Literally this… Vet is pretty damn good, honestly. Can literally 1-2 shot crushers/maulers with certain abilities, blessings & perks. Almost a little too good if you ask me…
I meant the aura’s haha my bad.
Survivalist was completely broken prior to the nerf. Recon Lasgun + Shock Trooper + pre-nerf Survivalist = Infinite Ammo.
It actually feels decently balanced now that you can’t get back 10% of your Ammo in literal seconds.
+10% is enough to puncture Carapace with all Lasguns.
Crit builds are already strong enough on Veteran.
Close and Kill Aura does this already.
I was talking about its aura but mis typed and said nodes. My bad.
I meant to say that that need make survivalist separed from veteran and ad the same time give vet good aura’s. ( currently 5 movespeed etc)
I do have an idea on how to make Close and Kill better. I’m still mulling it over, but I’d start by renaming it “Paratrooper” and then giving it something like this:
- +2.5% Movement Speed but you gain a Stack for every Player who isn’t in Coherency with you, reaching a maximum of +10% Movement Speed.
- Take no Fall Damage.
Ideally it would only trigger those additional Stacks while you’re either behind your teammates or the last one alive, that way you can’t just use it to rush ahead of the team like Loner + Shroudfield Zealots.
Edit: The purpose of “Paratrooper” would be to allow you to hang back and snipe key Enemies from a distance or a high ground and then quickly catch back up with your team without taking any Fall Damage whenever you jump down from a high sniping position.
I agree but at the same time once you get a bad team (gunlugger/gunpsycker) and they don’t even take out there Melee weapon you are focked. They sprint for every ammo, take all charges from crates. A buff to survivalist is ammo they cannot touch. 1% isnt enough in those cases.
First step. Crossplay toggle.
This isn’t me saying console players are bad. It is because of accessibility of console that it attracts immature playerbase mixed into good awareness console players. It is just less of it on PC playerbase.
Can I have this please?
This is such a cool ass idea. Would let us roleplay Elysian Drop troops.
You could even sell us the Grav chutes (premium cosmetics) to match the Elysian Drop Troop cosmetics that were avalable?
Please?
I think a nerf to survivalist was warranted but I also think the nerf it got was too heavy handed. There should definitely be a cooldown because without one it’s blatantly broken, but I think the % of ammo received per activation needs to be very slightly higher so it still retains the function it had previously but in a more considered and less broken manner.
Ranged focused veteran builds have been more or less redundant since this nerf and I reckon this is why. They can still be potent in certain situations, but the whole point of survivalist was to make almost exclusively ranged builds viable and worthwhile. Between the survivalist nerf and the enormous uptick in enemy density with no change to executioners stance, a ranged veteran build is not as viable and reliable as it should be. There’s no point in using one when you can just create a jacked up zealot veteran with VoC and dominate everything way more safely.
I’d prefer to keep the +1% Ammo on proc and just halve the Cooldown to 2.5 seconds, personally.
Sure, it achieves the same effect so potato potato (this doesn’t work in text but you get me).
The point is the ranged aspect of the veteran has fallen behind and has not really been given any attention since Patch 13. It needs another pass.
Yeah it get overshadowed by what Happend to ogryn (fair) and havoc beeing broken/flawed
Currently my worst experience is, so many bad players play havoc 35+, i have to play 1 specific build with psyker to carry them, otherwise they just keep failing and dying.
Sounds like bad game design to me.
Its the kind of thing good developers plan for and accomodate. Maybe having a queue system that tries to put together the right teams, or having a role system or something (not my job to fix this).
My proposal would fix the issue with people playing above their skill level.
Not a huge amount can be done about the meta though, aside from some weapon/enemy balancing.
Courtesy isn’t enough as drive to sharing or understanding sharing leaves all to survive and therefore increased team DPS. You would have to introduce penalty and reward into it because by human nature people can be selfish.
It is difficult. The magic question “How do you introduce desirable rewards for positive team actions”
In older Battlefield games you got major XP and progression for weapon unlocks faster for healing, reviving, objectives much much more than kills. They knew what needed to be done to encourage good team work beyond just “winning” but what they want players to do “during” to achieve that.
That’s a difficult one to tackle. How does one determine what a players skill level is? Level 30? True level? Average downs per match? Number of top-tier titles and frames? Hours in matches? What if people take a break to play other games and come back months later - will they be rejected from entering matches because they now have a gap in their resume?
I don’t really like gatekeeping because it can also hinder growth (how do you know you’re ready for something unless you try it?). I started playing Darktide on release, and was afraid to do Damnation because Heresy was hard enough and there wasn’t a ton of incentive to play Damnation at the time. Then when Plasteel and Diamantine became a thing shortly after, I attempted Damnation, because loot. When I started regularly doing Damnation, I wasn’t at a level to carry, but I was at a level to contribute well. Eventually Auric missions came out, and I played a single “High Intensity Shock Troop Gauntlet” which traumatized me for a while, but I eventually got used to it the more I played.
While I am at a level now where I can confidentially clutch a match calmly with a low heartrate, I won’t forget all the ones who helped me get there. Yes, the randoms who everyone will say “ruined a match” or are “bad players” - they are the ones who taught me how to deal with excessively crappy situations, by myself. It sucked a bit while I was grinding loot, gear, penances, and Havoc myself, but their inability greatly improved my ability. If I constantly and only played with “Pros”, I don’t think I’d be as half as good as I am now. There’s a certain thrill I get from clutching a match too, and I live for those moments now
That said, I’ve basically completed all penances (just waiting on the 20 weekly Havoc’s to get done lol), and am spending all my time now helping others with their penances and levelling, hoping to share some of my knowledge along the way when possible. I’m just a big fan of Vermintide/Darktide’s gameplay loop for some reason.
My suggestion is, dare I say, a very elegant solution that would create an organic skill level balance as opposed to a gated one.
My suggestion is that promotions are only ever increased by 1 rank, no matter what rank missions you complete. That’s it.
So someone who is rank 20 completes a rank 30 mission, their new rank becomes 21.
This way people would not jump ahead of their skill level and would find people closer to their own rank.
All promotions would be instant for all participants. Rewards would be weekly still.
Edit: demotions would only ever be by 1 rank and only happen once a week. The 3 strike system would be gone so everyone has infinite tries per week to maintain or improve their rank.
If I am remembering correctly, I think this is how Weaves (Winds of Magic) worked in Vermintide 2. I was surprised when Havoc didn’t work like that. The Winds of Magic update wasn’t well received, but it definitely did some things right - and I feel that was one of them.
I’ve not played that myself so can’t comment but yeah I’ve given it quite a bit of thought and really I think it would solve a hell of a lot of issues with such a simple few changes. Let’s hope they listen!