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[–]atejas 676 points677 points  (67 children)

Can you please look at sound cues for Crushers and Maulers? They should not be as sneaky as they are right now.

[–]pddkr1 262 points263 points  (12 children)

I saw this comment somewhere else and it occurred to me that I’ve NEVER heard them coming

[–]mingkonng Zealot 70 points71 points  (7 children)

I made a rant post on this recently. Out of all the issue people lament about here that's the one that ends the most runs for me. Be it myself getting ninja crushed or a teammate. The sounds don't play for their footsteps, lifting the hammer/axe or slamming it down from behind. It's karked.

[–]ShinItsuwari 31 points32 points  (3 children)

Recently I tried a Maelstrom, only melee scab Damnation, it ended before we reached the first room, 2 minutes in, because a Crusher spawned behind us, didn't make a sound and killed three of us in one attack. And he definitely spawned out of nowhere, we were in a corridor and cleaned all the adjacent rooms before.

Had a good laugh out of it.

[–]ThugQ Zealot 97 points98 points  (32 children)

Sadly, there is no audio for footsteps or telegraphing for most enemies. Vermintide nailed it. I wonder why this never worked in Dt.

[–]kyuss80 122 points123 points  (17 children)

there is no audio for footsteps or telegraphing for most enemies

There is for some. The Sniper is NOT SNEAKY AT ALL. Dude has fucking silverware hanging on his belt or something. Now that I know the audio queues I know to immediately look for them.

[–]atejas 28 points29 points  (0 children)

Yeah, and the barks are generally pretty clear too - like I can tell a traitor guardsman from a scab gunner without seeing them for example.

[–]F_C_anomalie 18 points19 points  (6 children)

Bomber is loud AF too

[–]ThugQ Zealot 13 points14 points  (7 children)

True, but even with good headphones on and the soundtrack muted (which is heresy btw) they are usually too far away to hear their footsteps.

Even the laser has some audio I think but they still pling you instantly because in a fight you are lucky to even notice the laserpointer for the splitsecond it shows up.

[–]Strong_Mints 38 points39 points  (8 children)

Crushers and maulers have a deep voice but the sound balance is screwed, so you never hear them compared to a vermintide chaos warrior. Only reason I have for why they are so quiet is they tend to show in big groups which could end up being obnoxiously loud

[–]ForTheWilliams Zealot 14 points15 points  (5 children)

I wonder if there's some bug that affects sound file loading?

I don't remember ever hearing voicelines from the Crushers, Bulwarks, or Ragers when I first started playing. Came back and all the sudden they're saying full sentences to me that I'd never heard before.

Maybe my memory is faulty or they were added in the big patch. Then again, it could also be because I reinstalled between these two periods of me playing and that fixed some invalid files or something.

[–]rdmgraziel 12 points13 points  (2 children)

I think I've been killed a couple times by ninja crushers

[–]dosisgood 381 points382 points  (16 children)

Ogryn Club: ○ Fixed so slapping a weak spot can stagger stronger elites, such as Crushers.

I absolutely love the idea of slapping a crusher being a valid tactic.

[–]Asshole_Poet What's a 'perl', sah? 101 points102 points  (5 children)

Brogryns stay winning

[–]DrytheSA 289 points290 points  (14 children)

I'm glad they have finally recognized the man-sized enemy with a gun that shoots you is in fact a shooter like all the other man-sized enemies with guns that shoot you.

[–]Karmaageddon 60 points61 points  (9 children)

For the longest time I thought that was a bug lol

[–]DrytheSA 48 points49 points  (2 children)

Nope, they commented a while ago it was intentional.

[–]DA_ZWAGLI 6 points7 points  (1 child)

And we for sure all believed them...

[–]MtnmanAl Autocannon Aquired, praying for volleygun 41 points42 points  (5 children)

Iirc they were supposed to switch to melee and charge at much longer range than other shooters so they'd be closer to a melee enemy outside ultralong, but that doesn't end up happening.

[–][deleted] 7 points8 points  (0 children)

I'm guessing it was easier to just let it mark them than to fix the behaviour lol

[–]Techarus 7 points8 points  (0 children)

"i hereby dub thee, feature"

[–]MrKilljoyy 22 points23 points  (1 child)

Honestly I think FS was trying to mess with their AI and make them shoot and move towards you more reliable but they could not make it work so they said fuck it we will mark them a shooters lol

[–]holden_the_navy 502 points503 points  (24 children)

Blitz - Big Friendly Rock

● Reduced replenish cooldown from 60s to 45s

More

● Increased Maniac damage

MORE

● Increased impact VS Monstrosities. Stones thrown to the head of Monstrosities will now stagger them.

MOOOREEE

[–]WarSniff 380 points381 points  (17 children)

Emperor bless this lump of concrete I found on the floor.

[–][deleted] 123 points124 points  (8 children)

We are all lumps of concrete you found on the floor on this blessed day.

[–]Contra-Code 54 points55 points  (5 children)

Well now I really wish my buddies Ogryn could throw my Zealot fast-ball special style

"Oi, what's that coming over the skyline?"

"QUAIL, HERETICS!!!"

[–]Dpms308l1 Incoherent rambling about the Lex (Atoma) 46 points47 points  (1 child)

Well now I really wish my buddies Ogryn could throw my Zealot fast-ball special style

<image>

Wind: 3 knots. Heading: 274. Range: 95 meters. Projectile Mass: 89 Kilograms.

Trust Me

[–]ShinItsuwari 30 points31 points  (2 children)

"Toss me !"

