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Intimidating aura and how I think it should be changed

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I use intimidating aura more than half the time
I use intimidating aura less than half the time
I only use intimidating aura
I never use intimidating aura
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15 days ago
Apr 24, 2025, 11:14:36 AM

There's funny saying that if you think the power sword is good, you're probably running intimidating aura. And if you're running intimidating aura, you are probably not doing much aside from pressing parry. Since the inception of patch 6.0, intimidating aura has gone from a neat little bonus to bulwarks limited melee damage output, to what I consider to be one of the most brain dead perks there is. To no one's surprise, it's because the perk violates the risk and reward principle. 

Why is intimidating aura so strong? 

Intimidating aura has a base damage of 50. This scales with the difficulty modifier, which goes up to 4x on lethal, meaning you are doing 200 damage per successful parry, every 5 seconds, over a radius of 5 meters. For comparison, a jetpack ground pound with the block thunderhammer is 114 without any buffs or perks. So what does 200 damage allow us to do?  Warriors and rubricae have, respectively, 308 and 280 health on ruthless and above. This will comfortably two shot these majoris enemies. I don't think intimidating aura is affected by the parry bonus, as I don't recall seeing rubricae dropping from a single parry, but I could be wrong. Either way, you can also comfortably 3 shot all of extremis enemeis, and in fewer parries too as you can still attack them normally. I also do not know if auspex affects this damage, but if it does than depending on the setup it is entirely possible to 1 shot extremis as well. 


With this level of damage, what are we required to do? Well, you just press parry! It's as simple as that. As long as you manage to get a parryable attack within the ginormous 660ms parry window (or 495ms for the one balanced user out there), you get 200 damage. Is there a risk there, you might wonder? Well, you might end up having the wrong impression for certain weapons, that's for sure. 


What's wrong with intimidating aura fundamentally then? 

It's all about the risk and reward. Ask yourself - what risk are you putting yourself in when you press the parry button with a fencing weapon while running IA? That's a trick question, isn't it? What about balanced, or block? Well, the risk of a bad balanced parry is getting frame trapped, and for block there is literally zero reward with a chance of taking massive damage. If IA worked on only balanced weapon type, it wouldn't be as strong as it is, as there is a semblance of timing involved there. But that's not fun now, is it? It also seems strange that intimating aura doesn't work with block weapons, but I believe if it did work block weapons would completely powercreep fencing on the bulwark (I mean, I kind of already believe this anyway). In addition to that crazy 200 damage, you also gain all benefits of a block weapon. Yes, it would have 100% become the meta instead of fencing weapon. And that's never a good idea. 


Currently, the issue that IA has is that it is a complete inversion of the risk and reward principle. There is literally no risk involved when pressing parry with poor timing, as fencing weapons have the most forgiving parry window, and now there is a perk that essentially begs you to use a fencing weapon to maximize its immense benefit. You are essentially unkillable, while enemies who dare to attack will end up taking massive damage. And If you want to run a weapon that's not fencing, you might as well consider not taking this perk. Balanced you might be able to make an argument for (again, for the one balanced user out there), but block weapon literally invalidates this perk. This shouldn't be the case! As I've always maintained, players should be able to express their skills more freely, and not be railroaded into only taking specific loadouts. 


Possible proposal for how intimidating aura can be made to synergize with all weapon types while maintaining risk and rewards


While I do think IAs damage is borderline too high, I also don't think it's wise to completely neuter it's damage. Perhaps it can be left as is, as that's not the only issue. The bigger issue is the radius of the attack. 5 meter is indeed very big, and a successful parry will basically annihilate a group of minoris and majoris that is unfortunate enough to be around you. That's very strong and fun, and I don't think that should be completely taken away. 


What I suggest is that instead of a new instance of damage with its own hitbox, the radius of a successful IA should be based on the type of weapon you have. 


Balanced weapons have an interesting but seldom mentioned property of having a 4.5 meter stagger radius upon a successful parry. Fencing has 2.0, and block has zero. 


If intimidating auras damage is instead added to the stagger radius, we will immediately see a huge improvement to our build variety. Risk and rewards, folks. Balanced will stand to have the biggest limitless frag grenade at hand but you have to be more mindful of your timing, while fencing remains a very safe choice that will be less capable of doing massive damage to a large amount of targets. As for block, it will be relegated to a speedy single target removal, as it would only damage the 1 enemy that is attacking you. 


Make intimidating aura's radius reflective of the current weapon type, and it will instantly improve its synergy with the other options while toning down it's ridiculous effectiveness with the safest options melee option we have. ​Risk and rewards. 


