Yet another (and last) balance thread from a Gold player

Finally level 150!!!. Yes I know I made a previous thread, but I promise this is the most extensive one with EVERYTHING related to balance

I also participated in the Versus Tourney which I think gives me a few extra bonuses!!! (Maybe)
But in all seriousness, I got vastly of experience in this mode and I think my ideas would be “closer” to what people (Both casuals and more competitive) could want out of this mode

Remember, this thread is solely about balance, it’ll not tackle stuff like “Matchmaking” or “Solving newbie issues”, that’s up to Fatshark, the idea of this thread is to make sure hero classes still keep their identity and what’s fun about playing them on this mode, but by lowering down the level of the most problematic classes. There’s also Skaven buffs to help them a little more

Let’s being with Global Hero Changes

  • Reduce wounds from 3 to 2 (So you can fall 2 times and get up, and die on the third)
  • Healing Draught no longer cures wounds (Unless running last level 5 talent), but heals 50% of their max HP [Change it visually if needed to avoid confusion from the normal game]
  • Medical First Aid Kit no longer cures wounds for yourself if you heal someone else
  • Nerf Stagger THP talents THP gain by 35%
  • Strength Potions no longer spawn by default on the map (Would only become accessible through Ranger Veteran’s “Scavenger” or Grail Knight’s “Virtue of Penitent”)
  • Limit the amount of potions inside spawn to 2 (Currently it’s 3 or 4)
  • Limit the amount of bombs inside spawn to 2 (Currently it’s 3 or 4)
  • Remove special (grey) bombs

With that out of the way, let’s begin with each specific Hero and their Classes!

SIENNA

The class is surprisingly overall in a “Decent” spot, so her changes will not be extreme

Weapons

  • Bolt Staff: Allow a fully charged “Volcanic Force” bolt to 1 shot all specials to the body
  • Coruscation Staff: Make primary attack spread tighter, and allow it to 1 shot assassins/globadier if the vast majority of pellets hit (Allow it to 1 shot Hookrats if ALL and only ALL pellets connect). Increase duration of secondary fire by a few seconds
  • Soul Staff: Reduce overheat generation by 25-33%
  • Flamestaff: Increase Stagger considerably (should stagger everything reliably but Monsters of course). Increase DoT damage and duration against Monsters by a very considerable amount

Extra Note: I believe in the past there used to be a heat generation nerf, if that’s so I think it would be ideal to partially revert it, but if that’s removed just ignore this note

Just some simple changes to make these weapons a little more reliable and feel better to use

Pyromancer

This class is actually dominating the gamemode when played by skillful players. It has been brought to my attention that when she gets good teammates, her efficiency goes down, which is partially true, but even then she’s still an extremely strong class that gets too much value in my opinion

I love how she plays, so ideally the nerfs are just some numbers going down from her talents

  • “Deathly Dissipation” timer reduced to 8s (from 12s)
  • “Burning Head” THP generation reduced to 20 (from 35 THP)

Unchained

I think we can all agree she’s the worst class in the mode (Or if not worst, 2nd worst)
The issue is of course in her design, taking damage being a severe punishment in a gamemode that you can’t prevent being damaged is gonna cause some issues

However I don’t have any exact change to her, I would like the people who read this thread to suggest their own ideas (I could edit this thread later to add your suggestions)

Battle Wizard and Necromancer

I think these 2 are in a pretty alright spot regarding Talents and Ult, they feel fair to fight and powerful to use if done correctly, so their “buffs” are mostly concentrated on the weapons I just proposed to get a buff before

SALTZPYRE

It’s shocking how Saltzpyre is actually all over the place in terms of classes

He has 2 classes that could be considered “okay” (one weak and one viable), and 2 problematic classes that have been haunting the mode (BH in solo queue, and WP in premade groups)

Weapons

  • Crossbow: Allow it to 1 shot Assassins and Globadiers on a bodyshot, allow it to 1 shot everything other special to the head
  • Volley Crossbow: Make it stagger specials more reliably (this could be the “get off me!” spam type of weapon, that doesn’t exactly gets kills but can be pulled quickly for saves)

