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PTS Feedback after 50+ hours of testing and close to 1K hours total playtime

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a day ago
Mar 21, 2025, 1:22:18 PM

As you can probably tell from my playtime, I absolutely love this game. I am a huge Warhammer fan, and this game is like a dream come true. It is one of the few times I can remember where a project I was this excited for that jumped into an IP I love delivered to this level. Furthermore, I have a huge amount of respect for the way that you guys as a dev team/studio have managed the game so far: taking your time to deliver quality content, swiftly rectifying missteps, being more open and transparent in your comms than most and, finally, really engaging with the community on where to take the game. With that all said, I hope you will take the following feedback in the positive and supportive way in which it is intended. 

Also, I have done my best to keep this to direct feedback on what is actually in the game rather than handing you a wish list of ideas. I haven’t completely succeeded, but where I suggest something that isn’t in the game it is either because I couldn’t help myself or it is a suggested alternative to something in the game and so is still hopefully useful feedback.  

 

In general, this update is great and definitely improves the game! 

The new operation stands out as a highlight of the new content. The environment is fresh (and awesome) and the premise is very solid. I am very much looking forward to seeing how the boss fight will play. 

As someone who mainly plays solos on high difficulties (and therefore prioritises high ammo sidearms) the inferno pistol doesn’t suit my normal playstyle, but it’s a great option to add to the sidearm menu and works really well with certain builds of classes like sniper. Its weapon perks seem well thought through and it is a great addition to the game. I would suggest you guys give it to the assault class as well. I know this doesn’t make much sense from an assault gameplay POV, but this game is also about roleplaying your 40K dreams and there are a lot of Blood Angel assaults out there dying for it! Giving the heavy class the heavy bolt rifle was a similar decision: it made some lore fans wanting to roleplay as heavy intercessors very happy (which is a good thing) despite being almost certainly the weakest choice of weapon for the class from a gameplay POV. 

 

The new DLC and prestige cosmetic items are great. 

I’m very excited to play around with the Space Wolves cosmetics. They look great. The champion skin (like many of them) is a bit over the top for me, but that is totally fine for a special skin. Customising bulwark’s cloth colour is amazing and incredibly welcome. I would love to see the same happen for sniper as well in future. I would also love to see champion skins become equippable piece by piece (I love the SW pauldrons from the champion skin!) but I’m not holding my breath for this. As I am sure you guys are already aware, you’ll never be able to make everyone happy when it comes to customisation options in this game, so I would just say keep them coming thick and fast and well done so far!

 

The loosened weapon restrictions make a lot of sense to me and are very welcome. 

Giving every class the heavy bolt pistol was huge and incredibly welcome. As someone who enjoys solos, I am particularly happy to have more powerful sidearm options as it increases the versatility of multiple classes that otherwise have Achilles heels when it comes to certain enemies - eg. solo Bulwark now has a much easier time with zoanthropes. 

Vanguard getting the bolt carbine and sniper getting the instigator makes a lot of sense and is a very welcome change. Previously, it was hard to see a good reason why both phobos classes couldn’t use all of the carbine weapons and I am glad this has been resolved. Sniper not having the occulus is the only remaining exception that might be worth considering. It isn’t a big deal, though, as I don’t see it adding much to the class.     

 

The reworked weapon perks are a step in the right direction. 

Weapon perks have gone up a level in terms of how meaningful they are, but I would urge you to be even bolder with trying to make them more impactful (especially at relic tier). I am not pretending to understand what it takes to balance games, but my general message would be to try and make them as impactful as possible to encourage people to spend time experimenting with different weapon builds. Before the rework, there were many weapon perks that simply didn’t make much of a difference eg. After killing 10 enemies in quick succession buff X by 10-15% for Y seconds. I am glad that you guys have started to increase the buffs and time windows, and brand new weapon perks like +20% headshot dmg but -10% general damage are very welcome. One perk that appears on a number of weapons would be the one that restores small amounts of health on multiple kills if your health is under 30%. I would consider increasing this health window to 50%. There is a lot of talk in the community about health sustain in this game, and this might go some way to alleviating that, whilst still making the layer work for it and capping the regen potential to 50% health. 

