"Dodge invulnerability logic is now client side." FUCK. YES. THANK YOU. I cannot count the number of times I've dodged an attack CLEARLY on my screen, and still gotten smacked by the Carnifex and Hive Tyrant. God I hope I actually FEEL this fix...
if they actually follow through with their promised approach to the grenade launcher I'm going to be so happy. I'm so used to devs over reacting to balancing problems instead of taking it slow and seeing the whole picture.
@insertgoodusernamehere5030 Honestly there's not much that changed impacting builds with the patch outside of swapping to balanced archetype melee weapons. The previous comprehensive build video and carbine / volkite video will carry your pretty well, and if you want to try block weapons, that becomes a personal preference thing.
@insertgoodusernamehere5030 The class perks I mentioned in that video are what I run, but as for which weapon archetype, that'll require some testing. I suspect the buffs to the balanced weapons might push past important breakpoints, but I don't think block will be the play, since so much of the assault's kit revolves around gunstrikes. Assault is the hardest to play well in lethal though, since you're very limited in terms of health regen.
After playing some operations tonight.. I can say without a doubt the nerf to fencing IS noticeable. And balance and block still suck on the Thunder Hammer.
It's extremely noticeable I'm taking alot more damage and getting ganked by majoris is a death sentence. The little guys are too hard to parry now works on half the other half hit you nullifying the armor gain.
@@baldsquidgamingyou keep saying this but its not true. Balance isn't going to be able to block 2-3 Warriors staggering their blue attacks on you, because the attack windows are like 0.75 seconds apart and the animation is much longer than that. Fencing used to be the only one capable of that because the parry window started as soon as the animation started. I literally tried Balance after reading your response over and over again and it feels even worse than Fencing. If 15 gaunts are attacking me constantly, I should be able to hit the parry button on Balance OR fencing and be confident that it will parry AT LEAST ONE of those 15 attacks. Shit is busted and seems like an unintentional bug that was the byproduct of nerfing the AoE stagger. You don't have to unanimously defend it, I've played 100+ hours with Fencing and today and yesterday were the first times I've had to use a stim pak on a fucking Average mission in weeks, maybe a month
@IloveGorgeousGeorge You have some fair points, AND the devs officially acknowledged a bit ago that parry timing is bugged, AND it's important to look past your frustration to see the need to adapt. I solo cleared lethal this morning to prove it's not the end of the world: ua-cam.com/video/kR818QNdl5g/v-deo.html
@baldsquidgaming i know its not the end of the world, and I still absolutely adore this game, its just frustrating because this is the one videogame I play right now with very limited free time. I have adapted by having to hang back from any group that contains more than 1 majoris, which feels bad. Again, I don't think this was intentional
Does anyone else get annoyed when you get put in a team with the same class as you, and you have to leave because that’s the only class you have leveled? At least for me it takes multiple tries to find a team that’s not running the class I’m using.
i've had even worse, joining with someone as same class as you, then changing my class to not conflict them, then being kicked for it because i wasn't instantly standing on the mission start point
Fencing weapon parry is completely bugged and weapons are now useless. It went from 0.495 to Zero. The flow of combat is completely changed and not in a good way. Devs have admitted the bug however on their Discord apparently.
I think Zyon will be fine now. With these 3 tweaks - dodge i frames client side -i frames during stagger, no more wombo combo - less attacks when shielded. So less 4+ beam spam.
Ditto on the expiration timing. Im not sure that it is possible to use with the hammer. By the time I have dodged out of a chain of attacks and swung Im not sure it is still active. Havent managed to stack 3 yet. The damage buff is nice.