And no, I’m not really nerfing BoP because they aren’t the issue, they already have poor damage falloff and are a projectile in itself, it’s not “reliable” to shoot ratlings from afar, with only one exception I’m tackling later (Starts with B and ends in ounty Hunter)

Zealot

Zealot is in the perfect spot on what a class should be. Sure, he is “tanky”, but he trades the ability to reliably kill specials and has different downsides depending on which ranged weapons he uses, however his power being mostly contained on having your green HP drained, in the mode you don’t want your green HP drained, ends up with a very cool character that is very simple to understand and fight

Witch Hunter Captain

He’s not a “bad” class, but there’s absolutely no reason to pick him. Stagger ult is all he has as an upside compared to Zealot and Bounty Hunter, so I propose these 2 small buffs to help him with this issue and allow him to be the more “Middle of the road” option without outshining any of the other two

  • Increase his ammo passively by 15% (This is done so that you can have the same ammo as BH when using Black Market, and to also alleviate the issues of not running Black Market, for more build diversity)
  • Make “Witch Hunt” apply passively against all Elites (Currently you can only tag specials and monsters, which HEAVILY nerfs this passive. Applying this buff would allow players to keep tags only for specials, without heavily losing utility for this passive. Of course having Templar’s Knowledge would increase this damage passively against them Elites as well)

Bounty Hunter

Problem number 1: Introducing a class that can solo carry, that extemely buffs a weapon that was balanced by denying all its weaknesses. That’s the Bounty Hunter

BoP is supposed to have the following downsides:
1 - Long reload times
2 - Poor efficiency on range

Yet BH covers the both of these (Salvaged Ammunition + Faster reload pasive) (Blessed Combat) quite easily, allowing him to 1 shot Assassins (Blessed Combat ranged powerup + Crit) (To do that as either WHC or Zealot, you need to have Deathknell and hit a headshot, or Have stacked powerups and hit a headshot)

The nerfs done on BH will try to apply some limitations so that he can still bring big value to a team, but not be a solo queue carry beast anymore

  • “Salvaged Ammunition” ammo increase to 40% (from 20%). No longer reloads your weapon on melee kills
  • “Blessed Combat” no longer increases the power of ranged weapons on melee strikes (So now what it does is: Increasing the power of melee on ranged hits, and reset the crit on melee kill)

I understand these nerfs are harsh, but the class will still thrive even after these changes, Crit shots can virtually bring huge value on reducing breakpoints on specials. He would still be one of the best ranged class that can react quickly to threats and bring a lot of anti-monster utility in the form of damage and stagger

Warrior Priest

This is defenitely one of the most complained classes on the mode, all because “It undoes Pactsworn work”, and they can’t be more right about that

I thought about him a while, and came to the conclussion that only 2 talents make him a huge issue, which will be addressed now

  • “From Fury, Fortitude” healing reduced by 50%
  • “The Comet’s Gift” will now increase cooldown of the ult by 20% if this talent is selected (Slower charge), and only heals the damage done in the last second (Instead of the last 3 seconds)

These nerfs sound “mild”, but they will make a difference regarding how much potential this class has as an anchor by reducing the amount of support he can bring to the team and his amount of effective uses per match

KERILLIAN

Kerillian, against popular belief, doesn’t really have any “OP” or directly problematic classes on herself, her issues come from indirect design and 1 specific weapon being too broken (Jav), so let’s start addressing them first

Weapons

  • Javelin: No longer staggers hookrats that currently have a hero grabbed (this is to prevent frustration of having a fast projectile easily deny your well deserved grab)
  • Hagbane Bow: Give it the ability to consistently stagger specials. Yup, that’s it
  • Deepwood Staff: Fix the bug that doesn’t allow the lift to separate a Packmaster/Assassin from their victim (Yes, currently it does nothing if used against one of these 2 while they’re attacking a teammate), and reduce the cooldown on specials to 30s (from 40s)
  • Longbow: Charged damage increased by 18% (Would go from 19 to 22.50, and with Enhanced Power it would go from 20.50 to 24)

Waystalker

Changes would aim into making Serrated shoots a good talent while reducing the dominance of Blood Shot

