Keeping this as a list of things I see in need of change, or that have been unusable for a long time.
Weapons
1H Axe (Bardin/Saltz mostly, but Kerillian slightly):
The design of the DT Axes seems like an aknowledgement of how bad 1H Axe is on V2.
- The best thing about it is the Heavy Attacks (for dancing Chaos Warriors/Bosses), but 1H Maces Heavy Attacks are faster for the same damage + Armour damage (and all of the other things 1H Mace has)
Axe:
1H Mace:
Because of this, it’s hard to see what the function of 1H Axe even is, it’s frustrating in Hordes, and for Elite killing there’s better options. Just having mobility on a Weapon doesn’t make it fun to play.
- There are 1000 enemies on my screen and I can only hit one at a time with Lights
- Due to low Cleave, THP generation is also worse, with On-Kill being best, but low damage Heavy Attacks and slow 1 enemy Cleave Lights dealing low damage too
- The Half Cost Push change didn’t make it feel any better, even though it made building for it slightly easier
- Also has low Stagger Cleave, so it offers no safety there either
- Could easily be added to Kruber with no problems
Kerillian’s Axe:
On Kerillians Axe specifically - It still has the problem of hitting one enemy at a time, but Handmaiden (Pushes into Heavy Attacks is really nice on her) can make it work, and there’s some other things that help with Cleave, but it still feels a bit meh - again, it’s a Weapon you would want to work on something like WS, but the low cleave doesn’t offer any safety or THP
Crowbill:
Unfortunately this has been tested on modded and makes Necromancer OP. One way you could fix that is by making the Light 4 not Crit.
Crowbill only suffers slightly from lack of Cleave, due to Sienna’s AoE in general. However, the Light 4 Fire DoT only effects one enemy at a time. I think making this DoT effect more enemies wouldn’t take away from the identity of the Weapon, and would help with the lack of Cleave.
- Opens it up for use on Battle Wizard
- Attack is late in the chain, so it doesn’t automatically become a Horde clearing Weapon because of this change
1H Axe and Shield:
- Should get Tank on the Heavy 1 due to it’s low Cleave, which also lets you use other Traits than Opportunist with it
- Crits on some Attacks or even on the Heavy → Light single target combo could be nice (Heavy → Light → Heavy)
- Would also be nice to see Bardin get a new Weapon, which is a version of Sword and Shield, but obvs Dawi style
Mining Pick:
It’s just bad. Look at Exe Sword, which is pretty similar vs Mining Pick:
- Mining Pick also has 2 Dodge Count, while Exe has 3
- Bardin has less Melee Stats compared to Kruber
- VS Shielders, you just don’t have the stats and mobility to survive a lot of situations
Drakefire Pistols:
While nice for a bit of Horde clearing and getting Hunter up, I’d like to see something interesting with them.
- Possibly make Alt Fire Stagger Elites, like Repel Stagger BPs
- Possibly make the Primary Fire deal more Boss damage
Volley Crossbows (Keri and Saltz):
- Feel a bit lacking in general, with no clear strength, when not played on BH
- Ammo options feel a bit bad for both, due to using 3 shots per Alt Fire
- Not really sure they need any major damage buffs, but something to make them a bit more interesting
- Could also likely be used on Kruber - A Dawi version for Bardin too
Glaive:
-
Does not need damage changes, but mobility or defence stats, alternatively Tank Lights with Elite Cleave - Horde/Elite control relies heavily on Stamina, low Dodge Range means you need to Block more
-
Still a highly stat dependent weapon in terms of defence (obvs pops off on Handmaiden because of this, but it’s only really fun on her)
-
The low Dodge Range gets you stuck in the mud on WS/SoTT/even Shade, who have low DMGR (other than Shade, but even then you want Move Speed with 2H’s on Shade)
-
If you wanted it to just work on HM and Shade, changing Shade’s 2nd Row Talent for Poison/Bleed damage to a 2H Weapon Talent, similar to Slayers, would both give Shade a useful Talent, and reduce the need for any change
Kruber/Sienna 1H Sword:
- It does good damage, but the way in with you deal armour damage feels outdated compared to some of the versatile weapons we have, especially with the addition of CW with Shields
- Would just be nice to get a slower single target Special Attack with ARP
Bretonnian Sword and Shield:
- Fix the range of the Push-Attack
There could be a lot of crossover with Saltz and Kruber in terms of Ranged/Melee Weapons:
- Tuskgor Spear on BH
- Handgun BH
- Both Reapeaters on both
- Crossbow Kruber Merc/FK (Huntsman would probs be too strong)
- Unsure about Blunder, due to how strong Griffon-foots BH is already
BH/WHC:
- 1H Mace would be great here
Sienna:
- A bit lacking in Weapon choice in general, but very little crossover
Traits
Just a lack of interesting choice, considering how good some of the DT ones are and how much cool stuff there is in Chaos Wastes.
