiple times that you cannot nerf something, even as a bug-fix, in a game with gacha itemization. I was correct then and I’m still correct about this now.

mountain out of an anthill there, skippy. your disjointed idea of what “RNG” and "gatcha"means being popular with the people that are always upset doesn’t make it accurate or even comprehensible. pee-sword was overpowered, got nerfed, and then everyone using it as a crutch screamed about how unfair they found it.

i have never found the community’s endless crying about what they think is game balance to hold water and it doesn’t now. you could take a grey pee-sword and derp your way through hordes and take out packs of crushers with minimal skill after the nerf. and i’d know because i did that before deciding auric is more stressful than fun.

uhhhh they’re on holiday then

Lowkey with you but theyre better off spending their time and efforts somewhere else.

I agree, but that won’t satisfy the loudmouths that want to dictate the playstyles of others.

Not everyone plays on the top-tier difficulty settings by default, and far too often it seems like a lot of these discussions come in assuming otherwise.

Thunder Hammer is awesome as is…just saying.

That is exactly what happend and no amount of “conveniently leaving out the context” changes that.

How was it a nerf to the weapons power, if you could reach the same level of power with an RNG-gated setup?

You even outline yourself that the perceived nerf to the weapons power wasn’t the issue. If most people could’ve easily done so, why complain about the loss of power? And if you’re answer is something along the lines of: “because their bad / because now their crutch is gone”, then why would you hear the same complaint from across all skill levels?

I’m sure you’ll find a way to invalidate this too but it won’t be with logic.

Just because you can’t see it, even when you’ve been staring at it for years, doesn’t mean it’s not been there this entire time. DT had textbook gacha itemization. That is an inargueable fact. A system was even datamined that let you pay for items.

Ah yes, you would know better than the entire community and what I’m saying here, is indeed representative of the entire community.

I think this would be much better:

No effect on those who like the weapon with power cycler, as it is.

Freed up blessing slot for those who complain about having to run the blessing and having to reactivate all the time.

Not introducing an issue with different marks of the same weapon doing completely different things.

Power cycler could also increase the damage of empowered attacks, keeping it at the level where it is right now, since the heat mechanic would likely involve a reduction in activated damage.

The name of the blessing can stay as it is. Simply needs a new description like “Special activations only last for three attacks, but energized strikes deal increased damage and the weapon no longer overheats.”

I must’ve missed that suggestion and only seen the inversed suggestion.

I’m not sure which way is better or worse, depends on how they’d actually implement either but making the heatbar basekit and making powercycler change the functionallity sounds better to me.

Not sure how I feel about having separate stats for powercycler attacks or if a heatbar would even need weaker attacks to begin with.

i think hes talking about me

Right now, the weapon is not very fun to use without power cycler.
That is the main issue imo.

  1. Keeping the current 1 swing per activation as a baseline and adding the option to choose between two blessings that grant either 3 swings or a heat mechanic, would keep the weapon in a bad spot as a baseline. It would also introduce a first case of two blessings being mutually exclusive.

  2. Making the current 3 swings per activation the new baseline and adding the heat mechanic via blessing, would probably require an extensive rebalance of the weapon, since it would free a blessing slot for the power cycler enjoyers.

  3. Making the heat bar the default and keeping power cycler as is, would make the weapon decent out of the box, while offering the choice to keep using it in its current state (with power cycler), and effectively without needing to change the power cycler blessing.

Option 3 seems the best to me.


Option 4 would be to have different marks behave differently by default (in regard to their special’s mechanic), but that would be a bit confusing and also come with some issues as well.