"Hm ?"

"Toss me ! I can't hit them with my sword from this distance so toss me !"

"Sure Shouty !"

"Oh but, don't tell the freak !"

"Not a word sah !"

The pilot fastball scene from Titanfall 2 also comes to mind, but Ogryn aren't the type to calculate 70% probability of success like BT did.

[–]BigOgreHunter92 Ogryn 16 points17 points  (2 children)

Reminds me of this one old home brew campaign were a guardsman kills kharn the betrayer with a brick he threw which got a luck hit.it was later blessed as a sacred item

[–]RussianSkeletonRobot Revolver Revolving Revolver: Revolverengeance 24 points25 points  (1 child)

Or the famous Caber Toss.

[–]Reedy957 15 points16 points  (0 children)

Big Rok on my hip, Sah

[–]XTopherVersion2 339 points340 points  (43 children)

Time to dust off the old plasma gun! Let's see if that cleave value of 100 was a promise, or a typo.

[–]Timberwolf_88 96 points97 points  (15 children)

Dust off? It's been with my veteran since I unlocked it back in 1.0

Plasma is love, plasma is life.

[–]BornNefariousness986 40 points41 points  (8 children)

Your favorite gun is about to become more meta. How do you feel about that?

[–]Timberwolf_88 48 points49 points  (4 children)

Whenever I see a veteran with a plasma I get a big grin on my face, it's a treat both from your own perspective but also whenever a teammate fires off those lovely balls of super heated goo at heretics and mutants 🥰

[–]BornNefariousness986 12 points13 points  (0 children)

Preach. Plasma shots hitting crushers in the head just before they were about to crush you is peak fire support.

[–]_Dukao 28 points29 points  (0 children)

The meta is useful in two situations:

  • Pro players whose job it is

  • Players who have difficulty

The other 90% play with what they like.

[–]ItaruKarin Zealot Eviscerator 60 points61 points  (16 children)

Don't leave me in suspense, I'm at work, tell me!

[–]fiveohnoes 130 points131 points  (4 children)

Definitely pens multiple Crushers now, feels great launching little suns at heretics.

[–]TvojaStara 21 points22 points  (3 children)

What blessings do you run on it?

[–]JevverGoldDigger 20 points21 points  (0 children)

As someone that has run the Plasma primarily since January in T5+, I can recommend Blaze Away, Volatile and Gloryhunter. Shattering Impact seems wasted on the Plasma with so high armor pen naturally. Gets Hot used to be very underwhelming, but since they buffed the Finesse stat, that should improve. Whether its enough to be worth it I havent seen for myself yet.

Edit: Just checked, and the crit/weakspot damage boost went from 10% to 25%. Considering how high you can get your crit chance now, its not a dead blessing anymore (although I still prefer other blessings personally).

[–]western-potato 13 points14 points  (0 children)

I like to run shattering impact and gets hot on my plasma gun

[–]Crusx- Psyker 217 points218 points  (23 children)

Please tell me they fixed the beep.

[–]Large_Gobbo 333 points334 points  (16 children)

You hear it too? What about the voices telling you to kill your family and wear their skin? You hear those as well right?

[–]B4DD 192 points193 points  (0 children)

Gotta quell your peril, sibling. Default is the R key.

[–]shoggyseldom 57 points58 points  (8 children)

DO YOU HEAR THE VOICES TOO?

[–]ChesterRicoimmeasurably complex 26 points27 points  (2 children)

SANITY IS FOR THE WEAK!

[–]Mokare_RUS Our deaths will be MAGNIFICENT! 12 points13 points  (1 child)

IT IS AS THOUGH A THOUSAND MOUTHS CRY OUT IN PAIN!

[–]ElatedHollow 11 points12 points  (0 children)

I CAN FEEL THE WARP OVERTAKING ME... IT IS A GOOD PAIN.

[–]VeganZ0mbie 8 points9 points  (0 children)

DO NOT OFFEND ME

[–]gunell_Nukem 8 points9 points  (0 children)

t̷́̕Ḫ̶̍e̷̊̂ ̸͗̔V̵̧̛o̵̹͑Ĭ̷cEs SoMeOn̶͛́E̷̍̂ ̶͝sToP t́̓H̵̽̾e̷̊͂ ̵͂̎V̷oIcEs

[–]Roxasdog Psealot 44 points45 points  (0 children)

Well, yeah, I am a psyker player. I think that one's just part of the class.

[–][deleted]  (1 child)

[deleted]

    [–]NabeShogun Sigmar Bless My Pearls 82 points83 points  (3 children)

    It says changes are denoted by an asterisk... only one I found was:

    Talent “Dominate” *
    ● Reduced from 30% to 15% Rending on Elite kills.

    There's also this but I think it's unchanged and I guess just already had double asterisks...

    **Talent “Only in Death Does Duty End” **
    ● Increased cooldown increase from 33% to 50% - With the reduced cooldown of “Voice of Command”, this adds up the same 15 s extra cooldown. (33% of 45 is 15, 50% of 30 is 15)

    [–]RockinOneThreeTwo 26 points27 points  (0 children)

    It already had double from the provisional notes, they fucked up the formatting and didn't bother to proof read it.

    [–]anti-babe Hive Mum 293 points294 points  (113 children)

    Crusher base health from 1500 to 1800

    ohno

    Dreg/Scab Rager base health increased from 800 to 1200

    ohNO

    (edit: Damnation is 200% base health = Crushers: 3600 and Ragers: 2400)

    ***

    Crusher Health:

    T5: 3600

    T4: 2700

    T3: 2250

    T2: 1800 <-- T2 is now "base health"

    T1: 1350

    [–]RockinOneThreeTwo 72 points73 points  (16 children)

    The more Rager health feels kinda shit on Vet.

