When are you nerfing the revovlver into the ground where it belongs?

Still the gun is the most used in every match.

Still the gun can 1 shot maulers AND crushers.

STILL the gun outperforms other weapons that should be where the revolver is.

in WHAT universe is a small revolver stronger than a gun shaped like a block that literally shoots mini rockets?

Or even a damn rail cannon in your arms?

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While i agree that revolvers overperform and could use a slight nerf, i also think you might deserve to get banned for the title you chose.

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No it canā€™t. * edit - unless youā€™re playing on low levels. Pfft.

Sooooā€¦ really we should all be aiming for the most powerful gun as the endgame? There should be a ā€œbest gunā€ , and we all strive to get it? And that sounds fun?

Meanwhile. I want to see your real movement speed carrying a large bolt gun. It ā€œlooksā€ like a sub-machine gun in terms of size, but to deliver that power the size is all wrong. Else in the real world the army would have RPGs on a pistol sized object.

So - yeah - letā€™s do your idea. But when you switch to your knife, you donā€™t run any faster because youā€™re carrying a cannon on your back. Does that sound fun?

A more ā€¦ balancedā€¦ conversation lead would be: the revolver appears overpowered due to xyz.
But then, I think the ā€¦ balanced ā€¦ contributors have had that conversation already. Youā€™re not adding anything new.

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Revolver I think can serve a role as a quick weapon to draw and use to dispatch specials and weaker elites. It has to do that IMHO to have a place and role in the game.

The problem is that when stacked with certain blessings and talents it can also penetrate armor way too easily, making it also a top level tool for killing maulers and crushers.

It just needs to be toned down a little bit on the armor penetration side.

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Imo, there are no issues with the * squints eyes * ā€œrevovlverā€ itself.

Just knock another 20% off Hand Cannon blessing if people are gonna get their armored cod piece in a bunch.

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Problem is Vetā€¦ not revolver.

Difference between when I play revolver with my vet and with my zealot is HUGE. I can one shot everything except Ogryns and maulers on my vet. With the zealot, I canā€™t do the same for sureā€¦

Sidenote: What bother me is that revolver is actually the bestā€¦ sniping weapon. And this is terribly wrong.

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Sorry mate - just waiting for the edits to stop :wink: :wink:
(j/k)

I think the revolver fits the zealot better tbh. The vet has access to the plasma - which okay, yes, isnā€™t the best comparison - but youā€™ve plenty of other options too. The revolver on the zealot is great for that melee <> pistol headshot <> melee switch trio. On the vet itā€™s obviously good, but does it max out your potential?

I think it takes down most panic targets in one, or at most two quick shots with the zealot. Crushers aside. That might be twice as many as the vet, but then youā€™re back in to melee likely as not with the zealot so youā€™re not then screwed.

Iā€™m not saying youā€™re wrong btw. Far from it: I know your experience exceeds mine several fold. And the problem with shared weapons across the three careers isnā€™t new: most guns are very different when wielded on the vet than the others.

Back OT; is it too powerful? No. Is it too powerful considering the downsides, yes. If you just renamed it and gave it a futuristic image, would that solve most peopleā€™s issues: probably yes. If you had to balance it: Iā€™d go with @Tempest_yo and look at the hand cannon blessing ā€¦ which ironically I donā€™t have on it. Big fat bullets IRL actually donā€™t have good armour penetration. Where do I see its niche: not anti-carapace for sure. But anything flak and below it should be up there. Or just have immense stagger. Imagine having one of those hit your helmet ā€¦ youā€™d be dazed for at least 10 seconds.

*edit (the irony :slight_smile: ) - On sniping: I agree. Pistols are a short range weapon. Not that DT has truly long ranges, but in the context of things, itā€™s weird. But then so is the agripi shotgun slug. That thing would have such a weird arc to its projectile hitting a long range target in the head would be HARD.

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Hand cannon blessing is relatively strong but in the same time quite over rated. Although carapace armour piercing sounds sexy it has a quite niche use - literally helps only vs crushers (maulers have flak body so not a problem anyway).

Iā€™m actually not sureā€¦ as a Vet you may or may not be able to build to one shot crushers in damnation (I havenā€™t tried because it just doesnā€™t worth it.) You can get the most use out of the revolver with crit chance blessings (surgical+crucian) + flak and maniac dmg perks. If you trade any of those for rending and carapace dmg than may give up one shotting ragers and even gunners.

At lower difficulties or low intensities I can see why people like the idea of 1-2 shotting the 3-4 crushers they will run into during a mission, but at something like Auric Maelstrom it will be less effective.

The revolver has a huge downside which is the slow reload speed and only 5 rounds. If you play anything high intensity than you will spend half of the match reloading. Is that a fair trade for itā€™s power potential? Yes, it is, but almost any nerf would make it probably unusable.

Back to the hand cannon blessing: Should it be nerfed? Well, as I said it is rather over rated (and over hyped) than over powered, but yes it can be nerfed 10-20% so more people have a peace of mind.

Side note: Would be nice to see Speedload blessing reward us for weak spot kill instead of close kill.

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I can do ā€˜almostā€™ the same thing with the revolver on both my Vet and Zealot - by that I mean one shotting every human sized elite and specialist (mutie takes usually 2 shots).

The Zealot (I think) has only one passive that boosts ranged damage which is worth taking for the revolver - Anoint in Blood
The Vet of course can be built in many different ways but I focus on an all rounder mostly when using the revolver: VRAH's Revolver Build - Build for Darktide - Darktide WH40k - Games Lantern

Are you using the same perks and blessing for both classes when comparing?
If you put 20-25% Flak and 20-25% Manic on it will one shot (with a crit) everything the same way for both classes.