Fencing parry feels atrocious now, and it has nothing to do with the AoE stagger. It is straight missing probably 60% of the time and I've played about 100 hours with fencing weapons. It feels like this is an unintended side effect of removing AoE stagger on Fencing parry, because I've parried into a group of like 15 minoris enemies and somehow missed every single Gaunt attack parry even though the parry window is supposed to begin as soon as the animation begins. I've never had to use stim paks on Average at lvl 25 except for rare circumstances or when I'm being stupid and should have just repositioned, but now I literally always have to run away from any group of 2 Warriors, regardless of class because my fencing weapon will miss ANY subsequent attack after the first attack. If they stagger their attacks, I usually get stunlocked into losing all armor and half my health. Another issue that only started sice the patch is hitting the Ability button 4 or 5 times on my Heavy to get the shield to come up, and this almost always happens, the only exception being deactivating it, which works instantly. I've eaten so many sniper shots because I pressed "Y" 3 times and nothing happened, and I always end up double checking to see if its on cooldown and I'm just stupid. Lot of unintended issues with this patch. To be clear, I love a lot of the changes they made, but issues have started none the less. I'm also experiencing more crashes and longer load times.
Main is Bulwark, followed by Assault then Heavy, kinda annoyed with more flying enemies that constantly spawn knowing 2 melee classes usually outta ammo running around with our heads cut off, run for the box or just sprint through the mission looking for ammo, i play solo which I know is already a huge factor, I could use either a bigger ammo bag or ammo boxes more regularly, flying enemies are the absolute worst for me.
@baldsquidgaming been watching multiple peoples videos on new update, you were the only person I heard open say that, I thank you for your honesty, seems a few things are constantly overlooked that most people aren't willing to mention, including the devs, they need to sit down and run Bulwark and Assault through every difficulty to just see what hell they have caused for melee, don't get me wrong still fight through it, but damn is it annoying.
Anyone else having bind problems? I play on ps5, my marine isnt reloading its weapon and just now had to drop on a lethal run because my ability wasn’t being activated
I want to customize the dark angel armor. I just want the helmet and pauldrons and the change my lens color. Hell, I want to put that stuff on my tactical DA too
@@clevergoblin1714 No they just mentioned bugs and issues with the grenade launcher and they'll "think about it" before acting on it. So they haven't done anything about it
@clevergoblin1714 No. From the patch notes: "Because of these complications, we want to take the time to carefully analyse and make the best decision possible about the Grenade Launcher, so we’re not modifying it in this patch.”
If the stacks run out that fast for perfect blocking. Then the only way i see them stackable, is Perfect Blocking multiple attacks at the same time (which you said is still not consistent) or, Perfect Blocking a flurry of attacks, like what the Warrior with the whip does, or the Raveners 3 hit combo. Still if they only last like 5 seconds, i cant really see much use for that, unless you are constantly nonstop being attacked. I think they should have gone with something like this. Minoris--1 stack per Perfect Block. Majoris--2 stacks per Perfect Block. Extremis--3 stacks per Perfect Block. Still not perfect, but its less Random chance on getting them i guess.
Wait really? I thought you just had to block to get the stack, isn't that nearly worthless then when the enemy is in numbers with multiple differently timed combos so you can't safely attack? Does the stack run out or does it refresh every "perfect block" aka parry? Block still seems completely worthless in comparison to Parry. @@baldsquidgaming
@@Amoogus When I was testing it this morning, each attack produced a quickly expiring buff that you could stack by blocking another attack. Proc that allows the pbaoe stuck around after getting the stacks to 3, but getting there was a massive pain, and imo not worth the loss of gunstrike regen.
I only run the block knife on my cqc sniper but man does it hit freaking HARD! I'm in cloak all the time so i don't really need to parry much and when i do, i either just dodge to get a free cloak or i perfect block now which now stuns the target that hits you. But the biggest thing is that the block weapon does a LOT more damage. However, it is true that a parry>gunstrike is just better for most classes because of the stuns. Maybe assault could use the block weapon and it be better
Didnt they nerf the grenade launcher, thats not insignificant to make Tactical players favorite weapon shit.. nice clickbait though man. A 0.5 damage increase to Volkite is the most minimal buff you could ever imagine, and 20% damage buff to melee sounds good on paper but im not redownloading tbe game just to check if it'll still take several thunderhammer swings to kill an ordinary enemy. The dark angel cosmetics are so lackluster it makes me feel robbed for paying extra money for it. The new enemy sucks, and is going to make any chaos operation worse. So now instead of adding replayability they made it worse. Yippie. This is not a good state for the game to be in especially with pc players now having crashing problems, but this'll be all we'd get for a month... Yeah this isnt worth redownloading.
