FS, when you released the “Arc Maul” and “Scii Power Sword,” you showed the community your ability to make ergonomic weapon controls.
Earlier, you could pretend the stupid little windows you made to use the special options on power weapons were planned. But not now.
It’s time to rework the old power weapons to a similar state as the new Scii ones and drop these tiny windows completely and forever.
The Thunder Hammer and Crusher should not stop their charged state until the player shuts it off, at least.
The Power Maul already got a time-charge mechanic (eons ago). Now it’s time to add a visible charge indicator to the interface and make it release charged attacks like the Scii Power Sword—with just one click of a button.
The classic Power Sword should have visible charge indicators (all take “Power Cycler”) on the interface and should not stop its charged state until the player shuts it off. Just add an option to recharge the sword with a short click and shut it off with a long press.
I hope you read the forum and will fix all this in the next patch.
I think the crusher would be fantastic if it got to stay on, but also maybe have a charge build mechanic like the skitarii weapons and it could give extra stagger or damage, then again I barely use the crusher but any update would be nice.
Thunderhammer I think would be better if you could leave it turned on for the ironhelm mark and not the crucis, I think the both Thammers need an overhaul anyways in addition.
(My gripe right now with Thunderhammer is its damage/stagger and seeing skitarii doing stupid amounts of boss damage with its claw that it can get like what 6 uses out of with literally no drawbacks and super easy to execute. I think Thammers need to have their base damage increased a bit, thrust built in LIKE ALL THE NEW WEAPONS APPARENTLY, increase its stagger by like 300%, Like come on its a giant hammer. back when there was a bug that gave the thammer massive stagger and was able to stagger ragers with light attacks- was the best the thammer ever felt. And yes I should be rewarded almost 1 shotting bosses with zealot charge/marty build. It takes so much effort to get stacks and keep them there then waiting for that window to charge and release the thrust attack. meanwhile skitarii just hits F or whatever)
Powermaul would be awesome if it got the same treatment as the skitarii power sword as OP said, although I think it would be good if your doing the light spam and the charges hit max it would automatically explode instead of manually pressing it.
I don’t think the power sword should have an overheat mechanic and stay on and then turn off like the zealot greatsword. I think it should have a limited amount of swings but maybe have a the little build up of charges that you can manually activate and give however many charges = how many extra swings you get and just remove power cycler.
Why are people’s reaction to seeing overpowered stuff is “buff my underpowered weapon I’m using” instead off “nerf this OP thing” damn people let’s stop the powercreep instead of increasing it.
People who consistently play the game keep the game alive and when most of them are playing havoc they should balance things around havoc. Which in turn will keep more players and they should make changes to havoc to give us more freedom of build diversity but thats a whole different conversation.
The average player who hops on for 2-3 missions and logs off isn’t going to care that thunderhammer got mega buffed for “heresey difficulty”, and if they want more of a challenge they should start out in lower havocs.
Like I said before I firmly believe havoc is the game, if you can prove me wrong ill take the L.
As a havoc player i first recoiled at reading this.
But on second thought i think i would welcome this.
Making auric harder would make it more interesting and worthwhile to play.
Without the hassle of party finder.
It’s a bit like the issue with enemy spam, in a sense. Players are too powerful so Chaff enemies become a non-existent-threat. The best solution would be to nerf the player power or buff the power of Chaff enemies
After all, in vermintide 1 & 2, cataclysm difficulty is way harder imo, than darktide auric.
Though part of that might be due to different game mechanics (no sprint, positioning is harder or more easily punished).
I’m pretty sure that most players that play when there aren’t updates (the times Darktide has 5k-10k players daily) don’t play Havoc or very rarely play it
I’m pretty sure most regular players are located between Auric-Damnation
Well they did revamp power sword activation to where it is viable everywhere. The goofy ass burster logic for the minute would make me shy away from it on some maps in havoc if I bothered still, but its dominant in terms of effectiveness in all scenarios. You can have block active during the animation if executed from blocking, and cancel the animation almost immediately with block. With practice you can go straight into powered push stabs on Mk6 without even hearing the activation noise play.
The unpowered moves suck, but using a power sword as an expensive and rare version of a regular sword never sat right with me anyway.
Thunderhammers I wouldn’t be opposed to some reworks. The charged heavies (built in ghetto thrust) from crowbar should definitely be on these things for both power/regular attacks, for one…and that hit noise has been so unsatisfying since forever. Which is a huge miss since the warhammer feels very meaty and chunky swinging it around in the first 2 Vermintide games. Saltzpyre’s holy greathammer is particularly blessed in this department, those 2 sweep heavies have such a great and heavy ‘woosh’ into each other punctuated by the crinkling of Saltz’ armor.
first of all “paul” is fine on ogryn, hits like a truck and needs some pacing that at least punishes the drooling button mashing somewhat
secondly every other “new” weapon or category should be capped at what the existing are able to do both in dps and blessings, for there’d be another dueling sword on the horizon for the lazies at every new dlc release.
revert the damn power creep and you’ll have plenty of weapon options since not ONE exceeds at something by a landslide.
some weapon “sucks” for carapace or bosses, mon dieux, almost as if the game wasnt planned for everyone to do everything alone… the horror.
speaking of which
if that was the case, i would have stopped long ago.
been here since beta and the mere idea of making a camping simulator that has people hop from cover to cover, shield to shield while “carefully” yelling over-toughness at each other is the pure antithesis of what it was in the good early days of frantic, skill based fps action.
no talent or weapon that “guaranteed” a chance of winning.
no “rejected” in a party finder, only rejects that did their and didnt give one either about who was aboard.
if that’s “the game”, thats a very sad experience and i’d have ditched it for going space marine 2 solo rather
havoc is an arcadey side game mode and i’m tired of pretending it’s just “the step after auric”
auric should become a satisfying level of difficulty befitting of the highest main gamemode difficulty. the arcadey side game mode MUST play second fiddle to the main game mode, it can adjust.
imagine if anyone in vt2 ever tried to tell anyone that the game should be balanced around weaves because weaves are harder than the campaign so we can pretend it’s fine if the campaign gets utterly imbalanced