Vermintide2 Overcharge System In Darktide

I maintain that no modded realm is still by far the biggest L Darktide is holding to this day. It’s an amazing feeling being able to just actually test ideas and having modders fix balance issues.

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That would be awesome, devs could see directly how tweaks would affect gameplay and how receptive a sample of the Darktide community is to those tweaks without needing to convince management to dedicate hours to making the unproven tweaks.

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Martyrdom Psyker… I like the flavour!

Not a Psyker expert by any stretch but I feel that it’s a good fit for the magic side of the tree. As a player I’d be concerned about flat corruption applications feeling worse the lower HP you get, so maybe applying corruption as a percentage of remaining HP rather than max HP would be more forgiving.

The other aspect that is kind of a bummer, is that Psyker doesn’t have access to the death avoidance that Zealot gets (Holy Revenant once every 2 minutes or so). So making the squishiest class into a corruption sponge feels way more dangerous.

For some reason I’m not such a fan of

Don’t get me wrong the push attack is badass and I love it, but would prefer to use it as combat dictates instead of on a 5s rotation because perks dictate. Also having to worry about maintaining corruption. And tying it to bleed might be flavoursome but probably has wider balance implications. Does Psyker even really have bleed at the moment? If it’s going to be a DoT I reckon Soulblaze is cooler!

Sorry I know these are negative but I do love the idea that staves, magic, and corruption are all balanced together. I think there’s definitely some cool ideas here, especially leaning into the cost/benefit of resources where currently the resource management is minimal (peril). That said I’m not a Psyker expert so… grain of salt :grin:

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"As a player I’d be concerned about flat corruption applications feeling worse the lower HP you get, so maybe applying corruption as a percentage of remaining HP rather than max HP would be more forgiving

That’s a good suggestion, it would make the Corruption much easier to manage. Psyker may be squishy, but the redline to critical Peril, getting SoulStealer procs along the way, followed by Mettle from melee crits, while Quietude hums along in the background makes Psyker fairly resilient. Perhaps Unchained would need to be combined with Rack and Ruin to make losing 1/3 health worth it.

“And tying it to bleed might be flavoursome but probably has wider balance implications.”

Absolutely right, and that’s why I suggested Bleed only gets applied after a push attack for 5s. In the context of this Talent, it was intended more as a thematic utility Talent to manage Corruption, rather than a focus on damage.

I’d like to see a Bleed Talent on Psyker at somepoint, mainly for the ability to access Mercy Killer without needing Lacerate or Flesh Tearer, though right now Knife is probably too strong against armor with the amount of Rending sources for that to be a balanced addition.

“Sorry I know these are negative but I do love the idea that staves, magic, and corruption are all balanced together. I think there’s definitely some cool ideas here, especially leaning into the cost/benefit of resources where currently the resource management is minimal (peril).”

No worries, it’s very helpful to have these discussions so thanks for your feedback. I do like Khorne’s suggestion for Toughness damage on active Quell, as 5% TD for every 10% Quelled (opposite of Quietude) could be punishing enough to create the resource management that Staves like Voidblast/Inferno need to be more balanced given their infinite ammo.

Corruption as a limiting/buffing factor on Psyker will never work as long as the beacon of purity aura exists on Zealot, and the Field Improv talent is on Vet. That would either completely remove all risk from a spam build, or ruin a build for someone trying to run a “corruption” build (moreso for Beacon, but still annoying for Field Improv).

I guess you could force a talent that you can’t heal corruption outside of health stations and med stimms but that seems like a heavy double sided sword.

Taking health damage for active quelling over 75% peril is simplistic but an alright solution imo, although there is still the problem of tap quelling. Definitely a more elegant solution out there but I think too much would have to change to have corruption work on psyker, although it is thematically a very cool idea.

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This is effectively a nerf, it makes you to put up with more bs after it’s implemented. With all nerfs we need to ask a simple question: is the class doing TOO good? If no, then no nerfs are justified, period.

I’m kinda buffled that, while having grossly OP and broken classes like Arbite, or just kinda OP class like ogryn, which both allow to achieve way above average survivability and damage output by simply running around, pressing a few buttons, people still try to find non-existent issue in Psyker’s toolset. Like sure, you can achieve very high damage output on psyker, but it’s a glass cannon type of class that requires a lot of effort to stay alive while doing it, at least. Doing it due to higher player skill isn’t OP and isn’t an issue, in a skill-based game like Darktide. Killing everything by tagging it with the dog though is, regardless of how slowly. Or left-clicking everything into oblivion with little effort, sure.

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Infinite ammo on staves as strong as Voidblast and Inferno is not a “non existent” issue. I’m aware that both Arbites and Ogryn have their issues, and have addressed both in previous posts.

I’m still not getting what kind of issue we are trying to solve here. Potential of a certain gear can’t be assessed properly on its own, it needs to be put into context. Changing things just because it has something that other armaments doesn’t make any sense. Then we can ask to change psyker’s Greatsword because it can shoot, and other swords can’t (and don’t even have any ammo!), it’s about the same kind of logic.

Do all staves in general break the game simply because they don’t have ammo and can shoot without all those restrictions you suggest to be added? I don’t think so, the only thing that comes to mind is the “Inferno Staff + Bubble” meta, but that’s only about a particular staff, and don’t justify changing mechanics for all of them, or even the whole system of Peril generation and expulsion. At best it requires some adjustments to this one staff’s related mechanics.

If nothing is broken, nothing needs to be fixed. Even if it does feel “unrealistic” or “not right”, it still doesn’t mean it creates an issue. It’s a game with a lot of gaming conventions.

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