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

Aye, that’s my problem with it, it’s way too clunky to get into action.

That’s just taking it to an extreme. Rending, in particular, just provides wacky scaling - the worse the weapon performs against an armor class, it gets much much more value from Rending - for instance, you get about 10% extra damage to Flak/Maniac*, nothing major… then you get about 70% extra to Carapace*, and since it’s altering the base damage, +Power and +Damage both scale on the increased base damage.

To be clear, I’m not crying out for a revolver nerf. I’m just grumbling about Rending (and, indirectly, Brittleness). I don’t think they’re especially good mechanics.

*Before anyone challenges the math, this % is the increase relative to the damage without Hand Cannon

Not Mr. Blasty! :cry:

I confirm… my revolver on the veteran one shot EVERYTHING (except monstruosities lol) if you land a critic (and with surgical strike this is just a matter of 2 seconds)

Any revolver on a psyker / zealot cannot one shot a crusher.

Keep in mind that the revolver is 5 bullets… it should be better than a bolter that has 15 rounds in a mag, for sure. But, there are areas to make it balanced without making it trash for non veterans.
Again, problem is only on vet (as always when there is a problem with human sized ranged weapons)

It’s not even that busted tbh

“1 shot Maulers and Crushers” do you even understand what you’re saying ?

Veterans with a Revolver do that, not the Revolver itself

Psykers and Zealots don’t one tap Carapace with the Revolver, even with blowing CDs

You have a problem with that - as should you - ask for a Veteran nerf, and then prepare for the subsequent review bombing and forums to be flooded with tears

If you want to nerf a weapon, then nerf the Plasma Gun, because this abomination combines both the overtuned Veteran and an actual overpowered weapon

Exactly…

This man said something true…

this isn’t actually an argument, you realize. the revolver is also extremely fast to switch to and reload, so it has massively different values to their shot. the revolver has five bullets because it’s a backup weapon intended to compliment a melee-focus. it doesn’t need to outperform another gun in damage.

That’s almost sound the same as the ‘Let nerf Zealot because knife is clearly stronger on Zealot’ tbh.

Not counting the fact that the ‘one shot Crusher’ thing only work with range focus build that include either Execstance or MF in the build which everyone and their mum complain about them being hard to utilize. So on any solid build 2 shots is the baseline.

and most of the suggested balance change is ‘reduce effective range/cleave/aim assist’ which wouldn’t really affect Crusher killing potential anyway, other than taking away some advantage it shouldn’t have over other gun.

That would also open up some niche if we’re gonna get more weapon like Bolt pistol or Longlas later. Longlas especially would be pretty much pointless with Zarona in it current state.

I agree with Plasma nerf though, any match with just one of them can turn into walking simulator if the user is even slightly competent.

Ah yes, in this cooperative PvE game with 0 PvP; Let’s nerf a gun instead of buffing the other guns! :man_facepalming:

I LOATHE when people scream for nerfs to a weapon/class/skill in a PvE game just because they don’t use that weapon/class/skill & don’t want anyone else having fun with it.

Yeah, because it’s cleary very fun when one person can obliterate entire enemy group while other 3 just joggling along.

We could buff every weapon to the same level and then buff enemy amount/healthpoint again because the game become too easy which cleary doesn’t require a lot of work and might ruin the sound system even more /s

I’ll never understand the ‘it’s PVE game, no nerf, just buff’ camp.

well, i mean, the whole purpose of building the vet that way is to maximize ranged damage, right? lol there wouldn’t be much point to have those skills and perks in the game if you couldn’t. if you’re not running that build, then you’re not getting those results. just like you’re never gonna be one-shotting bosses and elites with a non-melee focused build as the zealot. if you’re running the revolver on a melee-focused zealot, and you’re not scoring headshots, you’re looking at a minimum of 2 shots for a specialist kill, which already makes its ammo economy terrible. even if you’re scoring headshots, it can still take 2 bullets. the vet in the video is specifically built to be a RANGED specialist.

also, the video doesn’t even show what the average battle sequence is like at all lol on auric damnation+, those 5 maulers could very easily be 10+, along with a dozen or more other elite enemies, along with trash mobs; 5 bullets only gets you so far, no matter how many enemies you’re one-shotting(even with piercing). the revolver can definitely a good gun under the right conditions and circumstances, but it’s definitely not a crowd control weapon, or a jack of all trades by any means, and you still have to play around its ammo economy and reload times; even if you have the reload perks and replenish perks.

if it took multiple shots to kill maulers every time, especially with THAT build, it’d be pointless to use. again, it has 5 bullets, and there can be literally dozens of just elite enemies within melee range at any given time; how’s the revolver, alone, getting you out of that? lol like, no one’s saying the revolver isn’t good, but it’s not op/broken, either, because it has some serious drawbacks on higher difficulties. if the average darktide player was easily solo’ing auric, THEN it would be a cause for concern, but that’s certainly not the case right now. you have to build specifically to be a ranged specialist in order for it to be “op”, and even then, you still need to be accurate and be a good player to make it work.