Conclusion

We should always strive for ways to make fun and viable builds in a game. This is called skill expression. While there will always be a form of meta in any given game, we shouldnt be allergic to make proper balance changes when we can provide objective data to back up our reasoning. Intimidating aura as it stands now violates the risk and reward principle. By making its effect change based on our melee weapon type, we can ensure not only an interesting change in the current meta but also allow for room to experiment. Hopefully others will agree. 

Updated 15 days ago.
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15 days ago
Apr 24, 2025, 11:32:37 AM

If possible, upvote the same post in the idea section as well. 


https://community.focus-entmt.com/focus-entertainment/space-marine-2/ideas/9717-suggested-change-to-intimidating-aura

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15 days ago
Apr 24, 2025, 2:19:39 PM

I like block weapons, so I voted for "I use intimidating aura more than half the time."

If it worked with block weapons, I would vote for "I only use intimidating aura."


p.s. Saber said that in patch 7.1, perks that are triggered by perfect parry now work with perfect block, but that's a complete lie and they still don't work with blocking weapons.​

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15 days ago
Apr 24, 2025, 3:12:21 PM

tomi392 wrote:

I like block weapons, so I voted for "I use intimidating aura more than half the time."

If it worked with block weapons, I would vote for "I only use intimidating aura."


p.s. Saber said that in patch 7.1, perks that are triggered by perfect parry now work with perfect block, but that's a complete lie and they still don't work with blocking weapons.​

I was disappointed because I really wanted to see how broken it would be as a bulwark with block weapons lol

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14 days ago
Apr 25, 2025, 1:07:42 AM

Glockwork wrote:

Yeah block weapons are not triggering on all things including Intimidating Aura.

Bulwark would genuine become SSS+ tier as he will literally become a genuine melee power house. 

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14 days ago
Apr 25, 2025, 6:19:43 AM

KittyChillder wrote:

Glockwork wrote:

Yeah block weapons are not triggering on all things including Intimidating Aura.

Bulwark would genuine become SSS+ tier as he will literally become a genuine melee power house. 

He already is.

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14 days ago
Apr 25, 2025, 8:12:54 AM

Palumtra wrote:

KittyChillder wrote:

Glockwork wrote:

Yeah block weapons are not triggering on all things including Intimidating Aura.

Bulwark would genuine become SSS+ tier as he will literally become a genuine melee power house. 

He already is.

Nah his output is not very good without IA. Certainly nowhere close to the assault. 

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14 days ago
Apr 25, 2025, 11:43:33 AM

KittyChillder wrote:

Palumtra wrote:

KittyChillder wrote:

Glockwork wrote:

Yeah block weapons are not triggering on all things including Intimidating Aura.

Bulwark would genuine become SSS+ tier as he will literally become a genuine melee power house. 

He already is.

Nah his output is not very good without IA. Certainly nowhere close to the assault. 

You sure? The buffed Power Rake is insane. Not denying that IA is busted tho, even with a cooldown.

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14 days ago
Apr 25, 2025, 1:37:33 PM

Palumtra wrote:

KittyChillder wrote:

Palumtra wrote:

KittyChillder wrote:

Glockwork wrote:

Yeah block weapons are not triggering on all things including Intimidating Aura.

Bulwark would genuine become SSS+ tier as he will literally become a genuine melee power house. 

He already is.

Nah his output is not very good without IA. Certainly nowhere close to the assault. 

You sure? The buffed Power Rake is insane. Not denying that IA is busted tho, even with a cooldown.

If there's a competent assault or vanguard then yeah, absolutely. I mean calling vanguard a melee class is a stretch but assault absolutely does more direct damage than the bulwark, since he has far more perks that buff his melee damage. 

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11 days ago
Apr 28, 2025, 11:34:06 AM

I couldn't say I completely agree but I can appreciate a well put text with good reasoning while being backed up with actual numbers. 

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10 days ago
Apr 29, 2025, 12:05:23 AM

AshySamurai wrote:

I couldn't say I completely agree but I can appreciate a well put text with good reasoning while being backed up with actual numbers. 

What did you not agree with? 

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10 days ago
Apr 29, 2025, 2:05:10 AM

KittyChillder wrote:

There's funny saying that if you think the power sword is good, you're probably running intimidating aura. And if you're running intimidating aura, you are probably not doing much aside from pressing parry. Since the inception of patch 6.0, intimidating aura has gone from a neat little bonus to bulwarks limited melee damage output, to what I consider to be one of the most brain dead perks there is. To no one's surprise, it's because the perk violates the risk and reward principle. 

Why is intimidating aura so strong? 

