#dark tidings (Darktide for people in the searchbar)
1 messages · Page 23 of 1
Give it Showstopper on parry is my play
Chain sword has 2 movement boosts on special action hit and activation
enemy gets so mad about getting parried they explode
Not suggesting this as an idea as it'd be OP but just for fun. My favorite parry is in Ravenswatch on Sun Wukong where it has a 2 second cooldown but if you block an attack it instant refreshes so it became basically a rhythm game just spamming parry and looking for gaps in attacks cause the moment you parry without actually blocking an attack you're dead
And bullet hell enemies and bosses you got time blocks right so you don't parry to quick.
I think that was basically the shock maul before nerf I never played only see the old reddit posts
oh yeah speaking of blessings
I run thunderous and skullcrusher on my, well, crusher, and I wonder what can I replace on it or in my build to make it more clutch capable
because it makes team play extremely smooth sailing but I don't have the damage output to clear everything when I'm alone
I dunno, that's kind of the best party support blessing duo since it lets you bust anything
and begrudgingly it looks like I have to start planning for that
or maybe I should replace my shotgun
Shotty lets you take out gunners and elites, crusher for carapace, seems like you're doing fine
Crusher push attack does huge finesse damage so it's good to use when outnumbered
YEAH ACTUALLY I was wondering about that earlier today
it seemed so but I couldn't find the damage profile for push attack anywhere
What blessing combos are fun on the combat shotgun marks
I could be stupid but it seems omitted
which is weird because many weapons have the push attack as a capstone of their moveset
Scattershot / Man-Stopper is a good utility combo, Flechette is neat, Full Bore is neat, Fire Frenzy also fun
What's the utility? Like shooting poxbursters behind mobs?
I run scattershot and manstopper on the clothesline ammo shotty
normal shots knock anything they don't kill in a headshot flat on its ass
and the spread special does absurd normal enemy removal fired at head level
I'm just trying new things for fun as I've played a lot of meta options already. I've been seeing more builds using fury over shroudfield especially and I want to see if there's something I'm missing
Zarona and Accatran don't cleave very good base so Man-Stopper turns them into shooting Power Swords since Man-Stopper is infinite cleave on crit; Agripinaa has better cleave and gets funny with blurn with scattershot / flechette
the existence of shooters has pretty much reversed my stance on shooting hordes from VT
Shorter cooldown mostly
I do love manstopper
It made double barrel for me
Being able to have on demand crits as veteran and then saying if there's a specialist in this direction eat lead
fury is pretty much chain cast on a build that specs into it
Zealot with Man-Stopper and +30% impact middle tree node can hit some very funny stagger breakpoints on slug shotgun
I see, I did play like 5 second shroudfields like a mad woman with invocation and backstab one
Like heavy stagger breakpoints?
Or mostly medium staggers
I wanna say played perfectly Forever Shroudfield is the stronger one but Forever Fury is more lenient while still potent and safe
I'd say it's the utility that makes shroudfield
Since you're completely avoiding damage so you can revive and do objectives very safely in the densest horde without clearing out the area
So like in pub games if the 3 others are off elsewhere and not on the objective then fury is going to struggle to clear space to hold the button themselves and be sure not to be hit compared to pop shroudfield does it fine solo
Bubble on psyker is great for a similar reason. People see bubble they go towards it
Get your team on the objective
the middle of the zealot three is pretty strange ngl, speaking of ult choice
every path leading to the auras/ults has like one Oh Yeah talent
the rest being some of the most mid in the entire class
Chorus is probably one of the strongest supports and if you have someone paired with you can basically do almost any objective without half your team.
I used beacon of purity a lot during beasts of nurgle
Not really anymore unless it's a hound and poxbursters modifier on aurics
beacon has it the worst because I genuinely do not care for any of its leadup nodes
more impact or cheap sprint would be nice
but they're both paired with something lame
it's like, are you using ADS revolver/double barrel? yeah you get something out of these
any other guns? you must really want that beacon
(it helps that the revolver and double barrel are great, but still)
Shield of comtempt is quite good for supporting your team
I was gonna say that they shouldn't be getting hit enough during the active duration to benefit but then I remember my matches and yeah uh
Kind of like 60% TDR for your team 40% with no cost and effortless activation
Often when you get hit once you get hit multiple times
the problem is it only procs on health damage
Specialists are what end most games later on, something disables you to you can't react to incoming damage before it's off and you're standing up
Oh huh its just damage reduction in general, even better
. Procs only on taking health damage (also while in downed state); always procs for Zealot if conditions are met; has no range limit when procced by allies or bots (coherency is not required). The talent can apply its damage reduction buff only once per proc. It has one global cooldown that is shared between all players (and bots). So if the talent has been procced either by Zealot or by an ally, it grants its damage reduction buff only to the player who triggered it before it goes on cooldown for 10s.
Even in downed state is interesting
Slug counts as melee stagger so it bypasses ranged stagger resist, and can do heavy stagger; one slug will open up bulwark shield, knock a reaper on its butt, or two slugs knock a crusher on its back where the first does a medium stagger
Oh wow. Only one player at a time was not how I expected that to work
it cools down while active and has no range limit so that's better than the description implies but health damage only is ehh
You take health damage the second you take damage while you're below full toughness, I don't see what the issue is
It means it's not wasted on hits that exclusively reduce toughness
That's a good thing
in melee I think eating over two hits in 4s is not a common scenario
disablers are a valid concern tho
On higher difficulties there's enough damage flying around that it's got pretty much 100% uptime
I wanna say tho the trapper/flamer combo being a thing that can happen is hilarious I love it
accidental tactical brilliance from the AI
Yea to me what matters is does the run succeed or fail, At higher levels most players should already just not take chip damage so the only times they do tend to be burst damage of many instances of damage or a single one eats through your toughness and health at once. It's not common scenarios that ends runs it's the uncommon ones
Everyone should have abilities tools to deal with common scenarios without at scratch at that point
It's when you get like trapper poxbursters wombo combo and someone's down the plague Ogyrn camps them
Or crusher pack body blocking elevator exit.
So Alder, do you agree it only proccing on health damage is fine?