  • “Blood Shot” no longer procs if Kerillian is using Javelin (A note should be added in the talent to indicate this)
  • “Serrated Shots” bleeding duration now depends on the weapon fired
  1. Longbow and Javelin: 6 total ticks of 1 damage each
  2. Shortbow: 2 total ticks of 1 damage each

Bloodshot nerf is obvious, as Jav + Bloodshot is very very problematic for the mode
The Serrated Shots rework is made to encourage Longbow usage (while also being good for Javelin) without making Shortbow problematic

Handmaiden

Her issues come from indirect balance as stated before, so there’s only 1 change I would personally do to her (And it’s an optional one, I would like if it was done, but I would understand if it’s rejected)

  • Gift of Ladrielle: Banned (Just like Lingering Flames), or entirely reworked to be something else

The issue with this talent is that it kinda invades what makes Shade special, and it’s also a lot more reliable and has less risk to pull it off for saves and making pactsworn having to guess where she’ll be, this is unnecessary IMO

Shade

Shade is currently in what I would say a perfect spot, she’s very fun to play, and because she has to commit to her invisibility, it still doesn’t feel bad to fight

Sister of The Thorn

Biggest issue she has currently is concentrated in Deepwood staff, which I already tackled

BARDIN

Bardin is surprisingly one of the most well rounded classes! Even Slayer has found purpose as a semi-anchor and super boss killer, so with that said he’ll just recieve number tweaks for the most part

Weapons

  • Grudge-Raker: 25% damage and stagger reduction against all enemies but Monsters
  • Trollhammer Torpedo: Removed (Yes, no matter what is done to this weapon, sadly it’ll never be in a healthy spot for this gamemode)
  • Crossbow: Allow it to 1 shot Assassins and Globadiers on a bodyshot, allow it to 1 shot everything other special to the head
  • Drakegun: Increase Stagger considerably (should stagger everything reliably but Monsters of course). Increase DoT damage and duration against Monsters by a very considerable amount

Ranger Veteran

Only thing hiding this beast is Outcast Engineer with Trollhammer causing issues, however, his gameplay is mostly healthy for the mode so he’ll just recieve some number nerfs on some of his talents

  • “Grugni’s Cunning” now gives 15% ammo (down from 30%) (Alternatively, this talent could get a whole rework on versus, like generating bombs maybe)
  • “Exhilarating Vapors” now heal up to 20 THP (down from 30 THP)
  • “Exhuberance” resistance is now 20% (down from 30%)

Ironbreaker

With trollpedo out of the way, his only issue is “Oi! Wazzok!” talent doing nothing, other than that he’s a very solid class

  • “Oi! Wazzok!” now makes Bardin completely immune to boss damage for the duration of the ult

Slayer

Slayer is pretty much in a perfect position when its meta loadout is used, he brings utility, he’s fun, he can clutch in different scenarios (ratlings are the only exception)

Outcast Engineer

Bombs and Trollpedo are his issues, Trollpedo was removed, so now we should solve his Bombs issue

  • “Utility Belt” (passive): Removed (Janoti’s idea). Bombs in versus are a huge deal, and having this class be able to carry so many of them at a time will create issues in the long run

KRUBER

Kruber is in a similar spot to Bardin, but just with a little bit more disparity on power levels among his classes

Weapons

  • Blunderbuss: 25% damage and stagger reduction against all enemies but Monsters

Mercenary

Only 1 complained aspect about Merc, should be obvious what is it, however I’ll also buff the other 2 level 30 talents

  • “On yer Feet, Mates!” will now increase cooldown of the ult by 20% if this talent is selected (Slower charge). This makes it so that the stagger and healing aspects are less valuable if this talent is picked compared to the other two options, so it’s more of a trade than just being free utility
  • “Walk It Off” & “Ready for Action” will now heal 20-25 THP instead (either small nerf from PvE or the same as PvE)

I think the issue during the early alphas always was “On yer feet Mates” having both REALLY HIGH THP on use AND the ability to revive, but what if instead we made the one that revives heal less, and the other two heal more? This (and the wounds nerf) has the potential to actually allow people to choose which level 30 talent would be better for their comp

Foot Knight

Footknight is a very strong anchor that relies on “It’s Hero Time” to work as a class, many people have said this needs to be nerfed considerably but I feel his identity is lost once you make this talent redundant, so I will try to reduce his other problematic aspects to keep the fun of the class intact