Intimidating aura has a base damage of 50. This scales with the difficulty modifier, which goes up to 4x on lethal, meaning you are doing 200 damage per successful parry, every 5 seconds, over a radius of 5 meters. For comparison, a jetpack ground pound with the block thunderhammer is 114 without any buffs or perks. So what does 200 damage allow us to do?  Warriors and rubricae have, respectively, 308 and 280 health on ruthless and above. This will comfortably two shot these majoris enemies. I don't think intimidating aura is affected by the parry bonus, as I don't recall seeing rubricae dropping from a single parry, but I could be wrong. Either way, you can also comfortably 3 shot all of extremis enemeis, and in fewer parries too as you can still attack them normally. I also do not know if auspex affects this damage, but if it does than depending on the setup it is entirely possible to 1 shot extremis as well. 


With this level of damage, what are we required to do? Well, you just press parry! It's as simple as that. As long as you manage to get a parryable attack within the ginormous 660ms parry window (or 495ms for the one balanced user out there), you get 200 damage. Is there a risk there, you might wonder? Well, you might end up having the wrong impression for certain weapons, that's for sure. 


What's wrong with intimidating aura fundamentally then? 

It's all about the risk and reward. Ask yourself - what risk are you putting yourself in when you press the parry button with a fencing weapon while running IA? That's a trick question, isn't it? What about balanced, or block? Well, the risk of a bad balanced parry is getting frame trapped, and for block there is literally zero reward with a chance of taking massive damage. If IA worked on only balanced weapon type, it wouldn't be as strong as it is, as there is a semblance of timing involved there. But that's not fun now, is it? It also seems strange that intimating aura doesn't work with block weapons, but I believe if it did work block weapons would completely powercreep fencing on the bulwark (I mean, I kind of already believe this anyway). In addition to that crazy 200 damage, you also gain all benefits of a block weapon. Yes, it would have 100% become the meta instead of fencing weapon. And that's never a good idea. 


Currently, the issue that IA has is that it is a complete inversion of the risk and reward principle. There is literally no risk involved when pressing parry with poor timing, as fencing weapons have the most forgiving parry window, and now there is a perk that essentially begs you to use a fencing weapon to maximize its immense benefit. You are essentially unkillable, while enemies who dare to attack will end up taking massive damage. And If you want to run a weapon that's not fencing, you might as well consider not taking this perk. Balanced you might be able to make an argument for (again, for the one balanced user out there), but block weapon literally invalidates this perk. This shouldn't be the case! As I've always maintained, players should be able to express their skills more freely, and not be railroaded into only taking specific loadouts. 


Possible proposal for how intimidating aura can be made to synergize with all weapon types while maintaining risk and rewards


While I do think IAs damage is borderline too high, I also don't think it's wise to completely neuter it's damage. Perhaps it can be left as is, as that's not the only issue. The bigger issue is the radius of the attack. 5 meter is indeed very big, and a successful parry will basically annihilate a group of minoris and majoris that is unfortunate enough to be around you. That's very strong and fun, and I don't think that should be completely taken away. 


What I suggest is that instead of a new instance of damage with its own hitbox, the radius of a successful IA should be based on the type of weapon you have. 


Balanced weapons have an interesting but seldom mentioned property of having a 4.5 meter stagger radius upon a successful parry. Fencing has 2.0, and block has zero. 


If intimidating auras damage is instead added to the stagger radius, we will immediately see a huge improvement to our build variety. Risk and rewards, folks. Balanced will stand to have the biggest limitless frag grenade at hand but you have to be more mindful of your timing, while fencing remains a very safe choice that will be less capable of doing massive damage to a large amount of targets. As for block, it will be relegated to a speedy single target removal, as it would only damage the 1 enemy that is attacking you. 


Make intimidating aura's radius reflective of the current weapon type, and it will instantly improve its synergy with the other options while toning down it's ridiculous effectiveness with the safest options melee option we have. ​Risk and rewards. 


Conclusion

We should always strive for ways to make fun and viable builds in a game. This is called skill expression. While there will always be a form of meta in any given game, we shouldnt be allergic to make proper balance changes when we can provide objective data to back up our reasoning. Intimidating aura as it stands now violates the risk and reward principle. By making its effect change based on our melee weapon type, we can ensure not only an interesting change in the current meta but also allow for room to experiment. Hopefully others will agree. 

​After playing for over 1000 hours, 

I can confidently say that this is one of the most ridiculous posts I've ever seen.


Let me get straight to the point: 

even if the perk remains exactly as it is now, it is not significantly stronger compared to other classes.


Shall we take snipers as an example?
How long does it take for a laser sniper rifle to take down a majoris enemy?
If you chose the fire rate perk, it takes about two seconds.


Now, what about parrying?
Enemies must actually choose to perform a parryable attack toward a Bulwark, and the parry must succeed.


Does Bulwark have some sort of major resistance against heavy strikes?
Aside from certain character traits, there is no special prestige bonus applied.


Also, the resistance skill has a cooldown. (And in this game, 5 seconds is quite a long time.)
This is a skill that has already been nerfed, isn't it?


And here you are, arguing that a nerfed skill should be nerfed even further.
If you enjoy nerfing things so much, maybe you should install some mods and play on a harder difficulty by yourself.