If it was toughness then it would be wasted if it was like poxbursters hit a zealot at 100% cause they let it hit them to secure an elite kill but they're not ever being hit below 100% toughness
I do that often cause zealot has so many ways to regen toughness every moment so taking a Melee hit from a walker backstab at 100% toughness is 0 consequences since I'll be back to full a second later to ensure I get that revive or crusher kill
Other nodes in beacon I'm very meh on
I always go right path if I choose beacon though cause if I pick beacon it's often a support build so I'm gonna support more
the middle of the zealot skill tree is severely distorted by duelist and holy revenant both being on the left
Duelist is very strong for many breakpoints
Especially if you have a finesse weapon or piety cause it's usually always on and zealots crit like no others
I take it almost every build with scourge too
and then on the right you have the similarly impactful Thy Wrath Be Swift
being unstunnable is very powerful in the moments you need it
I used to take it for gunners
But now they don't really do that as much
Dreg shotgunners specifically
in particular it's really important to take if you're running Thammer Nonsense
Apparently the shotgun knock back is considered slowing movement
to avoid the horrific Interrupted Bonk
I want to try thammer on a not 1 shot martyr build but I have weak build rafting and rely on others who are
I usually just run it with piety
here lemme gin up what I usually do
if you don't want to stealth and would prefer more flex points you can take charge instead
saves you some points to grab extra keystone bits or attack enhancers
something like
I love tac axe
light attack spam (the lights have a better % vs carapace than the heavies iirc, although they still deal less damage overall) is so silly and frees up the focus for the actual dodging bits (this is on a momentum zealot)
I have a beacon build I made for the havoc 'blight spreads' modifier and yeah I agree
just Not Great meanwhile one tree over you get "once per minute, when you would go down, don't, and also regain hp if you can hit stuff"
yeah beacon is great for blight spreads and specifically chasing grims
I have a build set up for it for those reasons
I think the biggest thing that's Dumb about dueling sword is that the lights are pretty decent vs horde and the heavies are amazing vs elites and specialists; that combined with it having fairly high movement speed gives it no downsides and all the upsides
I've played only light attack and only heavy attack dueling swords and they feel a lot less insane- it just needs like, ONE actual downside for it to get reigned in a lot
I think the stamina it offers is fairly low but, that doesn't matter too much since the speed and cost are great
🤔 I do really like how accessible it is to learn though
that is also a strength, you don't need combos or anything, it just Does The Thing
shield of contempt has an internal cooldown, regardless of who on the team activates it
inexorable judgement vs blazing piety shouldn't be as hard of a choice for me as it is
Some stuff is reappearing, some hasn't
I used to always take IJ but now learned BP is pretty great as well since zealot has so many things that benefit off crits
Now I base it on, am I grabbing pious cutthroat and if so probably IJ
If no then BP, grabbing the top performing nodes on zealot spreads your points thin so I find the return on grabbing those nodes out weighs having IJ over BP. Unless it's a crit build then BP
I swapped duckbill shotty for incendiary and man-stopper for flechette and I'm not quite feeling it
I'm probably missing some crucial bits
Do you have scattershot
ye
also for some reason flechette isn't carrying over to my blades of faith when it should and man-stopper did
Scourge + base crit + BP is 60% crit chance not including the weapon.
A fun thing to try is riposte on knife gets you up to 95% crit chance with precog let's LMB hit many one shot breakpoints to the head since you can basically guarantee every hit will be a crit and likely a weak spot crit.
I'll try it against a boss before I go back I guess
scattershot + flechette on a crit build is the synergy for the fire shotgun
after two special shells the DoT stacks melt hordes
mixed hordes
it ends up being a lot
my observation coming from vermintide is that it feels much harder to not provide any value in this game
dunno how to put what precisely I mean into words but like
the kits and combat design are such that even the most clueless players don't feel like a detriment
...unless they keep shooting bursters I'm pushing rahhh
I just had an all zealot mission, insane fun.
The beneficent grimperor provides
Pace and movement of darktide is faster than vermintide 2 and it's generally more forgiving
With how toughness works to prevent HP damage vs vermintide and how it focuses on EHP
I think if it was as punishing for mistakes as vermintide for taking damage you'd die quick since everything is just faster and more hectic in general so you're doing more each minute and more chances to make mistakes
also no friendly fire
which makes sense given how much more emphasis on ranged combat there is
Friendly fire would be death with veteran grenades and psyker smites
yeah when my allies are bogged down I just shoot my clothesline gun at them
if it dealt the same damage to players as to enemies they would not survive that
probably a bad habit if I go back to VT
Probably I started with darktide and tried VT2 on sale but didn't get far before I went back to darktide
I'm very used to zealot feeling fast and the faster careers in VT2 felt slow to me by comparison
if they enabled shout (with gold toughness), survivalist, nade regen, and krak on the bots I'm sure they'd actually be p good
which is funny to think about
I can't tell if they're avoiding doing that because it might encourage more private lobbies or what
they'd not operate the build nearly as well as a human but it'd cover some of their worse weaknesses (bosses, support) tremendously
They said they'd add a solo mode with bots, 2 years ago
The characters in darktide are much more complex build wise as careers in vermintide 2 were like 5 choices so the variations of things a bot can do is much lower than darktide skill tree
So they're probably not even trying to to make PC builds into NPCs
My suggestion would be to make a servitor class is basically only used by boys that works to basically mostly support you
With like priority, so like 1st bot is one focus, 2nd another, 3rd another with focuses like tank to draw aggro like a player would, support, or ad clear.
I had a thought yesterday
ogryn saying "dead as a doornail" implies:
1: there's enough wood on hive worlds to build with nails
2: ogryn knows carpentry
1: Ogryns are from many different worlds
2: Ogryns know carpentry, despite your highest hopes
sure, ogryns have many different trades, but something about our ogryn in particular knowing it tickles me
We see wooden carts on a bunch of maps so there's probably vat grown wood somewhere
Alternatively it’s just used as a saying and is completely disconnected from its origin as happens frequently in language
The doornails probably have skulls on them because it's 40k
my friend took me to the twins for the first time (which I've never done before because queuing takes more clicks than quickplay) and
after some embarrassment we got it
I also found out smoke nades work on the meltagun guy
he raised his pistol and just walked towards us not sure what to do with it anytime there was a smoke cloud
whoa you get players when you queue for that? I've basically given up on it lol
(or was it just a duo)
Running twins is a way to play solo until quick play players join in
it was duo but people tended to drop in
smokes work on all ranged enemies
including bossess
it's one of their core benefits
the issue is mostly the way they work is a little weird sometimes
reapers for example will sometimes keep firing in a straight line at your last known position
Veterans cover mechanic has enemies keep firing at the last known location they saw you at
Which has a minor benefit if you leave cover they need time to turn towards you and fire again if you leave cover
I think that's just a general thing though
yeah that's just how cover works
and smoke essentially generates a big "cover" zone
I kind of feel disappointed by the plasma gun, I kind of expected more.
I haven't played veteran recently. I remember it being a "delete this with one tap" gun though.
unless they literally deleted it from the game i cant imagine it being anything other than sssssssss++++++++++
You see it's both extremely strong and underwhelming
it's really strong out of the box but also kinda
you're killing This Dude In Particular extremely hard unless you line up a lucky pen
Eh
The projectile is huge
It's pretty easy to move down a lot of dudes with good positioning
I think I like the Bolter better because it can go both fuck this guy and fuck all these guys.