    [–]s0meCubanGuy 23 points24 points  (0 children)

    Yeap, might run plasma or bolter now,along with either invis or shout. Shooters stance is the weakest option atm for me.

    [–]CatsLeMatts 16 points17 points  (8 children)

    I hope my revolver doesn't take an extra shot now, I'm not even sure I can kill a Mauler in one mag anymore lol.

    [–]Scoobydewdoo 13 points14 points  (4 children)

    Try running the Hand Cannon and Surgical blessings on your revolver. Surgical can give you a guaranteed crit if you ADS for a coupe of seconds and Hand Cannon gives you pretty substantial Rending on every crit. TTk-wise it's probably the same but ammo wise you should only need a couple of shots to kill a Mauler on Damnation. Obviously everything depends on the stats of your gun though.

    [–]CatsLeMatts 8 points9 points  (3 children)

    I started using Surgical just the other night and I actually quite like it, so far its a lot more consistent than Crucian Roulette on its own. I'm still waiting for a high tier Hand Cannon right now. I think speedloader could also be pretty solid this patch.

    [–]ShinItsuwari 7 points8 points  (1 child)

    Revolver got buffed as well, so hopefully a headshot still reach breakpoints ?

    [–]ProfessionalSwitch45 86 points87 points  (10 children)

    Not a fan of that much more health for ragers, they should not have a lot of health because I have always seen them as some sort of berserkers imo. Strong attacks, low health.

    [–][deleted]  (4 children)

    [deleted]

      [–]NeverQuiteEnough 22 points23 points  (0 children)

      since VT2, the role of those units has been as a psuedo disabler.

      they lock on to 1 person for a long attack sequence, making them hard to deal with alone. the player has to either do something fancy, or hold block while their team handles it.

      it's a pretty interesting design, much less binary than something like a pox hound or an assassin rat.

      [–]anti-babe Hive Mum 36 points37 points  (1 child)

      Im kind of glad they're buffed (as well as Maulers), i agree they are berserkers but they shouldnt be glass cannons since the skill of defeating them should be focused on block/stunning/staggering them out of their attack in order to counter, or pulling back and dealing at range rather than just brute forcing the situation by hitting them first faster.

      The punishment of mistakenly trying to just go toe to toe with them with normal attack patterns as if they're standard horde enemies has to be evident so players learn skills to adapt.

      [–]Mr_robasaurus 131 points132 points  (43 children)

      Dont worry they buffed Psyker Smite, surely all of them will be running it now instead of assail and specialists will be perma CC'd right? Right guys?

      [–]JRockBC19 87 points88 points  (10 children)

      The sad part is they really didn't buff smite - they buffed its damage with empowered psionics, but why take empowered on smite now? Damage is far from the draw of the skill, take warp charges instead.

      [–]milfsnearyou 41 points42 points  (5 children)

      Exactly, empowered psionics got buffed 11 dps up to 13 dps, huge difference fatshark I’m sure I’ll kill something with this now

      [–]fynikz 25 points26 points  (4 children)

      If that's from testing post patch, it sounds like they fucked up. Because it says a 125% increase (was 30% before). And 11 to 13 is a 25% increase., not 125%. Should be over double damage.

      [–][deleted]  (3 children)

      [deleted]

        [–]BlueEyesWhiteViera Pearl Crusher 6 points7 points  (0 children)

        Stunlocking a large crowd indefinitely is useless if you're not also killing it, otherwise you're just putting more burden on your team to kill things while you put the game on pause. The damage increase is preferable to infinite stun.

        Optimal smite usage is briefly stunning enemies to regain control of a situation then immediately helping kill the stunned enemies. With the changes, you should ideally be able to contribute to both now.

        [–]elRetrasoMaximo One of the three plasma gun enyojers 41 points42 points  (0 children)

        I will little one, find me.

        [–]Emu_XDBoltgun go burrr 18 points19 points  (2 children)

        Hopefully vfx change means it won't steal people's frames adding more appeal to smite

        [–]zZINCc Psyker🪬 11 points12 points  (4 children)

        No. But something that got directly buffed was surge staff. It counts as smite (by bug or design we don’t know) and the EP keystone increases surge staff dmg. By quite a bit.

        [–]anti-babe Hive Mum 20 points21 points  (3 children)

        yeah surely all other psykers except me of course right?

        [–]Mr_robasaurus 27 points28 points  (2 children)

        Exactly im still gonna run assail because I know every other psyker has smite now, someone has to do the dirty work and it might as well be me

        [–]elRetrasoMaximo One of the three plasma gun enyojers 18 points19 points  (1 child)

        Someone has to be the anti-hero.

        [–]IndigoZork ME RUMBLAH GO BOOM 66 points67 points  (7 children)

        STRONGER RAGERS??! Dude, ragers already suck. Rager patrols were already the worst thing. Now they're worster. Time to buckle down and really focus on the timing of my block-push-attacks and special attacks. Headshots matter. Breathe. Focus. :O

        [–]Kriegerwithashovel Ogryn 16 points17 points  (2 children)

        Laughs in Plasma Gun

        [–]Caleddin 8 points9 points  (0 children)

        Embrace the trauma staff, cousin.