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10 days ago
Apr 29, 2025, 2:17:50 AM

KittyChillder wrote:

There's funny saying that if you think the power sword is good, you're probably running intimidating aura. And if you're running intimidating aura, you are probably not doing much aside from pressing parry. Since the inception of patch 6.0, intimidating aura has gone from a neat little bonus to bulwarks limited melee damage output, to what I consider to be one of the most brain dead perks there is. To no one's surprise, it's because the perk violates the risk and reward principle. 

Why is intimidating aura so strong? 

Intimidating aura has a base damage of 50. This scales with the difficulty modifier, which goes up to 4x on lethal, meaning you are doing 200 damage per successful parry, every 5 seconds, over a radius of 5 meters. For comparison, a jetpack ground pound with the block thunderhammer is 114 without any buffs or perks. So what does 200 damage allow us to do?  Warriors and rubricae have, respectively, 308 and 280 health on ruthless and above. This will comfortably two shot these majoris enemies. I don't think intimidating aura is affected by the parry bonus, as I don't recall seeing rubricae dropping from a single parry, but I could be wrong. Either way, you can also comfortably 3 shot all of extremis enemeis, and in fewer parries too as you can still attack them normally. I also do not know if auspex affects this damage, but if it does than depending on the setup it is entirely possible to 1 shot extremis as well. 


With this level of damage, what are we required to do? Well, you just press parry! It's as simple as that. As long as you manage to get a parryable attack within the ginormous 660ms parry window (or 495ms for the one balanced user out there), you get 200 damage. Is there a risk there, you might wonder? Well, you might end up having the wrong impression for certain weapons, that's for sure. 


What's wrong with intimidating aura fundamentally then? 

It's all about the risk and reward. Ask yourself - what risk are you putting yourself in when you press the parry button with a fencing weapon while running IA? That's a trick question, isn't it? What about balanced, or block? Well, the risk of a bad balanced parry is getting frame trapped, and for block there is literally zero reward with a chance of taking massive damage. If IA worked on only balanced weapon type, it wouldn't be as strong as it is, as there is a semblance of timing involved there. But that's not fun now, is it? It also seems strange that intimating aura doesn't work with block weapons, but I believe if it did work block weapons would completely powercreep fencing on the bulwark (I mean, I kind of already believe this anyway). In addition to that crazy 200 damage, you also gain all benefits of a block weapon. Yes, it would have 100% become the meta instead of fencing weapon. And that's never a good idea. 


Currently, the issue that IA has is that it is a complete inversion of the risk and reward principle. There is literally no risk involved when pressing parry with poor timing, as fencing weapons have the most forgiving parry window, and now there is a perk that essentially begs you to use a fencing weapon to maximize its immense benefit. You are essentially unkillable, while enemies who dare to attack will end up taking massive damage. And If you want to run a weapon that's not fencing, you might as well consider not taking this perk. Balanced you might be able to make an argument for (again, for the one balanced user out there), but block weapon literally invalidates this perk. This shouldn't be the case! As I've always maintained, players should be able to express their skills more freely, and not be railroaded into only taking specific loadouts. 


Possible proposal for how intimidating aura can be made to synergize with all weapon types while maintaining risk and rewards


While I do think IAs damage is borderline too high, I also don't think it's wise to completely neuter it's damage. Perhaps it can be left as is, as that's not the only issue. The bigger issue is the radius of the attack. 5 meter is indeed very big, and a successful parry will basically annihilate a group of minoris and majoris that is unfortunate enough to be around you. That's very strong and fun, and I don't think that should be completely taken away. 


What I suggest is that instead of a new instance of damage with its own hitbox, the radius of a successful IA should be based on the type of weapon you have. 


Balanced weapons have an interesting but seldom mentioned property of having a 4.5 meter stagger radius upon a successful parry. Fencing has 2.0, and block has zero. 


If intimidating auras damage is instead added to the stagger radius, we will immediately see a huge improvement to our build variety. Risk and rewards, folks. Balanced will stand to have the biggest limitless frag grenade at hand but you have to be more mindful of your timing, while fencing remains a very safe choice that will be less capable of doing massive damage to a large amount of targets. As for block, it will be relegated to a speedy single target removal, as it would only damage the 1 enemy that is attacking you. 


Make intimidating aura's radius reflective of the current weapon type, and it will instantly improve its synergy with the other options while toning down it's ridiculous effectiveness with the safest options melee option we have. ​Risk and rewards. 