Gimme a minute I’ll be on
we'll be a sec we're fighting a fitted sheet
i belive in you
I can get on
Plasma guy is the murder elites gun for veterans with the right stuff
Moat people don't charge it and use weapon specialist with uncharged LMB and high heat to just one shot most things
I wonder what blessings you're running that makes plasma gun feel underwhelming compared to bolter, which is great but plasma gun is basically like the gun dueling sword exclusive to veteran
I changed my mind on shield of contempt
Did it work as advertised?
always did, I just weren't paying attention to its procs as much before
yall were right
one thing to note is that spamming left click can't cause it to overheat, it'll do a little de-heat animation instead
(which damages some toughness)
and with weapon specialist you can easily get away with not ever reloading it outside of boss fights should you desire
kill a few dudes, swap to reload a %, swap back, rinse and repeat
optionally shoot into the horde with it to get a kill so you get the melee buff
Weapon specialist reloads 1 round with 1 Melee kill, which is nice for always having a shot ready to swap to
3 Melee kills is guaranteed crit with next ranged attack and that's amazing
Yeah goes great with less heat on crit blessing
I find on Zealot I really like the sprint stamina reduction branch better than the shield of contempt branch of that middle shape for run & gunning
When you realize how limited Shield of Contempt is its easy to try the other route and if you do a lot of running, it really pays the bills.
I take the sprint perk but skip the reload one
I just don't have a build where it'd slot in
charge? I'm either forever in melee or charge somewhere safer to reload
shroud? 3/5 seconds every few seconds is all the reload opportunities in the world
chorus could be it but all guns that I run there already reload fast enough
I WOULD run it if I knew how to disable automatic reloads on empty so I could keep proccing the empty gun node I have to take anyways with something like a shotty special shell
but spamming special only interrupts the normal reload half the time
this random in the hub mogged me I think
the reload perk lets you reload a bolt pistol in one slide off of 5 melee kills. It has a niche if you run & gun a lot
That whole branch, I think, is a run & gun branch
and you can cancel automatic reload by sprinting
oh that probably explains why I didn't realize automatic reload was a thing lmao
The reload trait in zealot taking a little while to spin up is why I run a lot of guns with speedload blessing instead
I have a bad habit of using blades when I don't need to and not enough guns.
i simply only take guns that are awkward to use
so i have an excuse to only use blades :v
I run out of blades cause my aim is bad and sometimes I use 2 knives on an elite or specialist
Bolter gaming
I'm trying to tell myself like that distant rager pack I can just pull out the bolter and go ham risk free
Mission is like halfway done and I haven't used a full mag I can afford nice risk free bullet things.
Good practice for high level Havoc with its dampened ammo economy
After I deleted half a Beast of Nurgle health bar my eyes where opened to the plasma gun.
<@&1042950387478560878> im restarting my computer right after this ping but tide timee
saw a burster doing a pretty impressive dive bomb into my team so I pulled out my icon and got a pulse off on the precise frame it hit them
and the like 1 golden toughness blocked the damage
😌
I was kinda worried taking only in death does duty end would heavily nerf voice of command but it's still got 20 feet of reach, that's pretty damn good.
Yeah what's neat too is the toughness regen affects all allies in coherency (which daisy chains) so as long as they've got the skull icon next to their name to mention they're in coherency they get the toughness, the 6 meters is just the knockdown and revive range
Yeah, Being able auto-revive is just so useful that losing those 3 meters is barely a trade honestly.
the bigger loss and actual tradeoff is the increased cooldown
there's a legitimate argument that if your team is a certain level of good you don't take it so you shout more often
which prevents anyone from going down
Fair, but I've only played up to Malice with randoms. So.
At the point the 15 seconds extra matter huge, you'll know if it's a luxury or not
the biggest ?? is the psyker talent that refills toughness for other players when one goes down
I'm guessing the intent is so the team would immediately have full toughness to revive
But later on, often if someone goes down there's too many enemies to just revive without clearing the area somehow like murder, shout, chorus, grenades, bubble, etc as they'd eat through your stamina, toughness, and HP before you can finish it.
As is I think it's a weaker option than many other psyker talents which they got better options usually
the only ded ally talent I don't raise my eyebrow at is vet's leave no one behind, it's a ton of effects and the proc is more applicable than it sounds
it still should be replaced with something that prevents rather than alleviates downs if you have any trust in your team at all but if I'm pubbing I take it even if it isn't tax
the effects are active if an ally with a "help me!!!" indicator is visible on your screen at all
and 20% in all three is uncharacteristically generous for the kind of talent it is (which isn't to say it's huge but these talents tend to be nothing for some reason)
Yeah getting turbo speed from a trapper net rules
ogryn's DR near incapacitated allies is a tricky one to judge
it fits into the kit well because ogryn can facetank revives by default and all possible builds have the CC to keep downed allies alive to keep benefitting from the bonus while he cleans house
on the other the benefit gets more and more theoretical the more instakilly the difficulty gets
Ogryn my beloved
Ogryn can get basically unkillable with a bit of build craft
I'm still sad the middle aura is kinda piss
it also lies to you
I am aware
I will never forgive them for not being consistent with the terms
and ogryn suffers from it the most
the main downside of that node is that it tricks you into thinking "ill save it so i can pick up my teammates" when even with the node its best to use it preemptively so people dont go down in the first place
Yeah I never run it
playing merc in vermintide prepared me well in terms of shout mentality
Never Not Be Shouting because every shout shrinks the odds of someone needing a revive
though I miss trading health for even faster shout cooldown
having the most damage taken at the end of the round BY FAR but no downs was great
also always be shouting because it has the best line reads
THERE IS ONLY WAAAAAAAAAAAAAR
I'm running a sort of forever chorus thing on my zealot and it cracks me up how the voiceline is over after the first pulse so for the rest I'm just kinda melodramatically thrusting the icon forward and enemies cover like an old movie vampire
goofy visual
chorus has 2 voiceline poitns
virtual sin forgiveness
one is at the start and the other is timed to play when you hit 100 overtoughness
aka 5 pulses
I don't know if that's intentional but it helps tell you you can stop chorusing depending on which nodes you picked
and the situation
I only take the obligatory upgrade in my build because I kinda need the points to enable the eternal chorus
and having enemies locked down for the majority of the match beats the upgrades imo
I ran a stupid forever chorus zealot with martyr, cutthroat, and invocation
Getting back me chorus before my gold toughness even expired
I will say martyr and invocation is a nice combo cause when you need chorus most is when you're taking HP damage and if you take HP curios taking like 1/5th of your HP would fully reset it so you got so much buffer to use it when you need it.