 

A couple of weapons could still use some love

The instigator and power sword stand out to me. Both have received buffs recently, and I agree with the slow and steady approach you’ve taken. I would just say keep going with both. The power sword in particular is such a classic 40k weapon and wielding it should feel extremely powerful. To me, it sits between the chainsword and the power fist on the speed/power spectrum, but it has fallen behind the power fist significantly in terms of how powerful it feels. I know you are paying attention to it though, so I would just say don’t be afraid to give it some more love.  

 

Many prestige perks should be much more impactful - especially for assault.

As a general principle, I believe that most (if not all) prestige perks should be stronger/more impactful than normal class perks. I would try to pitch them all at the level of the most popular signature and team perks. Some prestige perks do this really well and are at the level of impact one might expect (eg. Vanguard +20% Rdmg at <8m) but some of them are nowhere near. 

You guys are the game developers and it’s not my place to patronise you, but perks are generally chosen on the basis of their effect and their trigger. Bigger the effect the better, more common the trigger the better. With that in mind, tying any perks to armour boost pickups renders them almost entirely useless. The effect required to justify such a rare trigger would have to be so huge, I can’t reasonably imagine what it would be. I would remove the armour boost/ammobox pickup trigger from any prestige perk they appear on and find another, much more common trigger – preferably one that synergises with other existing perks eg majoris execute, extremis execute, perfect parry/block/dodge, use of class ability etc. 

 

Deepdive on Assault

Assault needs a lot more love in general. I would recommend a rework of assaults core perks at some point. In particular, I would make “perfect dodge with jump pack restores its charge” an inherent class perk and not a signature perk. Either way, pre 7.0 I would definitely recommend buffing/reworking some of its prestige perks. 

No stagger after a gunstrike is a worse version of vanguards “upper hand” perk that isn’t even a prestige or signature perk. This seems completely wrong to me. I would replace indomitable spirit with adrenaline rush (the prestige equivalent of vanguard’s upper hand perk that sniper currently has (no knockback etc. for 10s after a perfect parry/dodge). I would even consider combining the two effects just for the assault class.  

In the same spirit, the perk that increases parry/block windows by half as much as vanguards equivalent class perk should at least match the 50% that vanguard has as a class perk. 

As I said above, tying assault’s ability regen prestige perk to picking up armour boosts makes it almost entirely useless – especially for only 25% regen. I would suggest an alternative that is more similar to Bulwarks 1% per ranged attack blocked perk. Maybe 5% ability regen per perfect parry/block/dodge? Or 10% per perfect parry/block/dodge of a majoris+ enemy? 

For the same reason as above, I would rework the “reviving a teammate restores ability charge” perk. I cannot imagine anyone choosing this. 

Otherwise, many of Assault’s prestige perks do the right things. Buffing ranged damage is good. Increasing health is good. The ranged damage reduction is in the right direction, but again, consider that vanguard has a flat -20% reduction as non-prestige, non-signature perk. Assault deserves a better version as a prestige perk.  

 

The direction of Heavy’s prestige perks is strange and needs a rethink in my view. 

To me, prestige perks are supposed to do 2 things: 

1. Reinforce the specialty of a class to make it even better

2. Take the bite out of its weaknesses as a class 

Many of the prestige perks do this (e.g. buffing the ranged dmg of assault and bulwark), but heavy has other weaknesses aside from just melee damage, and I struggle to imagine any melee/heavy builds becoming a thing if it can’t even equip a melee weapon. 

I think there are some missed opportunities to do more with its other weaknesses like ammo economy or maximising its strengths by dealing even more ranged damage. I am a fan of the ammo regen on extremis execute for heavy’s secondary though so a big thumbs up on that one. I would urge you to come up with a couple more like this and reduce the focus on melee dmg. 

 

Please, please, PLEASE do not make us re-unlock all perks as part of the prestige system. 

The point of the prestige system is to keep people playing and reward them for doing so. One of the things that creates fun replayability is spending time experimenting with different builds, weapons and playstyles for each class. 

This purpose is completely negated if all you are doing is re-unlocking your old perks repeatedly. 

You can’t experiment with combinations of perks you haven’t re-unlocked yet. It will make the prestige system a chore and I cannot emphasise enough what a disappointing move it would be. 