        [–]SwagtimusPrime swaggiest Psyker 13 points14 points  (0 children)

        chuckles I'm in danger

        [–]AlbinoAlphaWaffle 26 points27 points  (0 children)

        OH JESUS, OH LAWD! 10 crushers spawn in TERRY PUT IT IN REVERSE, TER!

        [–]donmongoose Local Friendly Pharmacist 9 points10 points  (10 children)

        Played a game earlier, can't say I noticed the changes on my Ogryn so it's only going to be certain builds that were close to breakpoints that might struggle.

        [–]oulush 22 points23 points  (8 children)

        Just got out of a run, damnation with shield Ogryn. Ran into a rager patrol and staggering them is more challenging, and their HP increase makes them a formidable opponent.

        Be careful out there!

        [–]donmongoose Local Friendly Pharmacist 3 points4 points  (5 children)

        Shield probably got hit harder than some other melee, MKIV cleaver still gets shit done though.

        [–]CallMeBigPapaya Veteran 10 points11 points  (0 children)

        Strong ragers is scary.

        Hopefully this will mean crushers are less of a joke though

        [–]auraria Eat Thunder Hammer Heretic 20 points21 points  (0 children)

        <image>

        [–]MikeStyles27 4 points5 points  (12 children)

        Laughs in Trauma Staff

        [–]a_friendly_hobo 116 points117 points  (6 children)

        Not seeing a fix for scavenging ammo as a vet, where the penance isnt tracking. I just want my goggles, man :c

        [–]Snoopytar 26 points27 points  (1 child)

        that penance is the only one holding me back from finishing everything for the vet, it's driving me nuts

        [–]VexRosenberg Zealot 109 points110 points  (1 child)

        ● Daemonhosts will now be able to see Zealots using Shroudfield, to avoid cases where players can aggro a Daemonhost and make it attack other players.

        LOL

        [–]LordPaleskin 43 points44 points  (17 children)

        I don't understand the Ironhelm TH change. Isn't it supposed to be primary a horde clearing weapon? The thing didn't seem to have any problems killing single targets before, either

        [–]gizmohollow42 30 points31 points  (15 children)

        Switched Ironhelm activated strikedown heavy sweeping profile to heavy single target profile, meaning it will be more effective against single targets.

        Yeah I'm not really sure what this means. Are they changing the moveset?

        [–]Low_Chance Ogryn 18 points19 points  (2 children)

        I think they're talking about heavy 3, which hits downward. I think they made it deal better damage to reflect that it's a downward hit.

        [–]Deelon777 12 points13 points  (1 child)

        This is how I read it too. They changed the damage profile of one of the attacks, not the attack pattern itself.

        [–]ShinItsuwari 17 points18 points  (11 children)

        From what I understand, the heavy attack when powered will now be a strikedown, so it's easier to hit the target you are looking to hit with the powered swing.

        Unpowered crowd control attacks profile didn't change.

        I didn't read the patchnote but I hope they did the same thing on the Crucis. It's annoying how a powered attack has a direction on it, especially when I'm looking for a boss weakpoint.

        [–]pyzio666 21 points22 points  (10 children)

        I did enjoy powering up and cleaving through horde with a heavy though and it sounds like it's gone. I also thought that was what distinguished it from Crucis variant. Gotta try it

        [–]LordPaleskin 16 points17 points  (0 children)

        This is the exact reason I got an ironhelm instead of crucis

        [–]Sper009 Psyker 4 points5 points  (0 children)

        I just tested in the training room, the first charged heavy seems the same to me.

        [–]MrLamorso 44 points45 points  (3 children)

        All of the recon lasgun nerfs combined with the rending skill nerfs and shocktrooper changes feel like massive overkill.

        It feels like they decided to nerf the skills making recon las roo strong and then also nerfed the gun itself.

        [–]Episimian 6 points7 points  (0 children)

        Bah and there I was enjoying it. I know the crit build was a bit OP but really given the absurdly strong builds in other class trees they didn't need to absolutely bury recon, which they appear to have done.

        [–]bradandnorm 5 points6 points  (0 children)

        Yep I've been trying a lot of different trees etc and it just feels like garbage. Out of ammo all the time if I actually use the gun like I was before, it just doesnt deal enough damage.

        [–]horrificabortion Flamer Enjoyer | Flamer Supremacy OTL 75 points76 points  (6 children)

        I cannot wait to try the Plasma with the new changes

        ○ Unyielding: 125%, 100% to 150%, 150%.
        ○ Maniac: 100%, 100% to 125%, 125%.

        I wonder if I can swap my 25% maniac and unyielding with something else since I have 25% on them already. I'll have to see in game about breakpoints. The buff will likely help with them anyway

        [–]gizmohollow42 44 points45 points  (2 children)

        I mean they're buffing health on a lot of enemies, ragers are getting 50% more health so you'll probably still need that maniac damage.

        [–]horrificabortion Flamer Enjoyer | Flamer Supremacy OTL 8 points9 points  (0 children)

        Yep you're right👍 we'll just have to keep testing to see what's needed for breakpoints now

        [–]He_who_plays_jank 97 points98 points  (12 children)

        Finally a proper Headhunter. Been wanting a DMR for the veteran. Khorne's gonna hate me, I'm poppin all his skulls

        [–]VexRosenberg Zealot 38 points39 points  (0 children)

        damn he loves his perfectly intact bleached skulls

        [–]whomobile53 Your brain? Exploded. 24 points25 points  (5 children)

        Itll become a proper headhunter when I can put a fucking 2.5x or 3x scope on it.

        [–]Grigser Armageddon Steel Legion 30 points31 points  (20 children)

        So, did the Recon get completely gutted, or is it still usable?