Out for Blood on veteran is my underrated talent cause I noticed playing vet the times I die are like the seconds where my shout are on CD, grenades gone, no specialist in sight so being able to get back full toughness with 2 plasma gun shots into a horde is an amazing lifesaver cause it should buy you enough time to get one of those back.
I think my favorite funny thing is weapon specialist and plasma gun
outside of bosses you generally can just kill things and swap repeatedly to slowly reload it
I really think they should move the cooldown penalty to the gold toughness node to nerf the ability (and buff the revive shout to increase build diversity within it at least)
it dominates the meta so so hard, esp. with the placement on the tree being after the free nades node which is generally considered mandatory
so even if you try to escape shout meta it's easier to build than the alternatives even disregarding how good it is in a vacuum 😔
Honestly the two problems with he vet tree are that they have one very weak option per tier and that those options are on opposite sides
By Tier do you mean like an entire horizontal row or just the branching nodes in pairs?
My favorite vet combo
the big stuff
they have a completely crap aura, a completely crap active, and a completely crap (mostly) keystone
Wait which active is crap :|a
hey, at least it's not martyrdom /s
executioners is by far worse than the other two
Yeaah, I can see that, basically minor DPS boost vs Clutch Rez + thousand other applications
infiltrate is the crap one imo in context of the class
no vet infiltrate is extremely long
letting you do all kinds of fun setupss
and it also lets you dive really well because of the threat reduction
vet doesn't synergize with infiltrate as much as zealot, doesn't benefit as much from it and shout already clears the post code you're in of active threats
stealth has always felt strong for me, the shield regen, the friend-saving, the self-saving, being able to just Headshot Idiots in the center of everything with the threat reduction.. s'good
Also shout is tragically
boring v-v
yeah shout sweep is part of why I rarely revisit vet these days
also love stealth for Sneaky Objective Handling
my problem with that is if you can't trust your team to have your back they'll probably struggle to deal with the enemies that did a 180 when you went into stealth
see i take that as a boon
Their Problem Now
you can clean up with a grenade and rez 'em
my favourite thing is throwing my critical infinite cleave blade of faith the exact moment I go into stealth so there's a conga line of ragers that just does the disintegrates emoji
honestly i'd like it just for a few seconds of breathing
I'm also cooking a really stupid build
gunfiltrator zealot
autopistol with raking fire and powder burn, ranged backstab node, blades
if I sneak some rending into this I'll have a really funny alternative to melee backstabs
anyway zealot and vet stealth are different in purpose
doing objectives is kinda the only thing I see as going for infiltrate
half the other benefits that would be valid run into "unfortunately, shout"
free repositioning and a long period of basically retaliation-free firing
you use vet stealth to move somewhere where you have good sightline to a bunch of annoying things, and then pop out and murder them
Vet stealth run speed is its own reward
I wish executioner's stance had more juice
it was my main ability by far and I can attest that yeah it don't matter
though
I also blame the current gun balance
make it reload your gun again
the game atm favours either nuke guns or death by thousand DoTs
the skill would favour somewhat rapid firing but still precision weapons
I'm too Revolver Head for Executioner's Stance
also clean up the nnodes
yeah revolver just kinda does too much damage too slowly for exe
I'm laspistol pilled and that's a perfect match and it's
it has an effect?
but I could just not do that and win more
just let vets have two active abilities, it's fiiine
wild idea, combine them
initial pop is stealth, chained highlighted kill is low profile
also designate target would be a better two-parter talent than a keystone (like zealot's invuln)
don't get me started on vet's auras
mf 5% movement
it's a good joke that the most connection-flexible talent tree also has only one notable option for all major nodes but Man
ye
the not moving part isn't even a problem with the guns you'll want finesse on
but once again these are not especially favoured guns and the benefits are famished compared to weapon specialist
by that I mean you'll be doing enough weakspot hits to constantly proc it, not that you'll be sitting in place
Yesnt, if you hold aim (right mouse button by default ) while throwing a grenade you underhand roll it and that doesn't break infiltrate until after the grenade explodes
One of Ogyrns keystone is like 5% damage on heavy Melee up to 5 stacks.
One of zealots regular talents before a keystone branch is 4% on any Melee attack up to 5 stacks.
Ogyrns keystones I didn't like most of the talent options.
Between vet and zealot a lot of the talents I like for build variety to suit many playstyles. Ogyrns talents feel like, heavy Melee tank or stubber.
honestly I think all classes suffer from this
+5% crit, +5% movement, +5% damage, +7.5% elite damage, are mostly decent but your teammates probably aren't going to notice or care
beacon is the weird one because if you're playing havoc it's effectively required for one of the modifiers, otherwise it usually doesn't prevent you from losing a bar and thus the heals heal the corruption anyway with no net change for having it
meanwhile survivalist is like
The Aura of the game
there's also psykinetic aura
which isn't even an aura
which is wild
and then there's loner
which I've only ever had people talk about positively how it removes the game trying to punish you for rushing ahead
which isn't exactly the best sell in a game designed around people sticking together
and then there's the quickening
it's hard to say no to 10% faster ability cooldown
(and I'm not too familiar with the ogyrn auras, I mostly see the heavy attack one which is going to immensely vary in usefullness based on the weapon)
loner doesn't prevent disabler spawns as I understand it because it's a decision made by the same skeleton of the director from vermintide from before coherency was ever a thing
but having toughness regen relatively whenever is a nice thing on zealot in particular
because no other class could dream of creating the windows to benefit
Loner's bugged and won't give you the toughness regen if an enemy is in the aura range so it doesn't even work as advertised
I mean, that's not really a bug, just how regen works?
