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

Revolver doesn’t have the option to insta gib bosses, and entire crusher packs.

How about we just leave revolver alone.

Bolter is fine. I thought it wasn’t but only because I tried to make it a marksman weapon (honestly its not terrible at it either tbh only thing that truly holds it back is the swap time). Use it for the intended purpose which is mag dumping.

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If the intended purpose was “only magdump” there wouldn’t be a single-fire mode…

Didn’t feel so crap to play with the Bolter in beta with single-fire…

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As I mentioned it does its job just fine in single fire, but I mostly see people ragging on the revolver because apparently they are so massively overlapped in their roles as they imply via them saying that the revolver overshadows bolter.

Bolter’s primary feature is the ability to instant one clip anything that is taking up too much space regardless of size, or health pool. This includes bulwarks. I cannot stress that enough.

You look at it say “No” and make it go away with little to no mechanical skill required.

Revolver is a precision weapon made to take out high priority single targets. Nothing else barring kills via cleave on shotgunner packs. It does not kill bosses efficiently, does not delete bulwarks, and is not really effective competition for crusher murder.

The point being Bolter is not in direct competition with Revolver. They have different roles so nerfing revolver based on that would be a mistake.

EDIT: Also where did I say “only magdump”?

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I’m not keen on any alterations either if I’m honest, but I am frankly absolutely sick to death of the bleating cries for nerfs. My suggestion was more just an attempt to circumvent that.

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Wouldn’t really be a circumvention I’m afraid.

All revolver has are its precision shots, and sometimes you have to chain those on multiple different targets to get value out of it. Recentering from massive recoil after a quick target swap would pretty much ruin that.

It’s bodyshot damage outside of crits is also quite terrible. Not so for the bolter which more than justifies it recoil (though not the awful bug with its crosshair decoupling).

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they are on vacation dude, they are spending the money they got with those trash skins

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You are right, and I am wrong.

Made a vet build specifically to test it and went in to the VR. Not sure if the cap is 3600 damage, but with all the range bonuses I could find, and surgical, you can one-shot a crusher on your own without team buffs. I needed to activate exec stance on my demo, but that’s not a biggie in a game.

Live and learn. Apologies to @skep

I don’t use vet pistol. Only zealot. Not one-shotted any crushers with it so far, as I recall, so I’m guessing that’s just my build choice. I’m going to go and see if I can create a one-shot zealot build that works in isolation too. I’m unlikely to use it, but feels like I should go do some research as I’ve clearly misjudged it.

'* grammar edits.

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This implies you want to buff every other weapon. But that wouldn’t make sense, because it doesn’t work like that.

Let’s say they buff every other weapon to be as strong and fast as the revolver. That would trivialize the difficulty and make Damnation feel like whatever T1-2 were called. So then they’d have to buff every enemy across all difficulties for at least some challenge. But then the abilities, blitzes and talents got left behind so now they’d have to buff them too. And round and round we go, throwing endless money and time into constant buffs everywhere.

Meanwhile there’s not gonna be any new content when all that dev time and money goes into making the buffs. And nobody wants to play a game where each patch completely skews the balance every which way and the meta is all over the place, not to even mention all the bugs and other issues those massive buff changes are going to cause.

And all that just to spend a million times more money and time (while losing most of their customers) to do the exact same thing a simple nerf would have done.

I’m not saying the revolver is so OP it deserves some huge nerfs (like I already pointed out in my earlier post). But if one weapon is ever so good that it makes everything else seem bad, then almost every single time it absolutely is that weapon’s ‘fault’. :smile:

This is a great point! Specifically the soundless specials and instant spawns alone right now likely have a far more dramatic impact on the meta and weapon & ability balance than many seem to appreciate. The most serious threat on T5+ right now is never the enemy you see coming and can prepare for, but the enemy you become aware of a mere second before they take you down, or even only after they already did.

Half a second is more than enough time for you to whip out that revolver to kill that random special or crusher that just appeared behind you, or to deal with the gunners that just came around a corner, about to permastagger you on the spot. It’s a fantastic tool for reacting quickly to randomly changing priorities and circumstances. Likewise, when you hear the final beepings of a burster on top of you that didn’t even exist less than a second ago, VoC is the only thing that can protect you and the team, even preventing a wipe. So no wonder that ult is super strong right now. These situations happen all the time, in every single game.

Darktide has never before been even close to as reaction-based as it is now, and most of it wasn’t designed to be either. This affects all things balance, all over the game.

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I think it’s a bit too accurate at long ranges. But otherwise it does what it must.

So for my own part, I saw a glut of revolver builds a couple months back, but in recent play they haven’t been that common for me. I don’t routinely see people stomping every game with one. People can put in good work with them, but I don’t see Revolvers with the ubiquity we saw from something like Assail, where it was making the actual primary ranged weapon pointless and practically auto-piloting some content.

If there are changes that need to be made to the Revolver, I’d say it’s just the range. A revolver shouldn’t be a stand-in or replacement for a precision long range weapon, it should be a point blank critmonster.

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Meanwhile I still see them for like half the players, almost always zealots (they fit well with the class tbh).

I don’t run into them much either.

Though I’ve started using my own revolver again because of this thread.

Last thread asking for a nerf got some results. I hope it doesn’t again. It really didn’t need it even then.

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Yes, just give it rapid damage drop off after 15 meter. I dont think they should have touched the carapce damage last time, because the problem was always with hand cannon. Crit in general has always been problematic, but to be honest it should still be tied to some skill expression. For example, marksman focus giving crit damage is a very nice thing to have, but it relies on you popping heads prior, or standing still for a bit, risking getting hit. With 15 stacks of marksman i should be able to 1, 2, or 3 tap crushers. With surgical and deadshot i simply have to… Wait. Thats not skill expression, just easy and boring.

Well, the Hand Cannon genie is out of the bottle, which makes it difficult to rein in. Surgical probably isn’t much better (since you frequently won’t need full stacks to hit 100% crit).

Rendiiiiiiing!

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honestly it doesn’t need raw damage reduction, nerf the damage against some armor types and thow the accuracy awayat midrange and it’s still a great situational weapon that loses the powers a revolver shouldn’t have.

I mean what do they want to do? Make all Blessings totally useless?

People asking for nerfs forget that it takes time to acquire them and that it’s normal for a difficulty curve to drop a tiny bit off when someone is fully geared. If that’s a problem they shouldn’t have allowed a progression system to begin with.

The results it got were that rather than roll the damage back a bit on flamer they decimated it to the point where hardly anyone uses it anymore

only because every zealot runs a damn revolver now. knock this thing back a few pegs and you’ll see more flamers.

not that i want that, that’s just another class making me unable to target weakpoints at range.

More zealots would run flamer if it got rebuffed to being close to where it was.

Right now it takes an age to equip it, and it has a nerfed ammo capacity and reload speed… It just doesn’t fit the high speed zealot life it used to.

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