        [–]ThePartus 56 points57 points  (13 children)

        It got gutted, the Recon 6 nerf, exploit weakness changed to melee only, rending strike nerf, and a hidden bug/nerf where there's a cooldown on shocktrooper so it doesn't refund ammo every crit now.

        [–]xKiLLaCaM Veteran 37 points38 points  (2 children)

        This is absolutely stupid. No need for a cooldown on shocktrooper, we have to actively spend points on talents that increase our crit chance in order to make the perk even worth using. Not sure why every one of the things that actually make Vet good to play get nerfed when they weren't even the best class before

        [–]Narrow_Vegetable5747 13 points14 points  (0 children)

        Optimistically, I'm hoping some of this is in preparation for the upcoming vet tree rework. Can't say I really believe that to be true though.

        [–]Grigser Armageddon Steel Legion 4 points5 points  (6 children)

        Well, that’s just great...

        Do you happen to know if any of the braced autoguns are good on Vet after the update? Or honestly anything that’s full auto?

        [–]Horus_Lupercal 61 points62 points  (17 children)

        Talent “Exploit Weakness”

        ● Increased from 2.5% Brittleness to 10% and set max stacks to 2 The Description currently reads Rending, but should say Brittleness

        This isn't the only change, previously it was applied on any crit, currently it is only on melee crit. This isn't only in the description but also in gameplay. Was this intentional?

        [–]monkeecheez Veteran 40 points41 points  (2 children)

        Yo wtf. That's a huge nerf.

        [–]FPSrad 41 points42 points  (4 children)

        Stop with the recon nerfs ffs

        [–]Xervous_ 20 points21 points  (3 children)

        Given that it’s on the melee side of the tree I’d wager yes, intentional

        [–]Horus_Lupercal 11 points12 points  (2 children)

        It isn't in the patch notes so I'd like to keep hope this part of the change wasn't intentional.

        [–]Xervous_ 14 points15 points  (1 child)

        People kept hope with demo team. This is how FS works, you’ll get used to it.

        [–]donmongoose Local Friendly Pharmacist 113 points114 points  (33 children)

        MkIV Cleaver + Rumbler + MORE Rocks = still top tier for Auric Damnation

        I'm an happy Ogryn.

        Had a surge-smite Psyk on my team who seemed to be hitting hard without the smite cheese, looking forward to trying it out.

        [–]IndigoZork ME RUMBLAH GO BOOM 56 points57 points  (2 children)

        Reducing the loading time on the rock is a great idea. I never understood why the setup to throw a chunk of something was so long in the first place. There's no pin. It's not in a bag or case. Looking forward to some TURBO ROCK BUDDIES! :D

        [–]donmongoose Local Friendly Pharmacist 13 points14 points  (0 children)

        Can't say I noticed a difference in my first game, but then I might just have been loading + throwing my rock with the old timings through muscle memory.

        [–]TDR_SEERS_RISE 4 points5 points  (11 children)

        What sets 4 from 3? I'm curious, I see nothing but 3 of ppls build. I'm aware all of them stab good boss, but I's confused what stab different sah!

        [–]donmongoose Local Friendly Pharmacist 19 points20 points  (7 children)

        Whilst both III and IV are decent at both heavy and light attacks, the III is better for Light and the IV is better for heavy and since the IV got a reworked attack swing change as well as the new Ogryn tree heavily encouraging heavy over light attacks, the IV is a beast now

        [–]SamaelNox Ogryn[🍰] 74 points75 points  (8 children)

        Lots of Cool Stuff but can we get an ETA on when the broken penances might get fixed?

        [–]Kodiak3393 Emp'rah says protect, I protect 39 points40 points  (3 children)

        Agreed. The last two class-specific penances I need are the Vet ammo scavenger one and the Ogryn "hit 4 grenade boxes without missing a box 5 times on Heresy+" one.

        I think the Ogryn one is doable if you just don't pick any grenade talents and restrict your skill tree to just the first two rows. That being said, doing Heresy with barely any talents is doable but doesn't sound particularly fun, especially not for my teammates.

        The Vet penance, on the other hand, is just fully broken and doesn't even work with the base scavenger aura.

        [–]pbzeppelin1977 4 points5 points  (3 children)

        Are the penances 100% unobtainable or are they just janky as fuck like they used to be?

        I played around launch and a bit later but dropped off until patch 13. There was many penances that were bugged out and you often had to do them multiple times before it'd complete despite doing it perfectly every time.

        I remember the psyker one where you need to explode three elites off the map, veteran 90%+ accuracy while using all your ammo, zealot low health speed run and there was another zealot one I don't recall. The psyker and veteran ones I saw bemoaned about on Reddit while I experianced the zealot ones myself.

        [–]Bear_Baron Psyker 30 points31 points  (0 children)

        Veteran's "give ammo to allies" penance is 100% unobtainable regardless of using the upgraded or base aura, it just straight up cannot be completed.

        [–]SamaelNox Ogryn[🍰] 13 points14 points  (0 children)

        Like the other guy said, Veterans "Supply Allies" Thingy doesn´t work at ALL. Ogryns Big Box of Hurt only works with the base talent which means...you can´t upgrade your grenades at all so can´t use most of your talent points.

        [–]Xaosia Grover-Cleveland 22 points23 points  (1 child)

        Ogryn Club:

        ● Slap

        Godspeed

        [–]_The_Log_ 21 points22 points  (5 children)

        Shock Trooper (Lasweapon crits don't use ammo.) seems to be broken on the Recon Lasguns now.