Melee:
Heroic Intervention:
Heroic Intervention just isn’t ever worth using for any reason. To test this, play 100 matches and see how many ‘Saves’ one player gets on the Leaderboard.
THP isn’t really an issue, so it would be nice to get a different utility/damage Trait instead.
Parry:
Is great for Careers with high melee power etc, but would like to see a small added bonus to it, even if it is like 5% AS on the attack after.
- Something to make it better for 2Hers
Resourceful Combatant:
Needs a sound.
Quite a weird one, although the buffs helped it, most Trait choices are usually for defensive as well as offensive reasons.
- You lose out on AS/Stagger/Parry which effects Weapon build negatively
- Also relies on Crits, which not every Weapon could make use of, think of 2Hers
Off Balance:
Good with Shield Weapons, but that’s it.
- Mace and Shield, because the Heavy1 has Tank
- Other Shield Weapons rely on other sources of Stagger
- Could possibly even combine this with Parry
Range:
Mentioning these as people usually bring them up, and they was bad before so many weapons that don’t use ammo got added.
Inspirational Shot:
Good on weapons with no Ammo mostly, but under utilized for some reason. Probably people don’t realise how strong it can be.
- Spam sound can be a little annoying, should probs only
if it actually grants someone Stamina, and not over 100%
- Would be nice to get some extra range on this too
- Make it more consistant to headshot Chaos Infantry with the Flamethrower
Resourceful Sharpshooter:
Needs a sound.
As above. SoTT is great with this. Better than the melee version for sure, as they don’t eat your build.
THP
Stagger THP:
Could do with a nerf, as you’re already using Weapons which offer safety, and on top of that you get OP THP.
Especially with Shields.
Has the added bonus of reducing some of Battle Wizards range spam, which is still too strong, when combined with her Career Skill’s damage.
Crits & Headshots:
This has always been weak, but I’m unsure if other THPs are just too strong.
Bounty Hunter:
Give him Cleave THP, as his Melee isn’t bursty enough to compete. He’s the worst feeling Career in the game in terms of THP generation.
List of weak or useless Talents
Sienna
Enfeebling Flames (Unchained):
Only reduces enemy damage while burning and burns are too short.
It could probably be useful if you’re able to do sustained Boss damage, but that’s very rare, as there’s usually other enemies up. It’s also very niche.
Suggestion:
Give it a timer (LONG ENOUGH FOR THE ENEMY TO ATTACK AFTER BEING STAGGERED), instead of “while burning”.
To test this:
- Use any Burn Attack on the dummy
- See how long the DoT lasts
- Imagine how long the Stagger from that Attack is
- Imagine how the enemy also has to be attacking something for that Debuff to do anything
Chain Reaction (Unchained):
Effect just doesn’t do enough and you don’t really know it’s happening half of the time. It only effects smaller enemies.
Suggestion:
Make the effect longer (like the cowering on Darktide):
"Terrifying Barrage
Suppress Enemies within 5-8 Radius on Close Range Kill."
Soul Siphon (Pyromancer):
It’s too RNG for such a small amount.