  • “Numb to Pain” timer reduced to 1s (from 3s) (Janoti’s idea)
  • “Comrades in arms” damage reduction reduced to 20% (from 50%) (Janoti’s idea)
  • “It’s Hero Time” no longer triggers if Kruber himself is the one going down or disabled

Huntsman

Huntsman is a sleeper OP class, it has EVERYTHING you could ever desire

  1. Ult allows him to 1 shot every special for 6s, with a very low cooldown
  2. Infinite ammo
  3. Shield + Stagger THP
  4. Handgun

He needs to be nerfed in his ability to self-sustain ammo and his ult having an extremely short cooldown + high duration of 1 shotting

  • “Shot Crafter” Reduced ammo gained to 5%(Alternatively: this could be completely reworked to do something else)
  • Choosing “Blend In” would reduce the duration of “Hunter’s Prowl” to 3.5s

Keep in mind you still get 1 bullet per headshot to anything, so if you wanna recover ammo without picking ammo bags, you’ll need to start headshotting the specials!

Grail Knight

Oh baby… he’s defenitely in the ruins here, all his PvE efficiency just doesn’t work in Versus mode, so here are some changes to help him

  • Fix flamerats dealing knockback to him when blocking with a shield
  • Re-work his quest system entirely the following way:
    1. First quest is always “Kill Specials”, and will always give the Regeneration Blessing reward (Make it be 10-12 special kills)
    6. Second quest is always “Kill Elites” (20) or “Kill Monsters” (1), and have it be a random reward (That’s not regeneration)
    7. Third quest will always be “Kill Enemies” (100), and the reward will be a random buff (That’s not regeneration, If using “Virtue of Duty”) or a Str potion (If using “Virtue of the Penitent”)

With those changes, and Str potions being removed by default, he now should have a better and more unique role in his team

PACTSWORN!!!

Of course this guide couldn’t be complete without Pactsworn changes, as much as Heroes are the biggest issue in terms of Balance, buffing Pactsworn a little bit also helps with the issue

First, some UI changes:

  • Allow Pactsworn players to see enemy Career Skill charge
  • Allow Pactsworn players to see enemy Items
  • (Optional) Allow Pactsworn players to see ammo count on Heroes

This should allow Pactsworn to plan their attacks better, and for heroes to watch out for their teammates resources more

Changes for special rats are quite short, so I’ll just list them up here

  • All Specials: Have the speed while in ghost mode be equal to the Assassin when in ghost mode

  • Loot Rat: REMOVED!! It’s an Unnecessary, Unfair and Random buff to the heroes

  • Assassin: Replace the knockback done against nearby heroes when pouncing someone to a small stun (0.75s max duration), alas L4D hunter. This change is to prevent heroes always being glued to each other

  • Hookrat: Fix all his bugs and he’ll be in the perfect spot (Mainly bugging people inside map geometry and Speedboost being glitched when lag is present)

  • Ratling Gunner:
    1. Reduce his damage by 40-50% against Downed, Disabled and “Recovering” (playing the animation of getting up after being cleared from an Assassin or Hookrat) This should be Globadier’s Job, he should be the best at it
    3. Increase the stamina depletion against shields by +400% (It’s 5 times faster at depleting stamina for shield users while they’re blocking)

  • Globadier: Give him an ability to Explode just like in the normal game (Whatever limitations you want to add is your choice, he just needs to have an option to not be useless when heroes refuse to kill him in areas where he’s not effective)

  • Flame Rat:
    1. Give him COMPLETE STAGGER IMMUNITY
    2. Allow them to deny revives (maximumgraf’s idea)

Now when speaking of Monsters…

Since inception Troll had one complaint, but it’s a big issue. He’s useless when played like anyone would expect a Monster to play (and he still is to this day)

Rat Ogre is proof of concept that this issue was a thing (As they added a limited timer in which he becomes immune to stagger after performing a leap). This is a noble idea, however it encourages the boss to leap in, hit 2-3 times, and leave, which is still underperforming for a lot of players due to how many things can stagger either boss! So this section will be mainly about that

