Hello again, if you remember me from my Psyker takes, please forgive me, I have no idea what I was smoking that day, however I still think smite should be nerfed a bit, but that’s for another time.
Here’s some tiny tweaks (some a bit bigger) to a handful of weapons & skills/blessings so maybe some people who were always using one weapon, maybe could try another weapon, without needing to because their baby didn’t get nerfed to the ground.
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Bolt weapons
Up the damage, enough to at least one-shot poxwalkers, and give it the same-ish properties as the Plasma Gun (Ignoring limb multiplier damage in favor of always prioritizing torso/head damage) excluding the bulwark shield, but it’ll be much easier to stagger it with bolt weapons. -
Zarona Mk IIa Quickdraw Stub Revolver
When cancelling the reload with ADS, it now plays an animation of closing the revolver cylinder, this also counts as a staged reload, so you can’t bypass it by quick switching. -
Columnus Mk V Infantry Autogun
Increase spread slighty, so it’s a bit more unlikely to ADS & beam a full health Scab Gunner with one mag from across the room. -
Recon Lasguns
They’re a tad overtuned, just bump down their damage to flak a bit. -
Axes
Now all axes can cleave at least 2 poxwalkers (Antax Mk V will cleave more given the cleave target stat).
This buff will make sense later down the line, I know they’re already strong with brutal momentum. -
Pickaxes
Thankfully, Ogryn weapons are pretty well balanced, all I think this needs is to have it’s dodge limit reduced from 4 to 3. -
Thunder Hammers
Knock the Crucis Mk II’s activation damage WAY UP (excluding monstrosity damage), enough to oneshot all elites with minimal preparation. And give the Ironhelm Mk IV a knockback AOE, similar to the Crusher or Power Maul, but not as much radius. -
Power Swords
The Munitorum Mk III Power Sword should also have an extra overhead added to the push attack light chain. -
Obscurus Mk II Blaze Force Sword
Heavy 2 should chain into light 1, not light 3! -
Brutal Momentum
It no longer gives weak spot damage per blessing level, instead, it will increase the amount of enemy heads you can ignore the hit mass of, starting from 1 up to 4, for example, when using an axe, you’ll be able to kill 2 enemies with headshots with the 1st level blessing, and 5 with the 4th level blessing. -
Smoke grenade
Uhh… Make it so ranged enemies are highlighted in the smoke, maybe? -
Close and Kill
Instead of 5% movement speed, instead gives +10% close damage. -
Tactical Awareness
Instead removes 5 seconds of your cooldown instead of 6. -
Grenade Tinkerer
This skill is removed, replaced by the passive Field Improvisation. Frag grenades however are given more damage so they can at the very least one-shot full health groaners and poxwalkers in the epicenter, without needing the bleed stacks to finish the job. -
Demolition Stockpile
Smoke grenades instead generate every 40 seconds. -
Focused Fire
Now upon tagging an enemy, resets stacks to 0 instead of 1. -
Marksman’s Focus
Melee weakspot hits let you move without losing stacks for 2 seconds, so you can now maintain stacks outside of ranged. -
Telekine Dome
The dome is now hollow, allowing shooters, gunners, and shotgunners to shoot inside, also muties and hounds will no longer bump on nothing inside the dome when you’re dodging, they’ll still bump on the dome itself, however. -
Go Again!
Alongside replenishing 2.5% cooldown on stagger, now all gunner enemies in the AOE will be suppressed for the duration of the taunt.
Going Taunt Ogryn without shield always felt like a death sentence if you go Big Lungs in large open spaces to me, hopefully you can’t get lit up with this change as easily.
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WARNING: Here be Rinda!
The next tweaks are a bit more involved and certainly require some extra brainstorming from others, so take them with an extra grain of salt. -
Plasma Gun
The Plasma Gun will now explode on overheating light attacks as well as decaying heat slower (enough to make you want to deliberately vent during tense situations more often), however, the original light attack cooling mechanic will now always save you from one overheat, regardless of the type of attack you use, whether it be charged or normal, for you to regain this coolant, you simply have to go back down to 0%. You will know you don’t have a charge for surviving a overheat when the fire image for the overheat icon switches to a larger animated flaming skull, basically signposting “hey, don’t overheat again!”.
A less complicated plasgun rework could be so you’re affected by suppression lol -
Voice of Command
The unmodified version of Voice of Command now replenishes 50% of max toughness to all teammates and you in it’s shout radius. Also, Duty and Honor now no longer replenishes 50% of you or your teammates’ toughness, only adding the +50 overheal toughness to you and your teammates in the coherency radius, however, when the 10 (from 15) second timer runs up, the 50 over-toughness will now slowly decay within the process of 5 seconds instead of losing it all, and reduces the shout’s stagger strength enough to not stumble mutants and monstrosities. Another vet rocking this ability modifier will now only refresh the timer and not stack like it originally does.
The unmodified version of VoC will now be incentivized to be used during a tense situation, where all your teammates got hit once or twice.
DaH will now be cemented as making VoC more useful used right before the big horde hits. -
Burst Limiter Override
Reduces base chance to 6%, as well as reducing More Burst Limiter Overrides! chance to 10%.
Now includes a “lucky reload” mechanic, depending on your gun’s current remaining magazine ammo, reloading will give you up to a 24% chance to automatically trigger Burst Limiter Override on your next shot.
That’s all I got, thanks for reading, will be changing and adding stuff, probably.