Conclusion

We should always strive for ways to make fun and viable builds in a game. This is called skill expression. While there will always be a form of meta in any given game, we shouldnt be allergic to make proper balance changes when we can provide objective data to back up our reasoning. Intimidating aura as it stands now violates the risk and reward principle. By making its effect change based on our melee weapon type, we can ensure not only an interesting change in the current meta but also allow for room to experiment. Hopefully others will agree. state.png

​And since it seems you’re a newbie and might not know this, let me explain:


The Bulwark class is not a class that needs to be nerfed. 

it’s a class that needs buffs.


Have you tried using the 'Contemptuous Armor' perk?
How is it actually performing in real gameplay?


If you open the game files, you’ll see that the original attacker doesn't take any damage.
(This is because DMGDSP_ST_IGNORE_SHOOTER = TRUE.)


It’s a worthless skill where blocking a sniper’s shot doesn’t even deal damage back to the sniper.


Also, look at the obstacle check:
checkForObstacles = True — this means the damage is blocked by terrain.


Aside from a current bug where it affects shotgun enemies, the skill otherwise does no damage at all.


Just looking at this one skill shows that aside from the one you mentioned, 

most Bulwark skills are problematic.
That’s why people feel forced to pick that perk.

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10 days ago
Apr 29, 2025, 3:58:06 AM

The perk doesn't 'over buff' at all. It only shows how underperforming and broken the rest of the options actually are. F off with your nerf and propose instead some buffs to get the others up to good enough alternative. Risk/ reward? it's a game the objective is to have fun. The risk is the difficulty setting. If a player wants more risk, there should be options/ sliders for more enemy numbers/ types/ spawn frequencies.

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10 days ago
Apr 29, 2025, 5:07:15 AM

snowball_25 wrote:

The perk doesn't 'over buff' at all. It only shows how underperforming and broken the rest of the options actually are. F off with your nerf and propose instead some buffs to get the others up to good enough alternative. Risk/ reward? it's a game the objective is to have fun. The risk is the difficulty setting. If a player wants more risk, there should be options/ sliders for more enemy numbers/ types/ spawn frequencies.

You should reread the post instead. This is not a suggestion to nerf intimidating aura, but to make it more engaging for other melee weapons. In fact, why don't you tell me outside of the fencing option, how the suggested changed is a nerf? Nobody uses balanced weapons because it doesn't do anything well right now. And this would just make balanced weapon an actual choice on bulwark. Some people want to explore builds and experiment with different loadout, and clearly that's the intention of the devs. But right now there is no option to be explored there outside of fencing. 


Risk and reward is everything. What point is having 6 different difficulties if you can clear the hardest with basic gears and no knowledge of the game? 

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10 days ago
Apr 29, 2025, 5:13:44 AM

ilovesspacemarine wrote:

KittyChillder wrote:

There's funny saying that if you think the power sword is good, you're probably running intimidating aura. And if you're running intimidating aura, you are probably not doing much aside from pressing parry. Since the inception of patch 6.0, intimidating aura has gone from a neat little bonus to bulwarks limited melee damage output, to what I consider to be one of the most brain dead perks there is. To no one's surprise, it's because the perk violates the risk and reward principle. 

Why is intimidating aura so strong? 

Intimidating aura has a base damage of 50. This scales with the difficulty modifier, which goes up to 4x on lethal, meaning you are doing 200 damage per successful parry, every 5 seconds, over a radius of 5 meters. For comparison, a jetpack ground pound with the block thunderhammer is 114 without any buffs or perks. So what does 200 damage allow us to do?  Warriors and rubricae have, respectively, 308 and 280 health on ruthless and above. This will comfortably two shot these majoris enemies. I don't think intimidating aura is affected by the parry bonus, as I don't recall seeing rubricae dropping from a single parry, but I could be wrong. Either way, you can also comfortably 3 shot all of extremis enemeis, and in fewer parries too as you can still attack them normally. I also do not know if auspex affects this damage, but if it does than depending on the setup it is entirely possible to 1 shot extremis as well. 


With this level of damage, what are we required to do? Well, you just press parry! It's as simple as that. As long as you manage to get a parryable attack within the ginormous 660ms parry window (or 495ms for the one balanced user out there), you get 200 damage. Is there a risk there, you might wonder? Well, you might end up having the wrong impression for certain weapons, that's for sure. 


What's wrong with intimidating aura fundamentally then? 

It's all about the risk and reward. Ask yourself - what risk are you putting yourself in when you press the parry button with a fencing weapon while running IA? That's a trick question, isn't it? What about balanced, or block? Well, the risk of a bad balanced parry is getting frame trapped, and for block there is literally zero reward with a chance of taking massive damage. If IA worked on only balanced weapon type, it wouldn't be as strong as it is, as there is a semblance of timing involved there. But that's not fun now, is it? It also seems strange that intimating aura doesn't work with block weapons, but I believe if it did work block weapons would completely powercreep fencing on the bulwark (I mean, I kind of already believe this anyway). In addition to that crazy 200 damage, you also gain all benefits of a block weapon. Yes, it would have 100% become the meta instead of fencing weapon. And that's never a good idea. 


