If Fatshark is still looking for Vet Auras that do something or are competitive with the ammo one, they could make one that does what Tactical Awareness does, but without promoting to play like a kill greedy moron.
You need something like level 10 to get to VoC. Iam rather sure you can play Heresy at that point (A “recent” patch changed the required level for difficulties, so Iam not 100% sure about that). I do get that some abilities perform vastly different between difficulties, but DT lets you choose what difficulty you want to play at early in your leveling process. No one forces anyone to play Malice until level 30.
They should have played a bit more with tagging with Officer line. Bonuses against tagged enemies, bonuses from killing tagged enemies, debuffing tagged enemies. Feels like a missed opportunity.
I disagree. The tagging stuff was always very gimmicky with VT2 Witch Hunter and the difference was barely noticable. Felt like wasted talent slots. So I’m glad they ignored it this time around.
I think its strong ability with some good team synergy, I agree that it shouldn’t self stack but rather just refresh if used again. Stacking with other team mates is good though, otherwise if you and another vet or zealot are both using ults you’re wasting one. I don’t think it enters OP territory though. Like, just one to one comparing it to the zealot ulti, its a weaker version but doesn’t force you out of attacking. And the Vet ulti reset ability of only on specials is much more situational than say crits resetting / taking damage resetting / backstabs resetting. I will say that in general, the game wasn’t balanced around the players having these defensive tools so when they are stacking up and the team is basically unkillable for a short time, it can feel a little nutty
I think tagging mechanics would feel better in Darktide, in comparison at least. VT2 was after all mostly a melee game, so target prioritizing mostly required someone to walk to the elite enemy from what they were already fighting. Tagging in Darktide is just going “hey shoot that guy” after all. A far simpler as easy combat flow.
The vet shout should not be able to refill itself to +100. As long as you don’t lose the overtoughness, your regen perks will top it up, letting me run around with +300 toughness more often than sensible.
Once used, regen should not effect it until it’s gone, unless refreshed (NOT self stacked) by another activation.
what is up with this community and the want to nerf things. 90% of the playerbase doesnt even do auric and yet every other day i keep reading post how about x and y is overpowred. If you really feel that, then go test your mettle in the hardest content and then tell me if its too much. It seems like nobody can accept that the power fantasy part of playing this game is just as much if not more important than balance.
Because the (lack of) player skill is not a valid balancing factor. If by hardest content you refer to Maelstrom, it became mostly boring easy, hence my post.
Some of us play tide games for the challenge, and while I understand most of the playerbase just wants easy wins, I’m not one of them. Maybe we should just accept that the HARDEST content should NOT be easily accessible for everyone. It’s not like you get meaningful extra rewards out of.
Buffing is most certainly not always the right answer.
Just because you find maelstrom easy does not mean the rest of the playerbase is on the same level. People who find maelstrom ‘easy’ are the people that wont give two shits about nerfs or buffs, they can make pretty much anything work.
I think it’s a general problem currently. I regularly see Zealots for example just running down the map at Auric STG usually at least one but usually 2 rooms/encounters ahead and it’s just one example. I’d really like to see a new difficulty or something similar.
While self-stacking can be kinda stupid, the buff to the ability brought Vet in line with other classes when running Melee focus or Hybrid, so balance-wise it isn’t out of place. If the question is general player power then, yeah we got a general powercreep with patch 13.
Yeah the ability by itself, not including the stacking part, is fine as is for the Veteran. The massive issue is really that it’s a teamwide ability that stacks. The bug(?) where it can make your entire team immune to excess health damage is also insane.
The Tide franchise has a lot of veteran(not the class) players that deeply enjoy the thrilling and difficult game-play. Higher difficulties can always be added to offset power creep for those that enjoy the challenge, but if 1 thing in particular trivializes the game at that tier then It becomes a massive buzzkill.
The 10% or so of players that do the hardest content tend to be the ones that play the game the most and therefor have the most feedback is probably why.
That is literally what this post is about.
I kinda agree, at least for making the game more fun and attractive towards new players. The thing is, if 1 character is noticeably more powerful than all the others then it’s no longer a power fantasy unless you are playing that 1 character instead of any of the others.