They haven’t touched the launcher YET. I specifically call that out in the video. So idk what you’re on about there. Direct from the patch notes: "Because of these complications, we want to take the time to carefully analyse and make the best decision possible about the Grenade Launcher, so we’re not modifying it in this patch.”
Lossless Scaling: store.steampowered.com/app/993090/Lossless_Scaling/
"Dodge invulnerability logic is now client side." FUCK. YES. THANK YOU.
I cannot count the number of times I've dodged an attack CLEARLY on my screen, and still gotten smacked by the Carnifex and Hive Tyrant. God I hope I actually FEEL this fix...
I thought the same thing, but I don't notice a difference. I'm still getting hit by attacks it looked like I totally dodged.
Getting kicked at the end of the game, being able to collect those points is an awesome fix.
if they actually follow through with their promised approach to the grenade launcher I'm going to be so happy. I'm so used to devs over reacting to balancing problems instead of taking it slow and seeing the whole picture.
Cant wait for this dude to just make a bunch of perfect builds for this update
@insertgoodusernamehere5030 Honestly there's not much that changed impacting builds with the patch outside of swapping to balanced archetype melee weapons. The previous comprehensive build video and carbine / volkite video will carry your pretty well, and if you want to try block weapons, that becomes a personal preference thing.
@baldsquidgaming what would you recommend for assault? I'm still getting whooped with it 😭
@insertgoodusernamehere5030 The class perks I mentioned in that video are what I run, but as for which weapon archetype, that'll require some testing. I suspect the buffs to the balanced weapons might push past important breakpoints, but I don't think block will be the play, since so much of the assault's kit revolves around gunstrikes. Assault is the hardest to play well in lethal though, since you're very limited in terms of health regen.
@baldsquidgaming yeah I just tested out the balanced chainsword on my tactical and I could not for the life of me get a parry on the new enemy
After playing some operations tonight.. I can say without a doubt the nerf to fencing IS noticeable. And balance and block still suck on the Thunder Hammer.
It's extremely noticeable I'm taking alot more damage and getting ganked by majoris is a death sentence. The little guys are too hard to parry now works on half the other half hit you nullifying the armor gain.
So use balanced. Each archetype now has a niche (except for block, which remains bad) ua-cam.com/video/kR818QNdl5g/v-deo.html
@@baldsquidgamingyou keep saying this but its not true. Balance isn't going to be able to block 2-3 Warriors staggering their blue attacks on you, because the attack windows are like 0.75 seconds apart and the animation is much longer than that. Fencing used to be the only one capable of that because the parry window started as soon as the animation started. I literally tried Balance after reading your response over and over again and it feels even worse than Fencing. If 15 gaunts are attacking me constantly, I should be able to hit the parry button on Balance OR fencing and be confident that it will parry AT LEAST ONE of those 15 attacks. Shit is busted and seems like an unintentional bug that was the byproduct of nerfing the AoE stagger. You don't have to unanimously defend it, I've played 100+ hours with Fencing and today and yesterday were the first times I've had to use a stim pak on a fucking Average mission in weeks, maybe a month
@IloveGorgeousGeorge You have some fair points, AND the devs officially acknowledged a bit ago that parry timing is bugged, AND it's important to look past your frustration to see the need to adapt. I solo cleared lethal this morning to prove it's not the end of the world: ua-cam.com/video/kR818QNdl5g/v-deo.html
@baldsquidgaming i know its not the end of the world, and I still absolutely adore this game, its just frustrating because this is the one videogame I play right now with very limited free time. I have adapted by having to hang back from any group that contains more than 1 majoris, which feels bad. Again, I don't think this was intentional
Heavy primary weapon bug still occurs, for me at least, I'm on PS5.
Sigh.