Currently, the issue that IA has is that it is a complete inversion of the risk and reward principle. There is literally no risk involved when pressing parry with poor timing, as fencing weapons have the most forgiving parry window, and now there is a perk that essentially begs you to use a fencing weapon to maximize its immense benefit. You are essentially unkillable, while enemies who dare to attack will end up taking massive damage. And If you want to run a weapon that's not fencing, you might as well consider not taking this perk. Balanced you might be able to make an argument for (again, for the one balanced user out there), but block weapon literally invalidates this perk. This shouldn't be the case! As I've always maintained, players should be able to express their skills more freely, and not be railroaded into only taking specific loadouts. 


Possible proposal for how intimidating aura can be made to synergize with all weapon types while maintaining risk and rewards


While I do think IAs damage is borderline too high, I also don't think it's wise to completely neuter it's damage. Perhaps it can be left as is, as that's not the only issue. The bigger issue is the radius of the attack. 5 meter is indeed very big, and a successful parry will basically annihilate a group of minoris and majoris that is unfortunate enough to be around you. That's very strong and fun, and I don't think that should be completely taken away. 


What I suggest is that instead of a new instance of damage with its own hitbox, the radius of a successful IA should be based on the type of weapon you have. 


Balanced weapons have an interesting but seldom mentioned property of having a 4.5 meter stagger radius upon a successful parry. Fencing has 2.0, and block has zero. 


If intimidating auras damage is instead added to the stagger radius, we will immediately see a huge improvement to our build variety. Risk and rewards, folks. Balanced will stand to have the biggest limitless frag grenade at hand but you have to be more mindful of your timing, while fencing remains a very safe choice that will be less capable of doing massive damage to a large amount of targets. As for block, it will be relegated to a speedy single target removal, as it would only damage the 1 enemy that is attacking you. 


Make intimidating aura's radius reflective of the current weapon type, and it will instantly improve its synergy with the other options while toning down it's ridiculous effectiveness with the safest options melee option we have. ​Risk and rewards. 


Conclusion

We should always strive for ways to make fun and viable builds in a game. This is called skill expression. While there will always be a form of meta in any given game, we shouldnt be allergic to make proper balance changes when we can provide objective data to back up our reasoning. Intimidating aura as it stands now violates the risk and reward principle. By making its effect change based on our melee weapon type, we can ensure not only an interesting change in the current meta but also allow for room to experiment. Hopefully others will agree. 

​After playing for over 1000 hours, 

I can confidently say that this is one of the most ridiculous posts I've ever seen.


Let me get straight to the point: 

even if the perk remains exactly as it is now, it is not significantly stronger compared to other classes.


Shall we take snipers as an example?
How long does it take for a laser sniper rifle to take down a majoris enemy?
If you chose the fire rate perk, it takes about two seconds.


Now, what about parrying?
Enemies must actually choose to perform a parryable attack toward a Bulwark, and the parry must succeed.


Does Bulwark have some sort of major resistance against heavy strikes?
Aside from certain character traits, there is no special prestige bonus applied.


Also, the resistance skill has a cooldown. (And in this game, 5 seconds is quite a long time.)
This is a skill that has already been nerfed, isn't it?


And here you are, arguing that a nerfed skill should be nerfed even further.
If you enjoy nerfing things so much, maybe you should install some mods and play on a harder difficulty by yourself.

Youre the first ever person I've heard to say that intimidating aura is nerfed since 6.0. Is your 1000hr spend in the game just idling in the battle barge? It's astonishing how you accuse me of what you are guilty of, while simultaneously showing that you did not read beyond the first paragraph. 


In nowhere of the post did I ever mention that intimidating aura's damage should be changed. All I have said is for the damage radius to be different based on the type of weapon you have. This is not a nerf, but to make it so you have room to experiment with when using intimidating aura. How can anyone not see that this is a good thing to allow for loadout variety? 


Work on your reading comprehension, mate. 

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10 days ago
Apr 29, 2025, 5:25:36 AM

ilovesspacemarine wrote:

KittyChillder wrote:

There's funny saying that if you think the power sword is good, you're probably running intimidating aura. And if you're running intimidating aura, you are probably not doing much aside from pressing parry. Since the inception of patch 6.0, intimidating aura has gone from a neat little bonus to bulwarks limited melee damage output, to what I consider to be one of the most brain dead perks there is. To no one's surprise, it's because the perk violates the risk and reward principle. 

Why is intimidating aura so strong? 

