Turn all Carapace head armor into Flak

Do you wanna solve the issue of 80% of weapons feeling extremely bad in havoc and aurics? Here you go, just turn all Carapace head armor into Flak, this way all weapons can actually damage crushers, captains/twins and plasma gunners accordingly (we can keep Maulers carapace head it’s like the VT2 counterpart that has a weaker body instead so it’s fine)

Carapace head was a mistake in every but 1 enemy

After that just nerf the outliers who obliterate carapace at this moment while being excellent all rounder weapons

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I think it would be cool if crushers would have some random head sets: without helmet (unyielding), open helmet (back is flak but face is unyielding) and full helmet (flak)
or perhaps helmets that can be broken if took enough damage and open weak spot

I agree with everything in the post, but plasma gunners are fine as maulers

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I am steadily getting sold by this idea. Especially because crushers have this weird immunity to dots which I don’t understand. Every other enemy has his human/ogrin immunity against dots no matter what body part is coated with what armor and what body part you hit. Except crushers, they are the only ones having carapace defense against dots.

Give them a weak spot and they would be prone to dots as well.

This would be a blessing and a curse. The blessing would be consistency, the curse would be crushers being weakened considerably. So there would be a need to some counter measures, like even more health or which I prefer: Give carapace armor the same capability as shields: completely negate any dot application if the attack hits carapace. And apply that to all enemies: plasma/mauler head, reaper gauntlets…

I’d say that’s kinda the point yeah

Crushers do need a nerf, but to make sure they don’t get obliterated, we would be nerfing the melees that already deals with them well so that these melees now take around the same time (or a little more) than before, basically only benefitting all the melees that struggled before

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We’re totally nerfing the melee weapons by making the carapace enemy a far easier armor type to deal with on the easiest to hit spot in the game that is all about weakspot finesse damage multipliers on the strongest weapons.

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I don’t get what your point is, I did say on the original post that after changing this armor type, we’d need to nerf the outlier melees to compensate

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I just want to add that if this were to ever happen, the Dueling Sword would have to be SUPER, DUPER, TROOPER nerfed alongside this change. It’s something that people often forget when suggesting such solutions (myself included). Doing things like giving Crushers a flak/unarmored weakspot or converting their whole armor to flak would make weapons like the DS so powerful, it would break DT balance ten times over.

So, just maybe edit your post also adding that DS would need to be nerfed for it to work best (if there’s a chance this feedback will make it to the devs). We don’t want to have another Bound by Duty balance update where DS became even better than before.

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Why it’s literally right there since the beginning

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True, I didn’t notice, my bad.

I guess the additional change to add on to changing all Carapace on a Crusher to Flak would be to, once again, increase their health. They would die so quickly without Carapace to aid them, not to mention their pathetically low stagger resistance. A single hit from an Ogryn with full stacks of Heavy Hitter can make a Crusher stumble back for a few good seconds.

FS forums just recommended me this post from 3 years back. If only the people disagreeing with the OP would know just how bad things would get…

Can we have a change where we nerf the players then think about enemies later maybe? Is this really a tough concept that we have done everything to buff things around players that maybe the solution is to nerf players? This doesn’t make crushers more interesting either way, psyker still oneshots them, skullcrusher is still double damage on them, uncanny strike means armor doesn’t matter, rending talents and damage nodes mean their health doesn’t matter, dodges are invincible against them so their attacks don’t matter. The only reason they need to be spammed is because crushers as an enemy type just do nothing. This isn’t fixed by making them easier to kill, it’s fixed by either redesigning enemies to better deal with player mechanics or nerfing player mechanics to help compensate for enemy design.

All that giving flak weakspot does is move the problem further down the line, and we go back to the “armor doesn’t matter anymore” cycle of darktide, before buffs come in and we go “there is too much armor” cycle.

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You’re being so dramatic for something so simple

“This change is bad Because it’s not adressing everything at once” like Jesus this is simply one step on how to help the issue

Yes nerf Inferno staff
Yes concussive needs a nerf (or Skullcrusher to not fully apply on concussive targets)
Yes uncanny strikes need nerfing

How does ANY of these deny the claim that as long as crushers are 100% Carapace, most weapons will never be picked because they simply can’t deal with them???

Making their Head Flak would allow these weapons to be used, and for Fatshark to nerf every other problematic weapon because now people won’t depend on them anymore to deal with crushers

nothing is stopping fatshark from nerfing weapons except themselves. The problem with carapace is that it needs to be spammed to be a threat not that its hard to deal with

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Nerf carapace enemies and then nerf weapons, or nerf weapons and then nerf carapace enemies

The order doesn’t matter at all as long as it’s done, simple as

what nerf do they actually legitimately need? They’re useless enemies that take up screen real estate from other actual threats. They need to be changed to be stronger and less spammed, not just made easier to kill.

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Agreed. If they’re going to have their armor changed to flak in some places (or everywhere) I definitely support the sentiment that they would need buffs after that. Said buffs would also need to be pretty substantial so Crushers (and all Ogryns in fact) can be spawned much less and be threatening.

Give them higher health pool, make them more resistant to stagger, make them launch your reject in the air when they hit you with an upward attack, make them take away more stamina if they hit you while you’re blocking.

Enemy Ogryns can be buffed in so many aspects and in-turn, their spawn rates can be reduced tremendously.

What melees do you even use normally

I’ve played everything into havoc. I’ve completed havoc 40 with shock maul and devil’s claw multiple times on exe vet pre-talent tree rework, I enjoy shovel with Take a swing and Decimator on it rather than uncanny strike. The biggest issue with these enemies is not that they’re dangerous it’s that their numbers are designed around the most powerful weapons in the game oneshotting them or infinitely cleaving them, and therefore are very time consuming to kill. Nerfing them doesn’t fix this problem. They need to be redesigned.

Make Carapace armor universally Flak armor. Remove Uncanny Strike from the game. Triple Crusher unit health.

As far as I’m concerned the balance of melee weapons is now fixed in Darktide.