Does anyone else get annoyed when you get put in a team with the same class as you, and you have to leave because that’s the only class you have leveled? At least for me it takes multiple tries to find a team that’s not running the class I’m using.
i've had even worse, joining with someone as same class as you, then changing my class to not conflict them, then being kicked for it because i wasn't instantly standing on the mission start point
@@johnphillips3332whoah. That sucks! Matchmaking can def be fixed. It’s not a deal breaker but more or less a quality of life type deal.
Fencing weapon parry is completely bugged and weapons are now useless. It went from 0.495 to Zero. The flow of combat is completely changed and not in a good way. Devs have admitted the bug however on their Discord apparently.
I think Zyon will be fine now. With these 3 tweaks
- dodge i frames client side
-i frames during stagger, no more wombo combo
- less attacks when shielded. So less 4+ beam spam.
No moving mouse,no working binds.
Yeah a couple people have mentioned that to me now. Weird; hope they can push a hotfix 😕
I thought I was going insane, at least it's not just me
@@rcore4089
I've been alt tabbing for the mouse issue
I'm unable to play anymore, couse keybinds...... seriusly...... why? They do not have any testers? this is tragic.
Ditto on the expiration timing. Im not sure that it is possible to use with the hammer. By the time I have dodged out of a chain of attacks and swung Im not sure it is still active. Havent managed to stack 3 yet.
The damage buff is nice.
Fencing parry feels atrocious now, and it has nothing to do with the AoE stagger. It is straight missing probably 60% of the time and I've played about 100 hours with fencing weapons. It feels like this is an unintended side effect of removing AoE stagger on Fencing parry, because I've parried into a group of like 15 minoris enemies and somehow missed every single Gaunt attack parry even though the parry window is supposed to begin as soon as the animation begins. I've never had to use stim paks on Average at lvl 25 except for rare circumstances or when I'm being stupid and should have just repositioned, but now I literally always have to run away from any group of 2 Warriors, regardless of class because my fencing weapon will miss ANY subsequent attack after the first attack. If they stagger their attacks, I usually get stunlocked into losing all armor and half my health.
Another issue that only started sice the patch is hitting the Ability button 4 or 5 times on my Heavy to get the shield to come up, and this almost always happens, the only exception being deactivating it, which works instantly. I've eaten so many sniper shots because I pressed "Y" 3 times and nothing happened, and I always end up double checking to see if its on cooldown and I'm just stupid. Lot of unintended issues with this patch. To be clear, I love a lot of the changes they made, but issues have started none the less. I'm also experiencing more crashes and longer load times.
Some of those concerns are officially recognized as bugs per the devs and should be fixed in a mini-patch "soon" 🤷♂️
Main is Bulwark, followed by Assault then Heavy, kinda annoyed with more flying enemies that constantly spawn knowing 2 melee classes usually outta ammo running around with our heads cut off, run for the box or just sprint through the mission looking for ammo, i play solo which I know is already a huge factor, I could use either a bigger ammo bag or ammo boxes more regularly, flying enemies are the absolute worst for me.
Yep. Been fighting these for awhile in the AO mod; been saying for weeks people were going to hate them in the base game when they release.
@baldsquidgaming been watching multiple peoples videos on new update, you were the only person I heard open say that, I thank you for your honesty, seems a few things are constantly overlooked that most people aren't willing to mention, including the devs, they need to sit down and run Bulwark and Assault through every difficulty to just see what hell they have caused for melee, don't get me wrong still fight through it, but damn is it annoying.
Anyone else having bind problems? I play on ps5, my marine isnt reloading its weapon and just now had to drop on a lethal run because my ability wasn’t being activated
Was out of space marine for like 2 months, seems like it's time to return
@davidr3224 Maaaaybe wait for the smaller bugfix patch they're promising "soon™"
@baldsquidgaming alrighty 👍
I want to customize the dark angel armor. I just want the helmet and pauldrons and the change my lens color. Hell, I want to put that stuff on my tactical DA too
Brother, with all due respect, you are undeniably turtly enough for the turtle club
There's only so much I can do with this. /gestures at all of me 🤣
No nerf? they literally nerf Fencing stagger radius
and it's inconsequential.