Intimidating aura has a base damage of 50. This scales with the difficulty modifier, which goes up to 4x on lethal, meaning you are doing 200 damage per successful parry, every 5 seconds, over a radius of 5 meters. For comparison, a jetpack ground pound with the block thunderhammer is 114 without any buffs or perks. So what does 200 damage allow us to do?  Warriors and rubricae have, respectively, 308 and 280 health on ruthless and above. This will comfortably two shot these majoris enemies. I don't think intimidating aura is affected by the parry bonus, as I don't recall seeing rubricae dropping from a single parry, but I could be wrong. Either way, you can also comfortably 3 shot all of extremis enemeis, and in fewer parries too as you can still attack them normally. I also do not know if auspex affects this damage, but if it does than depending on the setup it is entirely possible to 1 shot extremis as well. 


With this level of damage, what are we required to do? Well, you just press parry! It's as simple as that. As long as you manage to get a parryable attack within the ginormous 660ms parry window (or 495ms for the one balanced user out there), you get 200 damage. Is there a risk there, you might wonder? Well, you might end up having the wrong impression for certain weapons, that's for sure. 


What's wrong with intimidating aura fundamentally then? 

It's all about the risk and reward. Ask yourself - what risk are you putting yourself in when you press the parry button with a fencing weapon while running IA? That's a trick question, isn't it? What about balanced, or block? Well, the risk of a bad balanced parry is getting frame trapped, and for block there is literally zero reward with a chance of taking massive damage. If IA worked on only balanced weapon type, it wouldn't be as strong as it is, as there is a semblance of timing involved there. But that's not fun now, is it? It also seems strange that intimating aura doesn't work with block weapons, but I believe if it did work block weapons would completely powercreep fencing on the bulwark (I mean, I kind of already believe this anyway). In addition to that crazy 200 damage, you also gain all benefits of a block weapon. Yes, it would have 100% become the meta instead of fencing weapon. And that's never a good idea. 


Currently, the issue that IA has is that it is a complete inversion of the risk and reward principle. There is literally no risk involved when pressing parry with poor timing, as fencing weapons have the most forgiving parry window, and now there is a perk that essentially begs you to use a fencing weapon to maximize its immense benefit. You are essentially unkillable, while enemies who dare to attack will end up taking massive damage. And If you want to run a weapon that's not fencing, you might as well consider not taking this perk. Balanced you might be able to make an argument for (again, for the one balanced user out there), but block weapon literally invalidates this perk. This shouldn't be the case! As I've always maintained, players should be able to express their skills more freely, and not be railroaded into only taking specific loadouts. 


Possible proposal for how intimidating aura can be made to synergize with all weapon types while maintaining risk and rewards


While I do think IAs damage is borderline too high, I also don't think it's wise to completely neuter it's damage. Perhaps it can be left as is, as that's not the only issue. The bigger issue is the radius of the attack. 5 meter is indeed very big, and a successful parry will basically annihilate a group of minoris and majoris that is unfortunate enough to be around you. That's very strong and fun, and I don't think that should be completely taken away. 


What I suggest is that instead of a new instance of damage with its own hitbox, the radius of a successful IA should be based on the type of weapon you have. 


Balanced weapons have an interesting but seldom mentioned property of having a 4.5 meter stagger radius upon a successful parry. Fencing has 2.0, and block has zero. 


If intimidating auras damage is instead added to the stagger radius, we will immediately see a huge improvement to our build variety. Risk and rewards, folks. Balanced will stand to have the biggest limitless frag grenade at hand but you have to be more mindful of your timing, while fencing remains a very safe choice that will be less capable of doing massive damage to a large amount of targets. As for block, it will be relegated to a speedy single target removal, as it would only damage the 1 enemy that is attacking you. 


Make intimidating aura's radius reflective of the current weapon type, and it will instantly improve its synergy with the other options while toning down it's ridiculous effectiveness with the safest options melee option we have. ​Risk and rewards. 


Conclusion

We should always strive for ways to make fun and viable builds in a game. This is called skill expression. While there will always be a form of meta in any given game, we shouldnt be allergic to make proper balance changes when we can provide objective data to back up our reasoning. Intimidating aura as it stands now violates the risk and reward principle. By making its effect change based on our melee weapon type, we can ensure not only an interesting change in the current meta but also allow for room to experiment. Hopefully others will agree. state.png

​And since it seems you’re a newbie and might not know this, let me explain:


The Bulwark class is not a class that needs to be nerfed. 

it’s a class that needs buffs.


Have you tried using the 'Contemptuous Armor' perk?
How is it actually performing in real gameplay?


If you open the game files, you’ll see that the original attacker doesn't take any damage.
(This is because DMGDSP_ST_IGNORE_SHOOTER = TRUE.)


It’s a worthless skill where blocking a sniper’s shot doesn’t even deal damage back to the sniper.


Also, look at the obstacle check:
checkForObstacles = True — this means the damage is blocked by terrain.


Aside from a current bug where it affects shotgun enemies, the skill otherwise does no damage at all.