 

Finally, thank you…

…both for an amazing game and taking the time to read all this way! I absolutely love this game and once again, I hope you’ll take this feedback in the positive spirit in which it is intended.


The Emperor Protects. 

 

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a day ago
Mar 21, 2025, 1:32:02 PM

Thank you, brother! I'm glad to hear it. 


Believe it or not, there is a lot more feedback I could give but I've tried to keep it specific to the new content in this update.

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a day ago
Mar 21, 2025, 4:15:37 PM

I agree with the vast majority of what you say here, thanks for the detailed post. However, I have to disagree about prestige. Ive fully maxed and tried many different builds and it’s stale, I can’t wait for prestige. However, many, many people just use the same perks over and over - it’s what I see on the higher difficulties. Having to unlock them again will make the experience more interesting, challenging and change things up each time you play (both your perks and the team). It will also allow people to experience some of the perks they never touch at the moment - vanguard execution build, bulwalk with a damage/damage reduction banner, shield bash build, assault dodge build. I never see these! Also on the higher difficulties it will take no time to move through the levels, gene seed will be important again. It will also mitigate some of the toxicity about level 25s in absolute/lethal and the extreme toxicity around the mandatory use of invigorating icon. And no, resetting perks won’t mean players can’t/shouldn’t do lethal/absolute - you retain your weapons and being skilled enough to complete those difficulties is far more important than perks.

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a day ago
Mar 21, 2025, 6:13:33 PM

Martinicus wrote:

I agree with the vast majority of what you say here, thanks for the detailed post. However, I have to disagree about prestige. Ive fully maxed and tried many different builds and it’s stale, I can’t wait for prestige. However, many, many people just use the same perks over and over - it’s what I see on the higher difficulties. Having to unlock them again will make the experience more interesting, challenging and change things up each time you play (both your perks and the team). It will also allow people to experience some of the perks they never touch at the moment - vanguard execution build, bulwalk with a damage/damage reduction banner, shield bash build, assault dodge build. I never see these! Also on the higher difficulties it will take no time to move through the levels, gene seed will be important again. It will also mitigate some of the toxicity about level 25s in absolute/lethal and the extreme toxicity around the mandatory use of invigorating icon. And no, resetting perks won’t mean players can’t/shouldn’t do lethal/absolute - you retain your weapons and being skilled enough to complete those difficulties is far more important than perks.

Don't worry, prestige will stay as is from the looks of it. Good for people that enjoy this kind of thing

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a day ago
Mar 21, 2025, 7:43:10 PM

I agree! Especially regarding Assault. I don't know why it has such objectively bad perks compared to other classes. Total lack of synergy with the class too- very weird.

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a day ago
Mar 21, 2025, 7:54:12 PM

Strongly agree with all of this, particularly the points on the prestige ranks and the perks for heavy and assault!​

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18 hours ago
Mar 21, 2025, 11:51:13 PM

Voghelm wrote:

Martinicus wrote:

I agree with the vast majority of what you say here, thanks for the detailed post. However, I have to disagree about prestige. Ive fully maxed and tried many different builds and it’s stale, I can’t wait for prestige. However, many, many people just use the same perks over and over - it’s what I see on the higher difficulties. Having to unlock them again will make the experience more interesting, challenging and change things up each time you play (both your perks and the team). It will also allow people to experience some of the perks they never touch at the moment - vanguard execution build, bulwalk with a damage/damage reduction banner, shield bash build, assault dodge build. I never see these! Also on the higher difficulties it will take no time to move through the levels, gene seed will be important again. It will also mitigate some of the toxicity about level 25s in absolute/lethal and the extreme toxicity around the mandatory use of invigorating icon. And no, resetting perks won’t mean players can’t/shouldn’t do lethal/absolute - you retain your weapons and being skilled enough to complete those difficulties is far more important than perks.

Don't worry, prestige will stay as is from the looks of it. Good for people that enjoy this kind of thing

That's a bummer. I have hours and hours on Hunt: Showdown and never prestige for this very reason. Unlocking everything again is a chore. Won't prestige here either if that's the case.

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6 hours ago
Mar 22, 2025, 11:52:54 AM
Amazing feedback. I agree with everything you said. Thank you! "Assault" part it 100% correct 
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