What nerfs do you wanna see?

Dueling Sword and Knife no longer get to kite forever.

Dueling Sword loses most of its ability to handle hordes.

Purgatas loses its ability to stagger everything ever.

DS is too strong without uncanny strike…
And I don’t take it every times on combat blade or, now shivs.
But I would not complain if they nerf the bonus (not sure that so much would not make the blessing useless).

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I think the horde-clearing capabilities of Duelling Sword are fine as is. It doesn’t really wipe hordes at all, it’s just decent at killing them. I don’t want to see Duelling Sword become another Axe. Instead, I’d want them to nerf its Mobility to be back in line with the other One-Handed Swords and then further nerf its Damage against Carapace.

It’s supposed to be an analogue to Saltzpyre’s Rapier, after all.

Hopefully the Dual Shivs’ nerfed variant of Uncanny Strike becomes the standard for Uncanny Strike across the board in the near future.

Maybe the Uncharged Attack could take more effort to stagger Enemies with, yeah. I think the main priority is just hitting Infinite Cleave across the board. Inferno Staff would take significantly longer to clear hordes if it actually had to account for Enemy Density instead of just using its Infinite Cleave to wipe a whole horde in one stroke.

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And that would be flat out wrong.

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Going against the grain here to propose an enemy nerf, specifically the Crusher. Supposedly it’s numbers were toned down to adjust for it’s health nearly doubling but swarms of them still seem common, so I propose that their health go down from 6600 to 5200. They’d still be considerably tougher than they were when their health was only 3600, but more manageable to account for the relative abundance they still have in higher difficulties.

This would also benefit Havoc players that encounter Rotten Armor too, me thinks.

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I do see where your frustration is coming from.

But it’s… more complicated. Fatshark needs to nerf whatever’s invalidating Crushers so much that they need these kinds of Spawns, then reduce Crusher Spawns accordingly. This would then allow Fatshark to spot check, buff, the Weapons left behind by the Flak and Carapace buffs introduced in the BbD Update. Reach a kind of… let’s call it equilibrium.

Crushers being this tanky wouldn’t be an issue at all if you weren’t having to fight these huge packs of them. Fatshark says they’re supposed to be a kind of “miniboss.”

And then Havoc Modifiers need to be adjusted according to those changes. Havoc Modifiers should be dictated by the overall state of balance, not the other way around.

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I mean in a few ways it kinda is, personally I see the class as cucked because some skills have the potential of being stupid strong

I’ve yet to see anyone do a mission comparison where they play the two classes with the same weapons and then compare stats (recording it would help too) but if u wanna prove me wrong genuinely, be my guest!

Dropping a Chem nade on the ground and clearing the room requires no more input than Smite, but boy do I want to see Smite changed. Limited charges, powerful AOE stagger. No more perma stun nonsense.

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I like this idea. Perhaps a 10 second period of no Warp attacks immediately after Warp Unbound ends. That would take away Warp Rider too for a bit. Without Unbound, Scrier’s just requires too much Peril micromanaging to have any staff effectiveness at all.

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No purgatus for you?

I rather just see buffs to some lower end weapons like the autoguns and such.

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Give them a Bleed analogue to Las Weapons’ Infernus.

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since I don’t play psyker I can’t judge the scope of this particular talent.

smite is annoying cause it messes with the flow of the game in a snails pace way.

if some psyker tries to go dps and kill-ham, at least he’s giving me something to compete with and pick up said pace :man_shrugging:

does it fall into the cheap category in terms of effort/reward? sure but it’s “beatable” most of the time.

plasma going through every row of enemies and then some or dueling sword popping crushers a dime a dozen is something far harder to compensate

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Well, I think purgatus is the worst offender, which is why I was surprised to not see it on your good list. It gets better with more enemies, staggers and is effective against all armor types. I’d probably remove the synergy with rending.

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It’s funny that game for me this past week has been 90% teams of punks with a little bit of cops. So all the things that felt too frequent and too strong (golden toughness, DS, psyker’s smite/flamethrower) have simply “disappeared” from the game, and it actually feels better without them.
Of the new things, the chemical grenade feels too strong, or rather, the zealot’s fire grenade now feels too weak in comparison, which just feels unfair - because they are too similar in action. The puddle radius and duration could be slightly reduced.
I also think the Arbiter left tree combo with exclusive shotguns is too strong. It’s a lot of fun to play that way by yourself, but not so much fun when someone else is clearing out entire rooms/alleys in seconds. I think a partial reduction in ammo capacity is the solution.
Plasma and Rumbler also require balancing, but for me players with them don’t come across that often, so these things worry me less than the dominance of DS, voc, and soulblaze staff.

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its absurd ur not saying psyker nerfs despite inf cleave, the role is more stronger than other by a mile

not disagreeing here, it’s just I seldom had a psyker doing “good” with it in terms of severely outpacing me.

oggy with karsolas has a good wheat/scythe pattern and usually I get a decent harvest done before “mind-boy” goes brrrt :smile:

as for the talent itself and outside mediocre hands, sure every cheap fire&forget method should yield low reward as “common logic” :+1:

let it be a horde debuff and pre-cooking, not an insta-microwave.

psyker wants the kills he should have to put in equal effort in terms of movement, dodging, aim etc instead of being in the background an spam “blue”

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No nerfs, only buffs! -some guys, probably

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Dexta already said it

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