dying enemies sending bad vibes to your toughness regen with their last breath is though
minimal cooldown charge/shroudfield zealot is pretty much the only char in the game that could dream of not having attacking enemies assigned for an amount of time that matters
so despite everything it kinda works out
Loner is a bizarre prisoner's dilemma because auras don't stack so in theory an optimal 4 zealot crowd would have 1 benediction 1 beacon and 2 loners except the loners don't contribute to the other 2 so it's more beneficial to the team to run 2 beacon 2 benediction or something similar
ime toughness coherency regen isn't even that good in the first place
it's good for topping up between encounters but in encounters you should have more reliable and faster ways to regen toughness
the only time I've felt not having it is when I get cut off from the main group and have a bomber restricting my movements
and honestly
probably better to all run benediction unless you expect to gain a ton of corruption from grimores or modifiers
1 beacon is just nice QOL for chip damage, I always enjoy it
🤔 hm I think I need to read up on how corruption works more
it is useful if you're taking damage from your max hp being reduced
but ime the main things that do that are beast of nurgle, dog, grimore, and the blight spreads
stuff like poxwalkers will often be chipping at your max hp while your current hp is much lower
and every way to get your hp back (except the until death tree which is capped at 25%) heals both actual hp and corruption, so it doesn't actually matter
TLDR: I don't think corruption chip damage actually does anything in most games, although there are exceptions where it matters a lot, they're fairly rare
the only one of these hazards that's going to appear every game is dog
and two of them ideally you know about before you enter the match (although grimore jumpscare is sometimes annoying, havoc is meant for premades only)
(there's also other corruption sources like tox gas that I think will primarily be dealing damage after you hp is lower anyway)
For corruption modifiers it let's you basically revive back to back
Cause without it if you don't find a Medicare you can be just dead dead from corruption
I'm a bit confused
back to back as in wounds or just having a ton of corruption and getting revived once?
like, taking 50% of a wound of corruption and then being at 25% hp when you go down and revive? because yeah that definitely is a plus for beacon 🤔
I forgot about the revive HP, mostly saying with random teammates they might just eat so much corruption you don't get a 2nd revive or 1st even with poxburster combos with other specialists so your team is down on revive opportunities compared to bringing beacon the you're mostly playing as normal.
I kind of build around the possibility someone is just awful or I'm having a bad game day since it's going to happen and losing a match and getting nothing stings more to me than finishing a mission a few minutes later cause I didn't run optimal DPS
ime, generally, people are way too scared of dying
a significant amount of time the party wipe would have happened the exact same if you went down and then died or just died right away
I'm built different, stealth zealot so either I'm clutching or dead in the first area
to me going down is just as scary
unless you're right next to your team and things aren't hitting the fan
and also dying is a gamble that sometimes is free- getting rescued in the corner during an event can be less lethal to the party than diving to try to revive you before the ball of stuff kills you
it's just when you die and the game decides you need to spawn 5m ahead that it sucks
(I mostly say this because I've died without getting a revive chance more than I've died to running out of wounds)
also the new event just seems to remove the chance of not getting ogyrns rather than substantially changing the game
I've been told it's auric-only?
also it doesn't seem to be considered substantial enough to not allow to combine with hi-shocks, which is weird
So just... layers of Ogryns then.
easing into the havoc experience
honestly it doesn't feel like it changes enemy amount or intensity, just ensures that you always roll some ogyrns
and auric builds generally should be ready for 'oops random crusher ball' and 'oops reaper nest' anyways
The absolutely moment when you see your teammate outgun a reaper blob in the open
I need to dodge 500 reaper shots so now's the time
nevermind sometimes ogyrns don't even spawn anyways???
Same
Psyker with empathic evasion was how I got that by accident
If you're not critting every 1 second as a psyker I think there's room for growth
Warframe style red crits
Warframe style integer overflows
Orange crits actually. People were getting "red crits" so often they introduced orange crits and moved red crits up to criting three times over instead of just two times over.
(also yes warframe has multiple methods to hit the integer limit on a 32 bit signed int)
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<@&1042950387478560878> Tide?
Stuck at work, can tide after shift at <t:1737070200:F>
Oooooooh
I need that private game achievement on zealot
Doable if we get a full team and y'all willing to help
Which one is that?
I could totally help with that.
hello im online
game ?
Thanks for the ping, got a little distracted, logging in now
the event seems to add to the number of plague ogyrns also
I'm trying to see if there's some broken interaction that would let smoke grenade explosion register as a hiit
no luck so far but there's a lot to go through
reasoning: it'd be really funny if it could proc blessings
dunno if this has any use other than the most situational ammo saving, but swapping from smite to boltgun at about 3 targets zapped applies bleed to them from the bolt blessing
I used this to max out bleed stacks on a boss during a low intensity fight
my only other idea atm is proccing bleed related knife blessings
from what I've heard there's some specialist builds that do that with soulblaze that are decently effective?
also even the bleed could be interesting for hordeclear 🤔
Smite's weird because it's actually decent horde clear damage wise with empowered psionics (as in it kills dreg and scab melee mooks) except for the fact it's slow compared to using like a flame staff or a comparable assail build and time is a non-renewable resource
1 smite psyker is a fun backup, 2 together is all the Emperor Palpatine memes because the master and apprentice are working together
if you're taking empowered psionics your psionic ability should be a focus, so
or at least like, Good
I forget, have I described aimed smite push here yet? you can push the enemies in any direction you desire which can be fatal near ledges
the cogitator array mission notably you can push 2/3rds of the bridge off every couple seconds
Oh that's pretty neat, does it just cycle the knockback from releasing smite?
wdym cycle?
the game just pushes in the direction you're pointing your camera when you do the push, the starting direction doesn't matter
so you just smite the bridge, rotate 90 degrees to the right or left, then release
it's also useful to push enemies into a wall out of your way instead of directly back, further in your way
and if you just do a bit of smiting you can also seperate the elites from the chaff since the elites won't get knocked over (unrelated to aiming but also really useful)
or just for easier killing since they'll be grouped up more and you won't get surrounded as easily
These days I'm kind of hooked on the 2H Psyker Greatsword swoosh for crowds
my builds tend towards 'specialist deleter' so for me smite helps with crowd control
oh also! another smite tech, it tends to be pretty good at dealing with poxbursters
although they still sometimes don't explode, it has a similar success rate to running up to a poxburster and pushing it
the main issue is to not get caught off guard and be unable to push when it's actually effected by smite
oh and you can also blow yourself up with smite, it's just really hard, you have to swap off to not push and back quickly, or charge it to 100% and then try to use it
there's no way to explode with primary attacks only without doing something special to get it to 100% peril first afaik
Smite pretty great against hound packs
And the cc is nice in situations to get objectives done, you can smite for a really long time with venting Shriek so assuming you don't get surprised slapped and your teammates actually take advantage of the smite to do objectives
also crusher/mauler balls but often you'll have to help kill them so it doesn't take forever
Sometimes you start smiting then everyone is in another zip code
I usually hold it for a bit and then release before trying to take advantage of the push in that case
although I really need to learn the timings on how long is needed to push which enemies
Ogyrn and psyker are the classes I know least about
I still need to learn brain pop
I keep getting it confused with some other things and try to left click to confirm a right click charge
which instead just starts the charge anew
also it feels more sluggish than when other psykers use it
yep, the usability on it is really bad
left clicking does set it off I think though, since it counts as canceling, and it pops if you cancel
betting they're using the things that make it considerably faster and more effective
empowered psionics and the node that makes it faster after you use an ability
I use that node, haven't reached the bottom of the tree yet
also
I wish the agrippina braced autogun mathed out better
penetrating shots but half the mag and reserve sounds good but this is a game where I can buff the weaker, denser shots of the other two marks out the wazoo
Its the braced mark of choice for horde clear
"enemies electrocuted by you take +10% damage"
status mod only shows enfeeble when I electrocute them via smite, not any other other source
thank you, fatshark
I just went to look up all the different ways they describe coherency radius and learned from their website that sprint speed is among the stats that are different on different classes
💀
+50% Coherency radius.