There’s something that I haven’t noticed being mentioned in this thread. The main reason for it’s INSANE damage is the CRIT scaling. It does around 50% more damage than the bolter and plasma gun on a critical hit (see image below).

With the plasma gun, its high damage is balanced by giving it some drawbacks. It’s slow to draw, cumbersome to reload and is prone to overheating. The revolver on the other hand has significantly better damage with none of the drawbacks.

I agree with @Yuma310 about giving it more sway and recoil to balance it out.

5 bullets in the mag and long reload.

Before someone points out again that Vet has 5 different talent points that can improve reload speed I would just say that investing in 1 is already taxing enough (but ideally you need 2 for a smooth experience which is a huge investment considering the Vet tree’s poor design).

A 5 bullet revolver won’t clear your screen in auric maelstrom but the two other weapons can (well even though the bolter is capable doing it we can all agree that needs buffs - 30% extra dmg wouldn’t be too crazy).
That’s why the revolver feels balanced in auric maelstrom (you spend half of the game reloading) but I can imagine that in lower difficulty levels it’s just super broken.

The problem is that probably any balancing that would make it more fair to use in Malice/Heresy would make it unusable in HISTG or AM. A bit of extra sway and recoil may not change much but a bit more again would destroy it totally.

Some people mentioned here that ideally it would need to have less precision long range. Making it an anti specialist weapon for short-mid range. Fair, but since there isn’t a single decent precision weapon or a singe dedicated sniper rifle in this game it would be shame to take away the only viable option right now.

All the Lasguns and Headhunter Autoguns be like “Am I some kind of joke to you?”

(I haven’t used either class of weapon in quite some time, so I’m not making a statement on how good/bad they are, just… reminding you of their existence so they don’t fade away into nothingness)

It is a bit perplexing though, that you’ve got all these weapons that you’d expect to perform well at range, then you see everyone sniping with their revolver :smile:

I’m all for giving weapons more clearly defined niches over being a jack-of-all trades, but I don’t think a niche should be left unfilled as a result.

I really dislike the “only weapons that I think are cool should be good” rhetoric.

I saw it a lot back when Psyker’s non-force quell was removed. A lot of players seemed to think that that was a perfectly reasonable change since Psyker shouldn’t be using non-force weapons anyway right?

I think a lot of people forget that games with RPG mechanics live and die by their balance. If there’s one playstyle that’s obviously the best, and the endgame content is balanced with that playstyle in mind, everything else will become frustrating to use. Its been a major problem in the Borderlands franchise, where some weapons are incapable of even dealing enough damage to out-DPS enemy health regen at endgame difficulties.

To that end, every weapon needs a niche, whose upsides are strong enough to compete with other weapons. The bolter and the revolver can both be powerful at the same time. It isn’t a zero sum game.

@Skep perhaps a more constructive suggestion would have been to ask: “What could the bolter offer, that the revolver doesn’t?”

For me, I think the answer would be sustainability at the cost of convenience. The revolver has one of the smallest ammo pools in the game, but its instant swap speed and burst damage make up for that.
The bolter meanwhile, takes ages to pull out, but once you have it out you can use it for longer before needing downtime.

The bolter just needs to be brought up to par damage-wise, and it will already have a clear advantage over the revolver by virtue of having a much larger magazine and ammo reserve. If that isn’t enough, its reserves could be increased even further.

I am aware of those weapons but unfortunately they are quite under performing at the moment (especially the HHAGs) and they don’t exactly fill the sniper role. Hellbore is close…

The game in it’s current form doesn’t require too much sniping (yes there is vent purge etc.) but still would be good to have dedicated sniper rifles.

the fact you think HHs aren’t doing the job tells me you think “sniping” is just “oneshot enemies” which isn’t sniping. it’s picking off unaware enemies at long range and frankly we rarely even have enemies to pick off at MID-range. this isn’t a game where you need a scope to begin with and the fact you’ll never get your team to slow down long enough to properly identify and target the high-value targets means a dedicated sniper is gonna be a lead weight on the team anyways.

all of this is besides the point, which is the revolver isn’t meant to be a sniper weapon to begin with. the fact they gave it stupidly good accuracy and crit was if anything, an oversight.

This is why you don’t balance pistols/revolvers with HH/bolter/other 2H ranged guns.

It’s a losing battle. One shouldn’t be able to snipe with a revolver.

You want revolver to be like it was back in beta? Same headshot damage as a MG XII?

Because then it would be worthless. Unless they implement your side arm system (fat chance - as much as they should) then things are going to be balanced around how useable they are.

It’s a 5 shot slow reload gun, and it needs to have big upsides as a result.