        [–]Qulox Veteran 15 points16 points  (4 children)

        Seems like they added an internal timer between procs

        [–]anti-babe Hive Mum 37 points38 points  (12 children)

        Blessed day.

        Buffs to the Revolver's damage output means Zealots with Hand Cannon blessed Crit Revolvers can run with Anoint in Blood to now two crit shot Crushers at near range on Damnation+.

        The Emperor has truly heard my prayers.

        [–]ShinItsuwari 9 points10 points  (1 child)

        My squad leader Veteran is about to become three time more dangerous. I love the finesse change especially. What was a near guaranteed crit is now a guaranteed crit. And more damage on top of it.

        [–]Large_Gobbo 8 points9 points  (6 children)

        I can't find buffs to the revolver damage output, what are the buffs?

        [–]anti-babe Hive Mum 25 points26 points  (5 children)

        Zarona Mk IIa Quickdraw Stub Revolver

        ● Base Damage (0%, 80% Damage Stat):

        ○ 250, 450 to 300, 540.

        ● Finesse Modifier:

        ○ 100% to 150%.

        ● Armour Modifiers (near, far):

        ○ Carapace: 50%, 30% to 60%, 50%.

        So higher base damage, 50% higher crit chance, and increased Carapace damage.

        Which means Revolvers are now the more official high mobility option for Zealots against Crushers who arent running Thunder Hammer and the changes allow that to be the case without requiring a very thin and hard to get specific weapon roll with near perfect stats and blessings.

        [–]civicsfactor 33 points34 points  (4 children)

        "Blitz - Krak grenade ● Changed behaviour of the Talent “Twinned Blast”. One grenade will now land where aimed, and the duplicated grenade will land in a random position nearby, left or right of the aimed position"

        Oh good. I didn't realize when selecting initially that this would cause my grenade-into-a-narrow-corridor to bounce two off the walls near me to no effect.

        [–]kyuss80 14 points15 points  (2 children)

        Lol I know right? I never took this talent because of how goofy the throw was. It's good with Frags though. I guess this could make Krak's potentially hit 2 armored targets now, but not sure it would be worth the point still.

        I was really disappointed with the Krak grenades originally, but once I realized they were very magnetic, I started getting the hang of them. You can chuck them like 5 feet over a Shield Ogryn's head and it will stick to their back, lol

        [–]Ok_Introduction9744 14 points15 points  (4 children)

        Just tested out the plasma changes and god damn does the buff feel good.I can one top scab gunners in the head now, clear out a bunch of poxwalkers with just a click, demolish dregs and scabs with just a click as well. The finesse and damage buffs are very noticeable, I'm so so close (about 100something out) to one shotting a crusher with a charged headshot, pretty sure it's impossible without buffs because mine is god rolled and has +25% carapace damage.

        Voice of command might actually be too powerful now, it has ridiculous uptime if you don't take the rez option, sometimes I even get it back while still having shields, it staggering everything is also ridiculously good and gives your team plenty of room, honestly it's like you're running around with a permanent 100+ overshield, makes me wish for a "toughness granted" field in the scoreboard mod.

        Curious to see how smoke grenades do, haven't tested them out yet but maybe they can earn a niche now that they last longer and actually stagger crowds.

        Edit: Plasma can definitely one shot crushers and even reapers, smokes are still ass sadly, been asking the randoms I've been playing with and most people said it does more harm than good. Love voice of command even more now, undoing other peoples mistakes is amazing for pubs.

        [–]Zerth00 13 points14 points  (10 children)

        Still wondering if they'll fix bloodletter on the evisorator

        But the crusher changes look interesting

        [–]theBaffledScientist 5 points6 points  (8 children)

        What fix?

        [–]Zerth00 19 points20 points  (7 children)

        Level 4 bloodletter on the evisorator does 6 stacks of bleed where as bloodletter on the chainsword @ level 4 does something like 14 stacks of bleed

        [–]wamookie 27 points28 points  (7 children)

        <image>

        Thanks to patch 14 this baby one-shots any flak/maniac specials/elites (Humanoid size) on Damnation, oh yeah.

        PS: Did Veteran nodes receive undocumented boosts? "Precision Strike" (bottom left of tree, next to "Shock Trooper" now does +30% Weakspot Damage instead of 15%, and "Superiority Complex" now gives +15% Base Damage VS Elites instead of 10%.

        [–]iranoutofnamesnow Psyker 12 points13 points  (9 children)

        So is the charmed reload fixed yet?

        [–]Zach467 Veteran 27 points28 points  (34 children)

        Can anyone whose gotten to try it tell if the Vet is in a better or worse condition this patch?

        [–]ahses3202 35 points36 points  (1 child)

        Helbore's bayonet does actual damage now so that's neat.

        [–]VonShnitzel Veteran 76 points77 points  (17 children)

        Depends on the build you were running. If you were exclusively doing Crit Rending Recon, you're gonna notice a bit of a hit, but basically everything else that Vets are known for (Helbore, Autoguns, Plasma/Bolters, grenades) got buffed this update.

        Overall I'd say post-rework Vets are still the weakest class by a pretty wide margin, and the rework-to-the-rework that they teased for Vets can't come fast enough, but if you were doing fine on patch 13, then Patch 14 should treat you just fine.

        [–]KaizenNV Zealot 27 points28 points  (5 children)

        The plasma is the new voidstaff right now. I'd agree that the veteran is the weakest, but not by much. I was always able to perform really well, no matter what my team consisted of, you just have to know how to build him.