Suggestions:
- Make something more interesting
- Keep the amount, but increase the duration
OR
- Increase the amount
Spark Thief - On-Kill THP(Battle Wizard):
Battle Wizard doesn’t get enough melee single target damage to make use of it.
Suggestion:
Give Cleave THP.
Bardin
Dawi Defiance (Ironbreaker):
Seems way too RNG, even though it could be strong if it actually happens during high density.
Suggestion:
- Add something a little more sustained to it, to match the other two more sustained Talents on that Row
- Add a sound when it occurs
Blood of Grimnir (Ironbreaker):
5% is a bit weak compared to giving everyone 10% Power or the damage for Drakeguns
- Make Bardin count as one of the allies
Last Resort (RV):
While it’s good for Throwing Axe Bomb builds, it could be made to give more support, by giving double Proxy, so that a full melee Scavenger build with Exhilarating Vapours is a really viable full support build.
Saltz
Bounty Hunter:
He needs a complete overhaul. The Kill = Crit mechanic is too stubborn and strong to make any competitive Talents on that row, without making him extremely strong.
You only really need to keep the Crossbow 1 hit kills after a melee kill anyway.
Row 10 (Zealot):
Castigate is fine, and possibly a little too good, which makes other choices less appealing.
Smite and Unbending Purpose are too weak, and neither plays into his health mechanic.
Suggestions:
- Stagger Talent (Stagger Power/Increased damage too/reduced damage from), so you can make a more Tank-style build with Redemtion Through Blood - Scales with low HP somehow
- High TRUE HP = more move speed and Crit (Motorbike Move Speed Zealot)
Riposte (Witch Hunter Captain):
Too RNG, would be better to have a stacking Buff from Parrying. Possibly CDR.
Kerillian
Incandescence (SoTT):
Other than ledging Bosses or some delaying tactics, I can’t really see the use of it. You can already do those things without.
Ironbark Thicket (SoTT):
The Wall is already very RNG, and barely useful a lot of the time, so a longer and bigger wall is even more RNG.
The chance of actually making use of this is too small. Tanglegrasp Thicket also Staggering and dragging smaller enemies kind of totalled this Talent.
Exploit Weakness (Shade):
Exploit Weakness deals less damage than the other two Talent choices, with Weapons that can Bleed, and can actually deal a significant amount of Boss damage with the Javelin’s melee on Bosses. There isn’t many enemies tanky enough or unarmoured enough for it to take off. She also doesn’t have access to Power, which would increase DoT damage.
Another reason it’s not so good is the lack of Bleed/Poison ability on Weapons, or how late it comes in combos, and low ammo on Hagbane (which kills the targets anyway). By the time you’ve got the Bleed up, the enemy is usually dead anyway:
- SnD: Push-Attack & Light 4
- DD: Lights (it increases DD general damage a bit, but if you use EH you outdamage it)
- Javelin: Light 5
Hagbane does more damage with headshots and Exquisite Huntress.
Suggestion:
Change it to a 2H buffing Talent, similar to Slayers, to make Glaive, 2H Sword, Spear more fun on Shade.
Hungry Wind (Shade):
It can be ok, but needs some kind of CDR to make up for losing so much killing power - also adding a 2Her Talent, would make this the go-to for 2H builds.
Focused Spirit (Handmaiden):
Just stop it getting removed by friendly fire and it will be fine.
Fervent Huntress and Ricochet(Waystalker):
Both too RNG, and can’t compete with 20% CDR, when her Career Skill is so strong.
Kruber
Helborg’s Tutelage (Merc):
As he gets a lot of Crit anyway, it’s a bit of a strange one, as 25% Power or Cleave on that row will always be better, for frontlining and shotgunning respectively.
The only real use I’ve found for this is a Smiter Dual Wield build for Elite killing (it gives you two stacks per heavy). But even then, it’s not really worth it.
Enhanced Training (Merc):
Even on Cata+, with Greatswords, it’s a little too RNG. You would still take Reikland Reaper or Strike Together for Cleaving 3 Chaos Warriors, due to range. As soon as a Shield is involved it’s pointless.