+50% Aura radius.
50% Radius for your Coherency Aura.
consistency: not even once
taken from their website
I didn't know it was possible to make me feel even more sad for ogyrn knowing all these random base stats are also biased against them
The ogryn has some very important advantages
Notable some of the strongest talents in the game and being fast Even on 0 stamina
zealot also has the fast on zero stamina! with a higher base sprint speed
I think all classes have "some of the strongest talents in the game" also
🤔 it's also interesting to me that zealot has lower stamina regen time- I knew about psyker, but not zealot
with psyker you can slide everywhere and actually gain more stamina than you spent sprinting to get the slide
you can also do that if you get the stamina recharge reduction nodes on vet
zealot can pull off being a legally distinct ogryn better than ogryn imo
oh it's just that LMB is a second faster at base
because of course it is
self explanatory
If there will ever be a a new Darktide class, I'm wondering what the accent nationality will be. Seems like if your country was ever colonized by Europe, you were also part of the Imperium. So yeah, big library to choose from.
I know it's mostly silly rumors about Ratlings as a new class type. But I'd love for them to have a Brooklyn or Boston accent out of nowhere.
"Hey, brah, there's wicked heretics here!"
"Ey! Ain't you Tech-Priests supposed to be wicked smaat?"
I would love to see a crazy swerve on the part of Fatshark and just have like, Aldari Rangers out of nowhere as a new class. Or Warp Spiders.
As if things aren't tense enough with the warband already.
Dark Eldartide
a skaven pretending to be a ratling
Aeldari Rangers or Warp Spiders would totally outclass most rejects. But I guess not the PC characters specifically lol
Okay but aspect warriors like warp spiders are basically the elder equivalent of space marines so that's not a fair comparison.
Yeah, an unnamed space marine would die much quicker than a PC reject 😛
"Are... are we sure these are the rejects?"
Methinks the planning of Grendel goes far deeper. Find someone exceptional, tell them they're under arrest and a reject, turn them into a warband and let them kick ass while feeling like they're not good enough...
Oh man... that's so grimdark I made myself sad...
I respectfully disagree
Yeah Ogryn regenerates toughness for existing and can tank an impressive amount of ranged fire with the 5% toughness regen on shooty aiming
zealot can just tap dodge and get full toughness from that
like I play ogryn I love my boy
but they did him very dirty
ogryn can also do proper tanking, can stack all the DR in the universe, can disable shooters, has all the suppression, can de-dog himself and doesnt get staggered nearly as much
Zealot is a very strong class, but its not the same role as ogryn imo
zealot can replicate all of these but has better things to do is the depressing part
probably with the exception of having a ranged weapon as uniformly strong as specced kickback
Middle tree Ogryn is what I play when I solo queue Aurics and buffing team damage and staggering a million things with huge toughness rules
I'm the little ogryn (crusher zealot) and I keep taking CC off the build because I keep finding I don't need that much of it
A secret is I believe Ogyrns have inherent damage reduction, iirc 40%? It's a not insignificant number
And they can't be stagger
20%
lmao I didn't even know that
nor anyone I complained about how it worked to ig
oh I wasn't even looking at toughness and health, I knew those were different
and the iconic doesn't really have much to work on when the base is 50 lol
but uhhh zealots can probably do damage reduction better tbh
like significantly
Zealot hae a lot of TDR nodes
yeah
some very, very strong ones
Stupid amounts if you stack them all
iirc it has a 50% reduction on crit
for a few seconds
and martyrdom
as the most extreme ones
If you stack them all you can tank crusher overheads and snipers with not much HP loss. zealot also many multiple easily activated basically always on toughness replenishment
Also being very mobile
the real crime is that ogyrn can't use dueling sword
give them it as a toothpick!!!
I think the main thing ogyrns are good at is making space
but two of the meta defining abilities, shout and chorus, also do that
Give him bigger dueling sword
in addition to also creating gold toughness which is Very Good
imagine if ogyrn also has a way to share their toughness like vet can...
then it'd probably be more gamechanging
taunt is also pretty decent, mostly because ranged enemies don't always react that well to it ai wise
but it doesn't have the raw group survivability of the competition
shield with the small taunt talent making shooters throw down their guns in pure gamer rage and run over to smack you is comical
the charge is the more impactful team survivability ability imo
...does "pushing" enemies with the charge taunt them??
it's impactful but ultimately not that much more notable than like, a shredder grenade 80% of the time
so a vet can spam shout and then demo team shredder nades everywhere
and moeb all over these guys
also charge having nothing built in to defend against range is weird considering how many things abilities on other characters are allowed to do
like ogyrn has tools that have an impact
but everyone else's tools do more things
frag bomb is a nice panic button
but then the other classes get panic buttons (chorus, shout + shredder nade spam) that recharge, often quite faster than you'd expect
so they're also bread and butter in addition to panic buttons
I just don't like how the Orgyn feels. It's probably my least played class because of that
I'm not a fan of spamming heavy Melee or gunning so it is also my least played
It's like being mad at a killer whale.
ime
65% of ogyrns are lovable protectors, 30% are adorable clueless babies, and 5% are loners who run ahead and die
(loner zealot transcends all barriers)
I'm unsure which one I count as, I just kind of machine gun anything I see
Til my zealot is an ogryn
In my experience, ogryns save teams frequently.