Re:Itā€™s the best sniping weapon: Well yeah but it is the same in so many other games too. Revolvers are simply strong weapons and do well long range too. Blame FS for not putting actual sniper rifles in the game that could rival it.

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So Bolters should be buffed? - I agree!

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Note, all of what Iā€™m about to say is from T5 (specifically T5 Auric/Maelstrom) perspective.

Not the most used in my experience. For vets that would be plasma, for zellies itā€™s a random collection between autoguns, BAG and revolver.

And just about every single game uses the same wonky weapon balance system for every weapon. Itā€™s not just pistols, but every single weapon type is just plain wrong compared to irl. In typical games shotguns are the most comically wrong example there is with their 5m range. The only thing pistols have is that theyā€™re small and concealable, but games that donā€™t deal in sidearms but only main weapons like Darktide canā€™t make use of that. So they HAVE to come up with their own balance systems for it.

While I would love it if reality and basic physics played a larger role in games as a whole, ultimately reality always takes a back seat when it comes to issues of balance.

Technically it can but not without massive sacrifice. Iirc you need a Zarona with top stats, talents like rending, the weakspot & oggy & elite dmg buffs, Marksmanā€™s Focus almost capped, Exec Stance, and ofc Surgical and Hand Cannon and get that crit. A build like that is gonna be pretty trash at everything else and a pain to play but yeah, it can technically 1-shot crushers and everything else. I remember that I could almost do it without Exec Stance too so it might be possible if you had everything from perks to every talent and buffs stacked.

At least for Zarona, Hand Cannon applied its own rending bonus on the same shot that triggered it.

Personally I think it could use a slight nerf, like idk nerfing Hand Cannon further to max 40% per shot? Or just adjust the carapace modifiers slightly. Plasma needs looking after too. But Agripinaa shottie is already a super rarely used weapon and it can almost do the same thing the revolver does, except it has way more ammo, is less reliant on weakspots (tho still best if you get them ofc), and can handle all kinds of situations from mixed hordes to bosses to everything else ridiculously well. Yet itā€™s not OP by any margin.

I think most of the strong weapons are in a good place rn. So if we get nerfs they should be minor. Meanwhile the low performers should be brought up imo.

Presumably all those conditions would also apply with the plasma gun ā€¦ or other weapons too.
In, and of itself, it canā€™t one shot crushers. If youā€™re going to stack every bonus and previous activity to stack bonuses under the sun, then Iā€™ll concede you may be right. :slight_smile:

Be interesting to see that done in the VR chamber. Especially on a zealot; Iā€™ve also noticed that most weapon discussions are done on a vetā€¦ but thatā€™s by the by. Iā€™ll happily watch it on vet; then work out if thatā€™s likely to happen in a game.

Bolters should be buffed for sure !!!

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I mean I literally tested it in the psykhanium like idk, 2-3 weeks ago with the stuff I just said in my previous msg, note that you donā€™t even need +carapace to do it. I wanted to find out the cap differences between the Agripinaa shottie and revolver.

I think plasma can do it too yes but Iā€™ve had some unique bug forever where I canā€™t headshot crushers with plasma in the psykhanium, idk why. A friend said their build can 1-shot everything with hipshots tho so I suspect itā€™s true, but just about everyone agrees that the thing is overtuned so itā€™s hardly a fair comparison imo.

But as I said, just because a revolver can technically do this doesnā€™t mean itā€™s a good idea. The build you need for it is absolutely horrible with no utility, melee, nades, anything. Nothing but buffing that dmg to the very cap. And even then it still needs crit headshots. So between having to wait to stack surgical for each shot with 0 survivability, and the enemies animating the way they do so the head is often 2m in another direction between when you pull the trigger and when the shot actually hits, good luck with that. xD

Btw about the shottie vs. revolver testing: The shottie needed every single buff iirc, maybe not the 10% rending talent but everything else, while the revolver could get off with a slightly lower talent investment. But ofc Surgical guarantees that crit for the pistol where a shottie needs Deadshot (which is a whole other problem when on top of bad survivability you now also have no stamina) and still canā€™t guarantee the crit. So personally I found that while it is possible, itā€™s not worth it. 2 shots is close enough and lets you build any which way you like.

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what is the ground it belongs?

ā€œThe Smith & Wesson got me movinā€™ like an invasive species.ā€

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I think its kinda fine right now. Rending is its own subset of problems that does need addressing. But i think the bigger issue is how forgiving the headshots on the weapon are. It would make more sense to make the user actually have to be precise instead of giving the players free headshots when they would have missed.

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Iā€™d rather they just hit the weaponā€™s anti-carapace stats instead. Would go straight to the heart of the issue without knocking anything else loose. If anything other ranged weapons need to be as or at least close to that level of HS ease.

Maybe just reduce the cleave and effective on Zarona e a bit, itā€™s currently feel like a sniper without any clunkiness of sniper in any other game. Powerful shot with fast draw time, good movement, good accuracy even while moving, and generous headshot hitbox.

Agrip is probably a bit more fair since it have next to no cleave and you couldnā€™t hit the broad side of a barn unless you stand still or have talent like Deadshot/Execstance or Dance of Death helping out.

I would agree with this but with how every precision gun suffer a lot from ghost hit rn, itā€™s probably gonna feel like arse on revolver lol

Although weirdly enough I donā€™t feel as much ghost hit from Agrip Revolver either when it have the same hitbox as any other precision gun, I wonder if it have something to do with cleave property.

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Itā€™s not the revolverā€™s damn fault that most other weapons are extremely unappealing to use, either for being underwhelming or clunky to use.

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