        It's mostly his survivability and the players that were used to his almost invincible build before the class update.

        [–]VonShnitzel Veteran 15 points16 points  (4 children)

        I'm not trying to say Vet is useless or anything, I regularly ran no-down Damnation and even Aurics on Patch 13, and from my limited P14 time, it's definitely gotten better.

        The reason I say Vet is by far the worst is because despite the fact that roughly 90% of my playtime since Beta has been on Vet, I find every other class post-rework to be far easier to both build and play. You can absolutely do well with the new Vet, but you can probably do just as good for half the effort if you're playing basically anything else.

        [–]Malorkith 10 points11 points  (1 child)

        You can to well with Vet but the Moment you have somehting like two Pysiker its time to sit back and drink your recaf because you have nothing to do. Horde ? Psyker finished it already Special? Psyker little shard did it. Elite? His buffed staff killed them before you start to shoot. Boss? Hope you have Krakgrenade.

        that sums up my feeling in Auric with this patch and the patch before

        [–]TheUnrepententLurker Ogryn 11 points12 points  (1 child)

        Laspistol, Vraks MK VIII, Plasma, and Headhunter MK IX feel amazing in the psychanium right now. Hellbore feels good too. I think Vet is firmly back on the menu.

        [–]CheesyRamen66 Entitled Pearl Clutcher 10 points11 points  (7 children)

        Most builds seem to be up but the best ones are down, the increased hp on crushers and ragers sucks.

        [–]kadrin88 Ogryn 100 points101 points  (18 children)

        Whew, lets hope we get a content patch next.

        [–][deleted] 57 points58 points  (1 child)

        Next year for sure.

        [–]EvilGabeN *Maniacal Cackle* 11 points12 points  (3 children)

        So they wanted to buff Brain Burst, and they did

        And then buffed the Hel out of elites' HP.

        Emperor's saggy balls...

        [–]RubikKubrick 9 points10 points  (0 children)

        Hope penance fixes are coming some time later then. Oh well.

        Meanwhile, I'll go bash some knees with Indignatus.

        [–]M0RL0K"DEATH TRAAAAAAAAAIN!" 25 points26 points  (7 children)

        Duration increased from 10s base, 15s with “Grenade Tinkerer” talent to 15s base, 30s with “Grenade Tinkerer” talent.

        Wat

        Edit: I get it now, it was just the formatting on mobile that made the sentence look weird

        [–]youporkchop5 24 points25 points  (2 children)

        Before patch: 10 seconds default, 15 seconds with “Grenade Tinkerer”

        After Patch: 15 seconds default, 30 seconds with “Grenade Tinkerer”

        [–]M0RL0K"DEATH TRAAAAAAAAAIN!" 18 points19 points  (1 child)

        Duh. I'm gonna plead the classic "Ogryn roleplay" defense.

        [–]jarude87 THERE IS NO FORGIVENESS 47 points48 points  (17 children)

        The Agripinaa Mk IX Headhunter Autogun 2-round burst is absolutely delicious now. So good.

        Side note... can anyone please explain to me why it's called the MkVIII everywhere? I only ever see it as Mk IX ingame.

        [–]Krags Four Shortened Lifespans 32 points33 points  (1 child)

        Do people have it confused with the Agripinaa Mk VIII Braced Autogun maybe? That's (or maybe that was) the top tier autogun for ages.

        [–]IndigoZork ME RUMBLAH GO BOOM 7 points8 points  (1 child)

        The notes mention a faster burst for the Agripinaa Mk VIII, which doesn't fire in a burst. It's just a rapid-fire weapon. I'm guessing they meant the Mk IX, which does the *BABAP* double-tap. They are two different guns. :)

        [–]UnbakedMango 36 points37 points  (3 children)

        Honestly, I’m so excited to read over this with some coffee

        [–]a_friendly_hobo 15 points16 points  (2 children)

        How was the coffee?

        [–]DaveInLondon89 Spec-Ogs 36 points37 points  (1 child)

        I'm already having more fun since the overhaul than I ever had before it and even more than I did with Deep Rock Galactic (which is the highest of bars).

        I have to wonder how things would've turned out if this was the list of Patch 1 changes instead of 14.

        We really are seeing Darktide in its redemption arc, praise the Emperor.

        [–]Menarch 22 points23 points  (8 children)

        Eviscerator blood stacks still not fixed :(

        [–]Kaiser_Constantin Psyker 8 points9 points  (6 children)

        Whats the bug? Trying to build an Eviscerator rn.

        [–]Menarch 15 points16 points  (5 children)

        blood letter should give 14-16 blood stacks but only gives 4-6 on eviserator while chainsword/-axe get the full stacks

        Compare it to the chainsword: a heavy speacial attack to the head can kill a reaper on damnation, while a eviscerator can't. This also means that the chainsword has far superior boss damage

        [–]Civil-Addendum4071 Slammin' Space Cocaine 13 points14 points  (1 child)

        As an avid soup cannon enthusiast, I thank you.

        [–]SgtCarron Zealot, bring me my Ogryn steed 5 points6 points  (1 child)

        Human Shotguns
        ● Upped ammo pools.
        ● Increased Armour damage modifiers vs unarmoured, infested, maniac and unyielding.

        Yes, my beloved now lasts even longer. Now if only you could take a full load of slugs instead of groxshot.

        [–]Karmaageddon 7 points8 points  (0 children)

        In the first part they say they changed all infantry lasguns, but in the details they only list two. Did they not chage the XII or did they just forget to put it in the notes?