Bile Troll

Already mentioned what the issue is, so let’s get right on with it

  • Troll’s Heavy attacks can no longer be blocked, unless the victim is using a shield (Knockback still applies to them but no damage will be done)
  • Troll now only suffers stagger from the following:
    1. All shout ults (WHC, Merc, Ironbreaker)
    2. BW ult (To give her a little bit more uniqueness in her role)
    4. Footknight charge
    5. BH ult
    6. GK ult
    7. Slayer ult when he’s using “Crunch!”
    8. Outcast Engineer’s “Piston Power” talent

So now that we’re removing stagger from Bombs, Pyro/RV ult, and many more, Troll will still be easily killed if he comes close due to his poor mobility when attacking with melee, but he will not get instantly NUKED either

Rat Ogre

Of course him being a Bruiser means he should get a few buffs on that aspect, to encourage good timing on their pressure and good aim and timing in his Heavy attacks, so the following changes will be done:

  • Reduced Stagger immunity after landing on the floor to 3s (from 8s)
  • Rat Ogre’s Heavy attacks can no longer be blocked (Even Shield users will not be able to block the overwhelming amount of strength of this angry boy!)
  • Rat Ogre now only suffers stagger from the following:
    1. BH ult, but only if the first (fully accurate) shot hits the head
    2. GK ult (giving him more utility!)
    3. Slayer ult when he’s using “Crunch!”
    4. Outcast Engineer’s “Piston Power” talent

So in short, bigger buffs than Troll due to Troll still having the advantage of Puke being the BEST utility of all Pactsworn team

[ Since I have edited this a bunch of times I’ll be adding changelogs for people that saw the thread in the past ]

V 1.0.0
Thread Creation

V 1.0.1

  • Added buffs to other level 30 Merc talents
  • Changed BH ult interaction with troll (It’ll always stagger him no matter where he hits, rogre still requires a headshot)

V 1.0.2

  • Grailknight Quest rework

V 1.0.3

  • Changed a few weapons value
  • Added Flamestaff change (The same as Bardin’s Flamethrower)

V 1.0.4

  • Updated what would stagger bosses

V 1.0.5

  • Elf Longbow buff
  • Waystalker talents updated
2 Likes

The problem with poking Keri´s javs is that the other weapons on her are presently kinda bad. This hits all her careers. Longbow needs like 3 bodyshots to kill a single fire/gunner, doesnt penetrate or stagger if i recall, and has the normal ammo limits.

Swiftbow? WS can kind of use it but it is very punishing to use it against a good gunner or a team that syncs horde spawns since it doenst deal with armor/shields well.

Hagbane? Ammo thirst is real, only WS can use it and the damage is understandably low, would kinda crap on the Skaven entirely if it wasnt.

Moonbow? The one near hitscan she has, needs 2-3 shots per target which gets awkward with an ammo pool of 5 per 17 seconds - ish and a constant influx of targets. WS can kinda work around it with bloodshot and kurnous but its a bit bumbling. Cannot be compared even to crossbow bh or another dedicated range.

Deepwood, Well as you noted, long lift CD and the thorns base damage itself is low, needs like 3 full barrage hits to kill one special.

In short, nerfing javs is just directly nerfing elf across the board pretty hard because she´s got no other options that are really worth it. I am not entirely opposed to it happening but it should be done in conjunction with pretty much everything else being buffed. Given all other heroes got options for outright oneshots or at least high damage shots with stagger.

Esp for Waystalker if you´re gona disable the bloodshot javs, that´s just throwing shade at her in particular : (

I feel like most of the weapons feels okay…until you meet skilled ratling player who can poke only his head, strafe, jump, hide. And then you start to feel the difference between good weapon and bad weapon.

And against Hookrat you feel the difference too. Sometimes you have time for only one shot to save yourself or teammate.

Right, there´s worlds of difference in how the skaven can play too, and that does magnify the flaws of any given loadout.

A good gunner will put the fear of cheese into anyone without good sniping tools or shields, a good hookrat will approach/wait in undetectable places and then strafe/kite to avoid shots to stall out while dragging their victim into a horde/off a cliff.

