I don’t think this is a good idea, knife will have ult with 4 swing’s, i think that IoD should be reverted as the pre-nerf version and tweak the amount of ult regen that every hit gets, knife will still be viable and weapons with big horde multi-hit should work fine too.
If the rewards are increased at lower tiers at the same time as removal of them from T5, I don’t think most people will care. If you are there for the difficulty nothing has changed, if you are there for the rewards, it just got easier to get them. Nothing is stopping people from still playing T5.
we’re going to need either nerfs or a new difficulty really hecking fast…
I read everything and if you dont have a some tricks in your sleeve - there is a lot of stuff sounds like a pure nightmare because I can make stypid overpowered builds before lauch like Veteran with all melee nodes + Focus target with D4+trust, carapace+elite = Oneshots every crusher without effort.
New nodes, heavy sword 7 with perfect strike, gaze +dd psyker is probably unstoppable slaughter machine with infinity range immunne uptime, cleave and etc
Zealot was immortal before with D4 I dont know WHAT can kill him.
Question: how works Surge on Surge if it applies to second attack thats insane too (lmao)
Id not say I dont like it, because Im playing only solo qp damnation and 8/10 games is hard carry from my side and this stuff looks like devs have a strong vision of the game because a lot of things are equal it terms of being broken, every class will have at least 3-4 those builds and everything sounds like devs want fun and there is a lot of new fresh gameplay with weapons on others classes
The only question I have - why you didnt nerf Tactical Awareness on Veteran from 6s cdr to 4s but tweaked Ogryn’s
No, if I understand correctly it just increases cooldown rate so instead of 1 second, your cooldown reduces by 1.75 seconds every tick when IoD is activated.
Can anyone send me a link to this Darktide version who’s totally easy and 100% win ? Actually I think I’m doing my job in a party but in T4 auric I have a 70% win and in a damnation I stoped because was less then 50% win. Or maybe less.
Thanks for sharing these changes (especially with the detailed explainer notes!) before the patch, @FatsharkStrawHat! Lots to look forward to, and this keeps the hype rolling for me.
I’m especially excited that the Psyker tree is opening up.
Also looking forward to using the insane-o dueling sword on all human classes. Agile looks CRAZY!
How many hours do you have in the game?
350
Understandable
Yah pretty interesting that lasguns didn’t get touched here.
[quote=“MONIKA2333, post:88, topic:98481, full:true”]
what about the katrell laser,its too weak in high mode. if you want too clean the gunner and shooter with katrell laser,u will have to shot them in their head. but this gun’s recoil is too dame high and the recoil recovery speed is too slow.
i want to know if there is any strengthen about this laser gun?
Got the feeling that’s actually I have to do everything the objective kill snipers the elite in melee and rez
This is how you play with pubs
you mentioned that this patch note is not complete, what else do you have planned specifically?
for example, are there any difficulty or mission adjustments?
depending on that, we think that buffing of weapons and blessings should be allowed, but we think that some weapons are clearly too overpowered on the difficulty as it’s now.
Yeah need to work on a friend team regular actually I use chain axe and bolt gun so I can snipe clean horde kill crushers and almost everything not really a choice
Omg so much!
There’s some really insanely pog stuff in there! Particularly TacAxe, Flamer, DClaw block, Helbore, Shield & Crusher changes not to even mention the class changes! As for the Surge staff, I was about to say idk the point of adding Transfer Peril to yet another staff that doesn’t do weakspot hits, nvm Sustained Fire which has never worked for secondaries (runs out too fast). But the new talents buffing primary fire change that, that’s a great change imo!
But tbh I’m also very worried. It looks like the power creep here will be absolutely extreme. And if your response to that is again to increase the spawns… I mean, I really don’t want to be rude here but I seriously doubt anyone wants to keep adding specialists+ to the “kills you with no warning every other match” bug list on top of the trappers, dogs, muties and random crushers behind you that are already there. Seriously, please don’t go there.
Also psykers still have the animation cancel primary fire trick, if the patch goes live without addressing that, it will surely spell trouble.
I’m hyped for DS4 on other classes though. That weapon is fun af.
Difficulties aren’t being taken away though, a series of changes put in place to increase the challenge of the game via nerfing specific weapons/talents/combos and buffing specific enemies/enemy types/spawns/events will only skill check players. By adding additional resources gained to every difficulty but the highest difficulty, it becomes less a difficulty for everyone to play for maximum grind and more a difficulty meant to challenge people who are skilled/prepared enough to face the challenge.
From a player’s perspective, what they will see is that Heresy difficulty was buffed to be on par, if not better, than current damnation rewards, meaning they no longer have the initial incentive of “higher difficulty is more loot and therefore less grind”. Instead, they have to think about what they are really prioritizing in a match, whether it’s challenge or grind.
This also adds more identity between the difficulties, as the first two are completely forgotten, and the only difficulty spike that’s significant is between malice and heresy. You can make the difficulty much more incremental if enemies, spawns, events, etc. are reworked enough, rather than the current problem where nothing is really required knowledge until difficulty 4.