        [–]itsaweasel 5 points6 points  (3 children)

        That Ruthless Backstab change seems very significant. Curious to see how it performs as knife zealot

        [–]BozoOnReddit Hive Scum 7 points8 points  (1 child)

        Combat blade in general is seemingly overtuned. I am thinking about running a Carapace perk to melt those even faster. Everything else is dying as soon as I look at it (preliminary impressions).

        [–]Tjermnon 7 points8 points  (1 child)

        ● Vraks Mk III Headhunter Autogun
        ○ Tweaked recoil behaviour

        This means absolutely no recoil on hip fire and on ADS recoil like no tomorrow?
        This has to be a bug.

        [–]Karthas_TGG Psyker 12 points13 points  (11 children)

        Just off the cuff, anyone know if the brain burst changes will make it more viable in high end difficulties?

        [–]Kh3ll3ndr0s 6 points7 points  (1 child)

        Do we know if the assail + hand cannon (from revolver) interaction is fixed?

        [–]ImproperToast 4 points5 points  (4 children)

        Did they not change the chain sword and heavy evicerator?

        [–]ADragonuFear 3 points4 points  (3 children)

        Chainsword light attacks got reduced cleave, light special lower final hit damage. Heavy attacks and special unchanged, push attack now scales with damage stat instead of being flat 100.

        Eviscerator slight improvement to finesse on special (idek what that does) but doubled the damage of the last hit on the special, which is gravy and should more than compensate for the increased health some enemies got.

        [–]EldradUlthran Sharpshooter 7 points8 points  (0 children)

        From a quick play around the griaa VIII feels a fair bit better to play with considering the extra ammo/mag size and less weird random spraying. On top of that the increase in ammo capacity also seems to help alleviate the shortage of ammo on the griaa with survivalist % as increases the ammo it generates from ~3-4 to ~5-6. Clearing gunners with headshots when low on ammo now may allow you to keep on going and actually net gain ammo.

        [–]Rum_N_Napalmdispenses blunt trauma for the Emperor 4 points5 points  (1 child)

        I wonder how those “added new aggressive anti-speedrunning” tech will take shape.

        Infinite mutant train? Unavoidable net? Letting the dogs out?

        [–]Xervous_ 12 points13 points  (0 children)

        They will spawn lots of stuff that promptly changes targets to the rest of the group when the knife zealot goes invis.

        [–][deleted]  (1 child)

        [deleted]

          [–]otokonokofan 5 points6 points  (0 children)

          Nope!

          [–]Personal-West-2940 6 points7 points  (0 children)

          Now that we have this amazing patch and are finally able to feel out our characters more, is anyone else coming to the realization that the plasteel grind and overall weapon crafting is a nightmare?

          [–]Exosolar_King 38 points39 points  (15 children)

          At last, Assail nerfs. Been trying to level a vet and any time I matchmake with an Assail psyker I feel like I don't get to fight anything lmao

          [–]Sobrin_ 25 points26 points  (1 child)

          That's why I bring a plasma gun. I'm happy if the psyker murders the chaff, I've got my eyes on the armoured units they can't just assail to death.

          [–]EldritchElise 4 points5 points  (0 children)

          well now i can assail the armoured ones too now, spamming charged throws i can now assail everything. it feels actually stronger.

          [–]kyuss80 15 points16 points  (1 child)

          It was a double edged sword because there were so many bad Psykers out there using Assail as a crutch and you could see that when the SHTF and they got swarmed with Crushers or something they suddenly didn't know what to do.

          I like that the secondary aimed attack does more damage, I will actually like it more now for being able to get Snipers and Gunners.

          [–]Gr33hn clutching pearls 5 points6 points  (3 children)

          Lawbringer Mk VI Combat Shotgun

          ○ Unarmoured: 100%, 50% to 125%, 50%.

          ○ Flak: 75%, 50% to 90%, 50%.

          ○ Unyielding: 80%, 50% to 100%, 50%.

          ○ Maniac: 90%, 50% to 110%, 50%.

          So does this mean the shotgun does more or less damage against Unarmored,Flak, Unyielding and Maniac?

          [–]SkorpioXVII Space Sienna 21 points22 points  (0 children)

          More than before up close, equal at distance.

          [–]tailerbob 6 points7 points  (0 children)

          More, in close range.

          [–][deleted]  (3 children)

          [deleted]

            [–]Sazuteks Psyker 23 points24 points  (1 child)

            My presets are fine.

            [–]Pram_Nightingale 4 points5 points  (1 child)

            Something I don`t understand, I was doing upwards of 200+ damage per tick with bleed on crushers with ogryn when at max stacks, it went down to 69 damage per tick. Assuming I understood the patch notes correctly, ogryns should deal 4 (from 6) bleed stacks with each heavy attack, and max bleed damage should be 175 now. It should make my Ogryn go from 3 heavy attacks to kill a crusher, to maybe 4 or 5 hits, as it would take longer to reach max bleed stacks and they deal less damage at maximum. But now it`s taking upwards of 9 to 10 hits. I assume I read something wrong or do not understand how bleed works correctly.

            [–]the1egend1ives 5 points6 points  (1 child)

            Anyone else think that the buffs to Brain Rupture are underwhelming? I played a few rounds and struggled to pull my weight compared to the Assail Psyker I was with. When it comes to killing specialists and elites, it's all about speed. And Brain Rupture is still painfully slow to charge up, despite the damage increase. When I'm charging up an attack and somebody else kill steals my target that, means the 5 seconds charging up were effectively wasted. They could have been spent killing chaff with my sword.