And often go unsung
I kind of disagree with the assertion that everyone else's tools do more things though. I also think the benefits of taunt are frequently overlooked
I do think the charge has more general utility, but taunt more than pulls is weight as a pressure control valve
Ahh
I play gun ogryn, so oof
ripper guns excelling at and synergizing with nothing 😔
Ripper guns have can opener and that solves many problems
honestly I think giving them good armour damage at VERY close range wouldn't be outrageous and it'd be a good step towards their iconic feel
yeah but it's practically obligatory to not go "I could be using X instead" and my stance on obligatory blessings is that they should be rolled into the baseline
I've played hundreds of hours of this game and still don't understand why everyone thinks the zealot is so good
It's a bunch of conditional buffs that are really strong but trick the player into a false sense of security
Most of zealots DR is in conditional buffs, DR on dodge, on crit, when taking damage
Okay so, what if the player isn't tricked into a false sense of security and uses their abilities properly
Then they are very good
But zealots are the class I spent the most time scraping off the floor
Including when I play them
and inversely, Zealot is the class a lot of the highest tier players think is the best on Havoc 40, or at least the easiest to pilot by a long shot
Fair
I get where you're coming from, but I think narrowing in your focus on the first 50% of a class's skill floor is going to make a lot of them look not great
Eh that's the wast majority of players I interact with
Personally I suck with zealot because i find it boring and struggle even on pretty low difficulty while with the other classes I'm pretty comfortable in basically everywhere, I didn't yet do havoc above like 20 I think so might become more problematic there
zealot builds are pretty boring but I think mine is pretty one of a kind and I still manage auric 5
although zealot is probably the only class where all 3 abilities are taken equally seriously
on crit and dodge will have insane uptime
honestly I don't think your build has to be that good for auric
checklist of things you need to carry:
- way to delete specials fast
- some way to deal with crusher balls solo
- way to get toughness back fast (preferably on demand with an ability, but all classes have alternatives that will be fairly useable in auric)
- optional: way to revive and rescue in melee hordes
I can imagine building psyker so wrong that it becomes an issue
oh you can build any class horribly wrong
I'm just saying it doesn't need to be like, good, just functional
and like, kinda expected given how bad the game is at explaining everything
also if you're going in with weapons that aren't leveled to the endgame content that can also suck
depends on what stats got the short end of the stick
my zealot build is tac axe light attacks only with vigilant autogun to kill specials
very silly
I haven't played it in a bit though but planning to revamp it soon
near minimum attack speed because the stat arbitrarily decided to scale last with increasing power 
if that was finesse it might also kneecap the crit and weakspot damage lol
I'm leveling other guns rn and I'm yet to find a fitting replacement for my clothesline shotty
You could always run a second Zarona shotty with different blessings
Or do you mean you're doing masteries
yeah masteries
Try the vigilant autoguns for similar ranged performance at picking off shooters, if you use a burst auto you can do decent vs crowds too but you'll probably use the melee instead for poxwalkers and carapace
I was half done with double barrel and while it has monstrous everything clear up close, I shot a gunner in the head from like 10 meters away twice and he was Fine and I stood there incredulous as I shot him like 5 more times
could be a low power weapon in high difficulty problem tho
Yeah the range for the double barrel is 8m and falls off to about half at 20m and doesn't do the most on flak so it's entirely possible that you were hitting with minimum pellets
Agreed as a zealot you're always dodging and critting those basically always on. Just bait a trash mob into attacking you instead of killing them right away and they easily get 35% crit chance with their base and scourge you're critting every few seconds with any weapon
The conditional buffs should be always on basically they're very easy conditions to refresh
A great zealot player knows that keeping the buffs up is better than killing the 3 horde mobs in front of them right away to refresh dodge buffs, and to build up crit buff on mobs before engaging something big.
Bad ones often don't do this so they're dying cause they didn't have these important buffs on cause they're often important for one shot breakpoints and surviving lethal situations
Early zealot is also very forgiving in a way I think enables a player to climb difficulty with bad habits so you can easily get to damnation while having many bad habits and stonewalling yourself unknowingly
I maxed characters out one at a time and fresh zealot was the first time I queued for heresy and a shooter just exploded me lol
important distinction between early zealots that go right side talent tree and ones that don't
Early early pre level 15 zealot yea is just glass but I meant moreso between like malice and heresy at level 20+ish
Psyker is not as forgiving and in order to climb difficulty reliably you gotta shed bad habits and pick up good ones otherwise you're dying from a few hits.
I like playing bodyguard for my psyker friend and watching him shadow realm everything so long as he's unbothered and moisturized
Ideal for psyker
In pub games if I see a single ill pair with them. I remember playing psyker and doing glass cannon things then suddenly everyone leaves then I'm trying to stay alive than cannon which was frustrating
yeah psyker is the epitome of glass cannon
definitely needs someone keeping enemies off them so they can murder
psyker can also just kinda stand there like "ah, a commendable offence, shame I already regained all my toughness by your second hit"
but that's a very tight build going 100% according to plan
something I appreciate about DT over VT is that it's much harder to reach the point of excessive horde clear where your team is begging you to stop because you're killing all their talent/THP fuel
What's darktide horde limit compared to vanilla vermintide 2?
I don't know but there's also a lot less "kill lotsa dudes for this" talents/blessings
and half the ways to get toughness don't ask you to kill lotsa dudes
Though they do have enough that you need to be at a certain difficulty level for certain builds to work
Veteran and specialist/elite kill talents that get better with higher difficulty
I think also, if the horde is dead it's a lot easier to deal with all the specials and elites (though I don't know how this compares to VT)
yeah it had a funny effect in VT where builds physically couldn't fire on all cylinders until you went high enough in difficulty
and then someone brought like a shotgun or horde specced flamethrower
since it seemed like a good idea
and everyone gave them the stink eye because their build didn't work anymore
I think toughness not requiring killing enemies helps that a lot
VT temp health was a cludge system that ultimately just had to keep getting cludged on
beacuse everyone was used to it
Also, do all the "kill lots of enemies" requirements generally buff killing larger hordes in DT?
toughness is basically them finally going back and going "ok how do we make this not weird"
it was a balancing act between killing enough of the horde that you didn't die to 10 sticks up your ass the moment an elite stunned you, and not so many that your buffs you needed to kill elites ceased
voidblast staff psykers can kinda cause this with the constant high impact blasts if they're placed poorly, like "ah the ogryn is busy holding and managing this horde, i shall now scatter the horde in all directions :) "
They made a little weird still, toughness being shields against ranged attacks and DR against melee
But I think I prefer it since you're not punished basically when a wave ends and you mopped everything up
That's less a horde kill problem and more of a scattering people problem though
yea
and that's always been an issue in tide games
people getting stabbed in the ass by the slaverat flung to the side by someone with a hammer: the eternal complaint
hey, toughness is shields against melee too because you'll have golden toughness for most of the match /hj
It is really funny that toughness works better against ranged. In the grim dark future, people just grin and bear bullets but not stab wounds
i always look at it as Luck
I'm guessing it was like originally void shields or something early on in development
if someone shoots at you you can just dodge but if they stab you what are you gonna do
until one does and then you're hurt, immediately
Cause iirc that's how void shields work in 40k, great against ranged but wesker against melee
That's a decent interpretation. Especially with how psykers toughness goes up and down like crazy lol
Which is partly why Melee is good for the titans and big things
Void shields don't work against close stuff. Though in tabletop, iron halos and similar do
The captains void shields work similarly, Melee does x3 damage against it
Unrelated, but it's funny to be that the titular Darktide in Darktide is happening somewhere else in the system
Oh interesting
Void shield is its own armor type similar to unyielding and I think only captains have it
And the twins
Imagine though, we would probably be instantly blended but it'd be fun to see
I swear 80% of the difficulty in pubs games is just figuring out who to stay within los of at all times for you both to survive
I think this is why excessive hordeclear isn't that bad in darktide
either you kill the horde really effectively and everyone can focus on specials and elites, or it's not cleared enough for everyone to starve
however you can certainly emulate it if you just keep attacking the horde that someone is melee dancing with and not the rest of it
there's a vet talent that noob traps people into trying this I think
although it only works on elites and specials iirc, people with it will tend to shoot at the enemies being engaged by the melee users and nothing else
all of zealots dodge/crit stuff still works on bosses and single enemies also
it's only if everything in melee range of them dies before they can hit it, but the ranged stuff shooting them doesn't
Well, the PCs are ridiculously powerful. But yeah, lore wise it would be bad for them. I wonder if that front was the original plan when everyone played imperial guardsmen?
