Lower clipsize range from 30-50 to 20-40, reserve from 90-250 to 80-200.
Lower alt fire spray armor mods:
damage vs Flak mod near-far from 175%-75% to 100%-50%
impact vs Flak mod near-far from 100%-25% to 75%-10%
damage vs Carapace mod near-far from 25%-0% to 10%-0%
impact vs Carapace mod near-far from 20%-10% to 10%-1%
impact vs Maniac mod near-far from 150%-125% to 100%-50%
Lower burst armor mods:
impact vs Flak mod near-far from 100%-100% to 100%-50%
impact vs Carapace mod near-far from 20%-20% to 10%-1%
impact vs Maniac mod near-far from 150%-150% to 100%-50%
Reduce initial impact on alt fire spray, ramps from impact range 1-2 to 10-15, was 5-9 to 10-15
Dev note:
“We wanted to adjust the broad capability of the flamer to deal with pretty much all targets, specifically when combined with the Zealots ability Chastise the Wicked that grants armor penetration after use. By increasing the value of armor for our poor burning enemies while limiting the amount of stagger, we hope to create a clearer use for the Flamer. Since the armor penetration effectively degrades Carapace armor to Flak armor, the removal of high damage vs. Flak helps bring flamer-wielding Zealots into more balanced territory. Combined with a lowered clip size, we hope to move away from a general-purpose purging tool that leaves nothing left alive into a more defined horde-clear role that benefits from some help dealing with heavily armored enemies. It should still leave most things dead, but it might require slightly more diligent purging.”
Munitorum Mk III and Mk IV Power Swords
Reduce number of attacks per weapon special activation from 2 to 1.
Removed the extra weapon special attacks when using heavy attacks.
Power Cycler blessing: Reduce the number of extra attacks per weapon special activation from 3 to 2
Fixed an issue where chaining attacks would sometimes not count toward the number of activations properly.
Summary: Powerswords get 1 activation default, total of 3 if running Power Cycler. (Down from 2 default and 5 with blessing)
→ Flamer is over
→ Power Sword is over
They will likely never be at their original strength again.
Thus concludes the Flamer and Power Sword saga.
Can’t wait for the next thing the community identifies as broken, despite working as intended. >:D
Edit: Yes, the Thunderhammer was made a bit easier to use. Editing for fairness.
2nd Edit: After seeing the changes in action I have to say they are actually a lot more moderate than expected. Still, this thread is not about the nature of the changes itself as much as the fact it was Community Desired changes more than anything.
thunder hammer was buffed and many weapons were in the previous patch, so over option will probably follow too. there have been several occurence already of nerf being revert or tamed in Dtide (bullbutcher and non force weapon quell bonus among other).
should thise weapons be too weak they will be corrected I think. powersword is still efficient and flammer still burn thought hord (I do think the ammo nerf wasn’t needed).
I personally don’t mind it since I don’t really use it. But I find it hilarious the community never learns and keeps repeating the same mistakes when engaging these forums.
“Fatshark never listens” → They actually do and very intently. They just don’t respond because they clearly discuss these things internally (which is just good practice really)
“XYZ is way too OP, game unplayable” → Results in overnerf, because it is actually taken seriously.
BM on any weapons using it (especially Combat Axe) - proposition: allow several swings with the BM effect, the number depending of the tier of the blessing
Bolter - proposition : too precise, lower the precision at long range
But there are lot of weapons to fix… and also blessings to fix / correct / buff:
devastating strike is the first in my mind - proposition same solution than what I proposed for BM
sustained fire - proposition give a smaller bonus but that apply for all shots after the first one
The cope that people were thinking all weapons should be this
I still think that all activated weapons are inherently sh-t cuz their normal power is syphoned into the special attack.
I still think that special activations should work off charges/limited resource cuz the current system is boring
Don’t agree with your nerf suggestion of BM. That said, many things need to be done still and the game will get there. I know Darktide will be a masterpiece. It just needs more time in the oven (and it’s being granted).
Agreed BM circumvents cleave.
But all it needs is not BM nerf but changes to how cleave is calculated =
no hard locks on how many enemies you dmg, this is idiotic
how many enemies are hit AND damaged is based on cleave - higher cleave means more enemies hit AND damaged
BM in this system would essentially work - instead of increasing the amount of enemies hit and staggered, it would increase the dmg of the ± 3 enemies hit with the attack
TLDR more cleave = more enemies hit and dmg
BM = you hit the same amount of enemies but all of them receive your full 1st target hit dmg, you are gibbing 2-3 basic enemies with attacks, not controling the entire horde
I will be honest. When someone posted about this, I was totally against. I was thinking that BM was not so powerful.
Now that the PS has been balanced, I think that the Combat axe needs also to be balanced. But BM is not just the combat axe, but tactical axe, several weapons of the Ogryn, the latrine shovel when this blessing will work on it… more than that, this is also the weapons that use deathblow (heavy swords), but for them, the cleave is so great than I think deathblow doesn’t need a nerf cause it is close to… useless (it can help with flak elite). But even, if the solution I proposed is applied to BM, it should be applied also to deathblow.
Fact is, I use the combat axe every days, with BM off course. And, I have to be honest… BM is too strong.
I honestly don’t feel that way, because the Tactical Axe is much better in my book. Those 12% crit you can get make it so much better and it’s faster to wield. So in my opinion the Combat Axe is somewhat clunkier / slower. It feels more unwieldy when you really do get cornered. Maybe that’s just me.
And BM thus performs better on the Tactical Axe in my experience.
Probably we need more good blessings, no? Today we have a very unbalanced blessing pool across the board. There are multiple blessings that clearly underperform. They should be looked at first. There are also weapons with no good blessings at all (example - Crusher). They should be looked at too. There are also weapons that are literally broken (Rashad), there are weapons with bad stats and poor blessings (Devil’s Claw). There’s a lot to do before nerfing BM.
Remember what they did to Heavy Swords. They should bring more weapons up like they did with HS, then we’ll see if the nerf is still needed. We should diversify our options first.
Im sorry what did you expect from a feckless and pathetic Dev like Fatshark? Of course they are gonna cave in to sweats. Its ironic because i congratulated Fatshark in the previous patches for not bending the knee and was and would be a paying customer. Now they can kiss my money and a large chunk of my playtime goodbye. What a bunch of pathetic devs.
P.S. As for your question get ready for the Bolter and the Braced nerfs. These guns are too much fun for the sweats to allowe them to live.
That doesn’t make any sense, though. The Bolter is even more situational than the Flamer. The long reload time and it’s unwieldyness balance it’s power quite nicely. It also has very limited ammo reserves.
As for the Braced Autogun, it’s rather middling. No way that would ever see much attention. It’s a B-Tier weapon at most. Fun. Useable. But you’re already putting yourself at a disadvantage.
nah there more nerfing needed on the flamer.
Ps is now down to just being a little better than all the force swords , its probably still S tier its just not game braking broken now.