During patch #13, before Assail Psycker got rebalanced, people were complaining that they couldn’t enjoy the game because aim bot magic knives were killing everything before they had a chance to even fight the enemies. This was feedback from casual players. Power fantasies need balance, even if it’s just to equalize multiple over-powered things. A lot of auric players think the game is too easy. That doesn’t mean everything needs nerfs. I’m sure most auric players would prefer a new higher difficulty instead of nerfs to everything. This thread is just discussing 1 very problematic ability with dumb balance interactions in patch #14.
Higher difficulty is probably a good idea in general. There was so much power creep in patch 13 that even with the increased enemy spawn rates and health the game seemingly got about 1 difficulty easier. The 14 patch just brought some of the underperforming things in line, most notably Veteran as a whole, and nerfed the most busted stuff (voidstrike, Ogryn bleed, Rending) while creating a few new problems (Revolver, and kickback as a prime example)
In general, there are basically more builds that can just run down Auric-HighInt than builds that can’t. You get 2 competent players the same goes for Auric-STG, and 3 can do the same for the hardest of Maelstrom missions.
While there are certainly outliers, especially in the hands of highly skilled players (like Ogryn as a whole, Mobility-focused Knife/Evicerator Zealots, or anything wielding a revolver) that you need either a new difficulty/difficulty increase or a general power squish of every class, weapon and builds if it’s actual challenging content.
That’s my 2 cent as someone who actually wants some challenging content aside from carrying cluless people through maps.
Its a funny thing but these skill based excesses do have natural stopping points based on 40K lore and tabletop crunch. They could at least be slowed down or otherwise hindered leading to more dynamic gameplay. Take the revolver. In the hands of a good player it is the best specialist sniping tool in the game, and effective against all small targets including in significant numbers. Likewise it is effective against ogryn and carapace with the right blessings, able to 2-4 shot ogryn wearing carapace depending on build and circumstances. However in 40K tabletop and lore Unyielding enemy types like Ogryn and especially those wearing carapace should really just not be caring a lick about a stub revolver in the majority case. If the game had stressed the importance of these enemy types a bit more by adding a few more of them (different brands of bulwarks, etc), as well as including a few more Infested enemies (plague toads? Plaguebearers?), thus allowing weapons to differentiate more into which of these enemy types a given weapon is good at and which it isn’t. Instead I feel that the trend has been to flatten out armor/enemy type differentiation and breakpoints with most weapons being reasonably effective against everything. Eliminating the need for most primaries or secondaries to concern themselves with a weapon that makes up the difference.
Revolver does, and new enemies might help, still, this doesn’t change my general view on the balance, as the game is balanced (with a few outliers such as revolver), but balanced to be relatively easy at a high skill level (or at least much easier than before patch 13).
I think this is due to easier breakpoints on specialists. Ultimately i think the game needs more threatening enemies themselves. A lot of people complaing about how scary rager packs are now and i think that’s 50% just being hard to stagger. Other enemies that are hard to incapacitate in a swing is probably the way to stiffen the oppositition. Force out blocks and parries instesd of just dodges and stagger. Crusher’s and maulers suffer from half their attacks being simultaneously unblockable and at the same time both are easily staggered in melee especially with the combat axe (lol. Still ludicrous). The chaos spawn is the most well liked enemy from what i see. Its hard to stagger, has lots of blockable but hard to consistently dodge attacks. Just for example.
I think it’s more the combination of increased mobility and defensive layers that were very limited before. The amount of punishment a Zealot and Ogryn can take is incredibly high with a lot of ways to constantly regain toughness. This together with a general increase in offensive power is what trivializes the game currently and the additional enemy spawns can’t really keep up trying to drown you in specials as much as possible.
That said the VoC vet is right there with them or slightly behind, and Psyker also has very strong survivability.
I think the general health increase on elites did wonders. One good point of this is elites don’t just fall over from a light breeze.
Maybe a general increase in the shooter’s offensive power would be warranted, currently, they pose a very minimal threat with how easily they can be engaged on and/or deleted from afar with ease.
That said I think a new difficulty should really be implemented. Even a B-tier setup can carry high-int Auric and getting 2 competent players is more than enough for STG and it just isn’t right.
I actually hate the Chaos Spawn since it’s supposed to be a glass cannon disruptor and it’s more tanky than the Plague Ogryn and the Beast. Although I’d actually like to see an increase in the health pool for the latter 2 so the boss spawn isn’t the question of easy or hard.
I don’t find the spawn tanky at all, its merely a teamwork check. Plague ogryn by far has more health and toughness but is easier to solo. Beast is the most boring as a simple dps check.