Unlocked and Loaded - Weapon, Blessing and Class Changes Balancing Patch Notes - Pt.2

Like I said and I’m ok with you. There is a gap between T3 and T4 especially when you go from T3 to T4 with modifier like high density gauntlets… and not always clear you are accepting this kind of mission. Most are just not ready and this is frustrating and got ragequit…. Everybody loose time.

I am really unsure about all the rending. BUT thank you for removing sprint interrupts on everything

When you click on a normal T4 and you are added to a Clandestiunum Gloriana gauntlet and high density. This like order a Pizza Hut mushroom pizza and you got an inferno pizza with Carolina Reaper pimentos. lol

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T4 high intensity used to be (at least) twice as hard as normal T5, I guess it’s still the case.

You seem like a good sport so you probably already know this but you’re describing a temporary problem. Those modifiers will stretch you and once you’ve completed them a couple of times you’ll know you’re ready to up the difficulty.

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When you choose a T4 on normal mission board. You can be added to this… no question

I play the Hishock gauntlet of damnation almost every day so I know exactly which weapons are being used or not.
If you have any statistics, I would like to know. probably close to this one.

top5
・plasma
・2a Revolver
・bolter
・columnus infantry autogun
・mk 8 braced autogun

worst5
・shredder auto pistol
・headhunter autogun (mk3 not seeing it at all)
・combat shotgun
・braced autogun (excluding mk 8)
・infantry lasgun mg 4

plasma and 2a revolver in particular clearly needs to be nerfed. bolter is powerful but not maneuverable, so I think it is balanced.
the shredder auto pistol is fine for maniacs, but it’s very weak against flak, etc., and its rapid rate of fire means that it runs out of ammo quickly and performs poorly.
the performance of the other weapons is not particularly problematic, but there is too much of a performance gap with the top5 and they are simply not popular at higher difficulties.

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For me I like it so much :+1:t2:

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Overall powercreep while leaving rending untouched across the board.

New difficulty please?

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When you first released this game, way before the class patch, we had to have a long winded uphill battle to make you understand that a Brain Burst should one shot a hound at any difficulty level, while Veterans walked around dumping Bolters to clean up entire hallways worth of Carapace Armor in a second

Fast forward today, you’re still hesitant to slight slap on the wrist the Plasma Gun, which does that and even more since it has essentially infinite range with pinpoint hip fire accuracy, pierces through anything, only requires light attack spam, carries no risk of blowing up, and has the only “disadvantage” of giving back slightly less ammo than you brainlessly dumped

What is it going to take for you to stop fiddling around and nerf this weapon as it deserves, instead of buffing it for some insane reason

And nerf VoC spammers while you’re at it

This is crazy

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Do the complete patch notes contain changes to enemies? Feel like I should’ve asked this sooner.

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No new blessings for devil’s claws? They’ve got a fairly dull selection atm. Mostly lots of ways to cleave that make each other redundant and nothing that synergises with the parry.

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@FatsharkStrawHat

So with this we’re getting new mission, itemization, and these balance changes. Very exciting! Got any secrets left in the chamber for Sept 26th or is this the whole mag? I can’t remember all we’ve talked about :sweat_smile:

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I’ll give a full write up in a bit but this all seems rather counter to the whole “We are aware of the balance problems and trying to adjust them” that was present in the last post

I get people don’t want stuff nerfed into the ground but the longer the meta stands the less the rest of the arsenal can shine even if buffed, not to mention how much easier some of this makes the game now

edit: thought I posted this in the wrong place lmao

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Interesting changes with the flamer, and rashad axe. I look forward to utilising them and seeing how the changes effect the overall play. With everything else taken into account.

The patch looks very interesting.

Particular love to the stopping of the lone poxwalkers “Mr President’ing” all the high dmg attacks.

Overall between both sets of notes these look like good changes for the player base as a whole and not too focused to any one difficulty. Good for all skill levels.

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Given that other classes are getting the turtolsky swords, can their bugged animations be reviewed?

In Warhammer Fantasy the tabletop rule was called “look out, sir!”

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Twitch spawns when?

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These two talents seem to be in the wrong place to make any sense. Are you sure they haven’t been mistakenly put back to front?

Currently the staves all instantly equip, so a reduction in wield time makes no difference but it is the gate to the two staff primary attack talents? Guns on the other hand take time to wield, so it would make sense on the right with the gunker stuff.

Soulblaze is primarily a staff thing, but this talent is over on the right with the gun and melee focused things. The only way they’re going to benefit from it is proc’s of perilous combustion or a blazing melee weapon. For the staves though it would be great.

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I think you misunderstood.
It is not about how often you can crit with a weapon. It is about how much cooldown you can shave off your ult cooldown per crit hit.