Just looking at this one skill shows that aside from the one you mentioned, 

most Bulwark skills are problematic.
That’s why people feel forced to pick that perk.

Why did you even bring this here? What does this have to do with intimidating aura? Are you trying to discredit me by sending me random info you have on a perk that has nothing to do with the topic? I'm pretty autistic but man you're making me reconsider if I'm really on the spectrum. 


If you want to talk about shield of contempt you may do so in another thread, but it has nothing to do with this thread. And please, don't try to be cute by trying to undermine the validity of my post by trying to insinuate I don't know the game. This isn't some political campaign where smearing will make you seem more knowledgeable - you only come across as a belligerent loudmouth who is overly emotional and completely incapable of the most civil discourse. 


Instead of reading the entire post and pointing out exactly what you disagree with you accuse me of wanting to nerf everything for some seemingly elitist reason (which you yourself are very much guilty of when you brought up your 1000hrs as if that matters to me) when you failed to even tried to comprehend the reasons I've dilineated in the OP. 


I literally want intimidating aura to be fun and good for balanced and block weapons. How can anyone be against this? 


I want you to comtemplate why you've reacted like this. Not as a form of humiliation but because I genuinely think you have to reflect on what youre doing here. This isn't how you have a discourse. You don't bring in irrelevant stuff and use it as evidence of someone's failing. You don't read half a paragraph and blow a gasket off a strawman. If you're gonna do that just stay off the internet or use a different forum. 

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10 days ago
Apr 29, 2025, 6:32:51 AM

KittyChillder wrote:

snowball_25 wrote:

The perk doesn't 'over buff' at all. It only shows how underperforming and broken the rest of the options actually are. F off with your nerf and propose instead some buffs to get the others up to good enough alternative. Risk/ reward? it's a game the objective is to have fun. The risk is the difficulty setting. If a player wants more risk, there should be options/ sliders for more enemy numbers/ types/ spawn frequencies.

You should reread the post instead. This is not a suggestion to nerf intimidating aura, but to make it more engaging for other melee weapons. In fact, why don't you tell me outside of the fencing option, how the suggested changed is a nerf? Nobody uses balanced weapons because it doesn't do anything well right now. And this would just make balanced weapon an actual choice on bulwark. Some people want to explore builds and experiment with different loadout, and clearly that's the intention of the devs. But right now there is no option to be explored there outside of fencing. 


Risk and reward is everything. What point is having 6 different difficulties if you can clear the hardest with basic gears and no knowledge of the game? 

"I do think IAs damage is borderline too high, I also don't think it's wise to completely neuter it's damage. Perhaps it can be left as is, as that's not the only issue. The bigger issue is the radius of the attack. 5 meter is indeed very big, and a successful parry will basically annihilate a group of minoris and majoris that is unfortunate enough to be around you. That's very strong and fun, and I don't think that should be completely taken away. "


I dunno, I read basic English I guess.... borderline 'too high'.... completely 'neuter' its damage... radius of the attack 5 meter is indeed 'very big'.... I don't think that should be completely 'taken away'.

You are literally talking about nerfing

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10 days ago
Apr 29, 2025, 6:49:20 AM

snowball_25 wrote:

KittyChillder wrote:

snowball_25 wrote:

The perk doesn't 'over buff' at all. It only shows how underperforming and broken the rest of the options actually are. F off with your nerf and propose instead some buffs to get the others up to good enough alternative. Risk/ reward? it's a game the objective is to have fun. The risk is the difficulty setting. If a player wants more risk, there should be options/ sliders for more enemy numbers/ types/ spawn frequencies.

You should reread the post instead. This is not a suggestion to nerf intimidating aura, but to make it more engaging for other melee weapons. In fact, why don't you tell me outside of the fencing option, how the suggested changed is a nerf? Nobody uses balanced weapons because it doesn't do anything well right now. And this would just make balanced weapon an actual choice on bulwark. Some people want to explore builds and experiment with different loadout, and clearly that's the intention of the devs. But right now there is no option to be explored there outside of fencing. 


Risk and reward is everything. What point is having 6 different difficulties if you can clear the hardest with basic gears and no knowledge of the game? 

"I do think IAs damage is borderline too high, I also don't think it's wise to completely neuter it's damage. Perhaps it can be left as is, as that's not the only issue. The bigger issue is the radius of the attack. 5 meter is indeed very big, and a successful parry will basically annihilate a group of minoris and majoris that is unfortunate enough to be around you. That's very strong and fun, and I don't think that should be completely taken away. "


I dunno, I read basic English I guess.... borderline 'too high'.... completely 'neuter' its damage... radius of the attack 5 meter is indeed 'very big'.... I don't think that should be completely 'taken away'.

You are literally talking about nerfing

You're so disingenuous it's unreal. 

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