Weapons like longbow really feel the pain, massive aim penalities from any damage plus no cleave leaves the ability to save a dragged teammate at next to nothing. Compare this to the other heroes with rifles and its like comparing day and night. And its not the only one, the fact that only a few weapons really do well against this stuff may indeed make them seem “OP” but…if those are the only actually good picks then what? Remove them and just leave the heroes out to dry?

May be. Heroes are already too powerful.
But we have a problem that any nerfs to Jav BOP and Handgun will make packmaster and ratling even better. And they are aready the best.

As Skaven i feel like handgun is fair.
But Jav and BoP have too many upsides with almost no counterplay. You have some counterplay against Javelin but against BoP you can only hide or die

The “too powerful” comes from a combination of factors, abundant supplies and healing for one, the lack of skaven options for dealing with a premade team on the othe other, strong loadouts and whatnot.

But just hammering them with nerfs “because stronk” will kill the fun before it fixes anything. Helldivers 2 devs nearly killed their studio with this kind of balancing for a while there.

Nah, nerfs are fine if done right. For example OE almost killed that game for me and his nerfs was god blessing.
Yes, instead of nerfing one thing you can buff 10 things then buff another 20 things and then face powercreep problem.

I don’t really know if it would be a good idea to ever have Moonbow and Shortbow be good for a mode like this

The issue with javs is that they get too much free value (stagger and instakilling squishies) for too little effort (fast projectile and infinite ammo) and too little risk (You don’t need to charge it for long, it’s nearly instant)
Thus I decided to go for the way that it doesn’t deny a hookrat play, it doesn’t deny a flamerat for existing, and can’t 1 shot anything else than assassins and globadiers because of Blood Shot

Characters like shade and handmaiden would still love to use jav, but slightly reduced the annoyingness out of it

Regarding Longbow, maybe we can find a good way to buff it so Keri doesn’t feel so restricted to Jav (and a Jav nerf meaning a Keri nerf in general) and can switch to longbow if desired

BoP has counterplay, long range ratling gunner

It takes like 4-5 shots to kill one with them and the fact they are not hitscan makes it more common to miss as well

I always stated the issue was BH gaining power on his shots thanks to blessed combat and having a full crit, which reduces long range requirement to kill a ratling to 2-3 shots

  1. Show your face at 50 meters
  2. Deal 5 damage
  3. die in less then a second

Sounds like a counterplay

1 Like

I think you never tried to kill a ratling from afar (that isn’t a newbie) with BoP in any other class that isn’t BH

Man…

Taking 4 bullets and die is not a counter
At ranges like this Ratling can deal like 5 damage in stationary targets. And yes, as BH i killed him no problemo anyway.

With such logic you can “counter” him by not respawning at all. He cant kill you if you dont respawn!

“5 dmg” is just not true

Also please try to play a game without BH

I was sitting still. Okay 6 damage.

I see no reason to play them. It is like playing any Sienna when you have Pyro. I played zealot. And he is okay, feels like far worse footknight. For WHC… there is no reson to pick him

The reason is to prove that BoP as a weapon is not the issue lol

When you have BH with 999 talent buffs (Blessed Combat, weight of fire and the garanteed crit) of course it’s gonna be a problem

Why do you think I nerfed blessed combat?

I played as Skaven against Zealots and WHCs. All woth BOP of course. And it feels the same. You hide or die. Thats it. Every single Victor uses BoP but they are not the problem. Sure.

I don’t think you’re helping your point by saying “I played against them which is the same!” it’s not, go and give it a try

I played with them as Zealot. And they are still the best of Victor and stupidly good.
You cant outshoot ratling from 100 meters, only from 70 meters now.

Or just nerf anything people saying is “OP” or “meta” until nothing feels good to play, Helldivers 2 really went and did this and and had to backpedal hard when playerbase went into sharp decline because nothing was fun to use.

Well given the limitations swiftbow has i can understand but indeed, i am against any real changes to Javs directly unless longbow buffs that basically make it equal to a handgun come into play.

Hitscan, double the damage, armor pen, stagger, the whole darn package basically. Or a bit less than that but buff waystalker so she can at least perform similarly to crossbow BH or rifle ranger.

No. Nerf things that are really OP to normal lvl of power.
You sound exactly like OE defenders.

Thats basically what OE defenders said.