@@baldsquidgamingdidn't they also nerf the grenade launcher. That doesn't feel as inconsequential.
@@clevergoblin1714
No they just mentioned bugs and issues with the grenade launcher and they'll "think about it" before acting on it.
So they haven't done anything about it
@clevergoblin1714 No. From the patch notes: "Because of these complications, we want to take the time to carefully analyse and make the best decision possible about the Grenade Launcher, so we’re not modifying it in this patch.”
@baldsquidgaming it's noticeable
If the stacks run out that fast for perfect blocking. Then the only way i see them stackable, is Perfect Blocking multiple attacks at the same time (which you said is still not consistent) or, Perfect Blocking a flurry of attacks, like what the Warrior with the whip does, or the Raveners 3 hit combo.
Still if they only last like 5 seconds, i cant really see much use for that, unless you are constantly nonstop being attacked.
I think they should have gone with something like this.
Minoris--1 stack per Perfect Block. Majoris--2 stacks per Perfect Block. Extremis--3 stacks per Perfect Block. Still not perfect, but its less Random chance on getting them i guess.
@S1030dan It's far less than 5 sec/stack duration. Didn't record it, but it felt more like 1-2sec subjectively.
Wait really? I thought you just had to block to get the stack, isn't that nearly worthless then when the enemy is in numbers with multiple differently timed combos so you can't safely attack? Does the stack run out or does it refresh every "perfect block" aka parry? Block still seems completely worthless in comparison to Parry. @@baldsquidgaming
@@Amoogus When I was testing it this morning, each attack produced a quickly expiring buff that you could stack by blocking another attack. Proc that allows the pbaoe stuck around after getting the stacks to 3, but getting there was a massive pain, and imo not worth the loss of gunstrike regen.
All fire arms still need 50% minimum buffs fire arms suck
Melee for fencing sucks now
Man I hope block is good now.
Sorry to say it's not.
I only run the block knife on my cqc sniper but man does it hit freaking HARD! I'm in cloak all the time so i don't really need to parry much and when i do, i either just dodge to get a free cloak or i perfect block now which now stuns the target that hits you. But the biggest thing is that the block weapon does a LOT more damage.
However, it is true that a parry>gunstrike is just better for most classes because of the stuns. Maybe assault could use the block weapon and it be better
Yeah what he said. But I heard balance is way better now and is a good alternative to fencing.
it's not, and neither is fencing anymore.
Jraphics Interchange Format
They nerfed fencing
Feels the same to me; only change was the aoe knockback which is inconsequential
To you maybe.. it was still a nerf
there, updated the thumbnail.
Nice update and thank you for the effort !
Game has a ways to go before I redownload it meanwhile I'll be on PS5 darktide working my way up through havoc
Same.
The devs really need to expand the campaign for example more missions, locations, ability to call in air strikes and heavy armour.
Darktide is awesome!
Didnt they nerf the grenade launcher, thats not insignificant to make Tactical players favorite weapon shit.. nice clickbait though man.
A 0.5 damage increase to Volkite is the most minimal buff you could ever imagine, and 20% damage buff to melee sounds good on paper but im not redownloading tbe game just to check if it'll still take several thunderhammer swings to kill an ordinary enemy.
The dark angel cosmetics are so lackluster it makes me feel robbed for paying extra money for it.
The new enemy sucks, and is going to make any chaos operation worse. So now instead of adding replayability they made it worse. Yippie.
This is not a good state for the game to be in especially with pc players now having crashing problems, but this'll be all we'd get for a month... Yeah this isnt worth redownloading.
They haven’t touched the launcher YET. I specifically call that out in the video. So idk what you’re on about there. Direct from the patch notes: "Because of these complications, we want to take the time to carefully analyse and make the best decision possible about the Grenade Launcher, so we’re not modifying it in this patch.”
Grenade Launcher is untouched.
I am number Juan
Thanks!