A big revamp on the VFX, we're doing it now so hopefully it will be in the next patch. Clangs and hits need to be much more obvious, actually as far as I can tell there's little to no VFX right now on hitting a target's life bar with a melee attack. It used to be there, so I think something just broke at some point. That's easily the scariest thing about game development - you fix something and then somewhere down the line it just stops working and you don't even know when it happens. ANYWAY expect a big improvement soon.
What's the latest on perils and any sort of backlash mechanic for Psykers? While it's great to see more powerful spells making their way into game, seeing multiple healers spamming multiple AOE heals right on top of each other, it seems there needs to be some mechanic in place where Perils come into play when so much psychic power is being spammed all at once, in such a small area. That or limits on heal stacking and buff stacking. The "just toss a grenade" and "plasma AOE into the mass of Sorcs" answer is extremely situational and still doesn't address the problem. You're assuming everyone has a grenade or Plasma Cannon at the time the AOE heal spam is occurring.
I did address it, didn't I? I'm just going through these in order. No, they should be similar, although like most shuriken weapons it should be higher rate of fire, lower damage per shot. I believe some changes are being made but I'll check with Michael.
Nuh-uh! We are specifically working on addressing the jump classes (and just had a long conversation about it today). They currently have too much staying power in a long fight, when in fact they should be powerful on the initial strike but then run out of momentum and have to flee. They're definitely going to have to pay for their jump pack one way or another in order to eat into their loadout points, we'll probably increase their fuel regen delay a fair amount, and we're looking at reducing their max survivability. Retuning is happening on stamina as well so that should make it so a ground melee class can't quite dance around you as much, but of course they will always have an advantage up close. We're trying to improve the situation so that ranged classes can use their advantage better before an enemy gets within melee range.
That's good to hear. In that case the problem currently falls under ranged inability to actually kill the melee classes before they reach you. On that front have you identified any problems with the bolter/ASC killing power through metrics?
Tuning Jump Assaults to be glass cannons isn't too fun! Like you said, can't they be more of disruption infantry rather then gnats? Also Brent! Right now melee is pretty powerful, I know they're supposed to have an advantage over ranged classes, but have you considered making the knife more durable? Right now it takes one or two hits and the knife breaks, versus ANY weapon. It's not encouraging to go into a melee fight as a Tactical, if you want them to stop shooting and draw their melee weapons that is.
Can you share teams thoughts on how to compensate the upcoming lack of mobility(no more dancing) to keep melee duels fast and help to reduce the impact of numerical advantage like current positioning part of mlee does?
Who's been complaining about ground melee classes? Why are Ground Assaults(And Sorcs, and Chainsword Apothecary, and WArlocks) being touched at all? If anything they need a leg up via loadouts. How can you deem what's imbalanced then "balance" Ground Assaults when we still have only about 50% of the melee rules working properly? Perhaps we should consider fixing melee rules to all work 100% as they're supposed to, then see how melee classes actually work with all melee rules and all melee mechanics working. Side note. The melee speed on the Power Fist needs to be slowed down a bit. It would be great if the speed wasn't tuned down so slow that the Fist becomes totally useless again. Baby steps please. And Please leave the damage as it is, It already takes forever to kill a vehicle with the fist compared to melta bombs and Melta Weapons. Also the Mace is extremely overpowered. Seems to hit with same force as the Power Fist, just slightly less damage.