Is this the covering fire talent or a different one?
I think covering fire, yeah
I think what'd make sense for guardsman is something like helldivers where you don't respawn you just play a new character
Or orks
Orks you just spawn out of nowhere during a mini waaagh
I think the respawn is just a mechanic thing
It is but it'd also be thematic
like you do die
and then they find someone else to cover the strike team captured
it's just that person has the same loadout and cosmetics and name...
are there games that do that really other than helldivers?
hm I guess the more grounded war shooters where you just get another procgen soldier
Not really
helldivers found a way to flex your cosmetics while still having different people
and flexing cosmetics and stuff is generally one of the things that is mandated to be encouraged so it can drive up premium cosmetic sales
This of course would have been done a long time ago but if we were guardsman instead of rejects the respawn totems could be replaced with like guard posts under attack where some guardsman are posted that you "reinforce" so they send one your way (the respawn Ed players"
Thay would be a way to do it without really changing anything mechanically
that kinda works with rejects also
just have a camp of them
Also true
however I think everything being enemy territory past the spawn area is pretty consistent tho
so having a guard post would be a major change to map flow
also would make the respawns in horde rooms not work
One thing about helldivers is I wish you could have multiple cosmetic loadout to randomly respawn but the armor is tied to mechanics.
it'd probably make dying much more punishing unless the map was completely littered with guard posts
Just make the guards post be overrun
there isn't even normal loadouts, so
helmets and capes could work still
and reskins
I don't think you can backtrack respawn totems so same thing the post is overunned by horde so you can't reinforce back there in true grimdark fashion
I'll try to remember to not ping you again if it's the case, but should I interpret your react as you preferring to not be pinged on replies?
yes
Ok, sorry about that then!
yeah but you can get respawns in the same room until an event is clear
the most notable example is the gloriana power supply room (because gloriana is difficult so it happens on that map more than others)
I've had games where sets of people get rescued from it 3+ times
I see, either way someone could figure out a way for it to work, a esthetic is one of the easier things to change often.
Unless it's genshin and you made the game to have like 2 male body types
🤷♀️ I'm not really sure a guardsman thing would work thematically with the current mechanics
esp. the classes
If the game was originally designed with guardsman instead of rejects I'm sure they'd figure something out
Orgyn, Marksmen and Psyker all still work
I'd say toughness is also shields against melee tho
it just has bleedthrough if the shield is weaker
Priests are often attached to guards units right? So maybe zealot that way?
Though I think the melee focus of a tide game would be weird if it was skinned as guardsmen
I personally see toughness more as the mental strength to ignore the damage being inflicted on you (and have low level warp bullshit make it not actually kill you)
with the way fire used to work (stripping it all instantly) and how massive hits work (destroying it and dealing full to health) I'd say thats attacks or pain so severe that reality forcefully asserts itself and breaks the mental fortitude
is that the train?
well, two trains to move
Guardsman are good in melee though is the thing, but also fatshark has already taken many creative liberties with the game
and it's harder to deny you got whacked by the object in melee than that the bullets missed or grazed you
gloriana is the inter zone void mission
with a million barrels
In another universe where it were different we could have gotten a similar game with different looks.
My theory is toughness was supposed to be void shields
But they went with rejects so rejects having void shields would not make sense
the power room has you have to fix overloading capacitors and honestly I'm not sure if that actually helps given how fast they fail sometimes
snow
reinvent morbian steel
yeah
yeah I just Don't Get that segment
probably the hardest mission because it opens up with ledging: the area
and then you have the big room that groups usually spend a long time in
and the rest of the map also has 50 morbillion barrels everywhere
ok so that event explains itself poorly but you can in fact make it work better if you understand it
either failing the capacitors 3 times lets you through out of pity or 3 really is the magic number
I think it's pity
- unfixed overloads don't reset the event, they just force you to also reset at the main pedestal
you don't actually lose any progress
it just makes you waste time and put yourself on a big exposed firing zone
oh if you get it in time, does it just spawn the next one?
sorta
getting it in time is often impossible on higher difficulties
what is actually happening is if you watch a light is moving from each synchronizter in a circular pattern
how short a timeframe you have + having to push through to get there + you probably were in the middle rather than right next to it
first from left to right in the back and then from right to left in the front
so if you are aware of this you can follow it
and always be at the right one
how fast does it move?
not that fast
the move two trains segment is pub hell because someone always takes the weirdest path at the beginning and drowns in dudes so they respawn at the start of the event so you keep backtracking to get them and someone dies every time
or sometimes no one takes the weird path and it's the easiest segment ever
the two options
the two trains with the data interrogator on the prisma crystals ascension riser mission?
ye
hm I don't think I've had many deaths on that
oh ya'll know how to slide to make power cells less agony right
ye
I have to tell pubs how to do it in auric so just making sure lmao
ok sorry I had it slightly wrong in my head
the gloriana event has 3 "rows" of fuses
right
there's so many things you probably will never know unless you see someone do it or get told
but whenever I hear a down sound during that segment I just know we are damned to an eternity of coming back for one player only to lose another
basically one at the far back, one in the middle, one right up against you

basically the power marches from left to right down each row
starting from the back
and one fuse per row will blow
ah hm, interesting
you can tell where it is by the light and sparks coming from the fuse thingy
now, obviously, this is trickier than it sounds if there's a lot of people shooting you
and there's not actually any harm in backing off and letting it fail
but if you wnat to go as fast as possible you should hang out near whichever fuse is sparkling
oh fun fact: sometimes (maybe just one time) map mechanics change based on difficulty level
the train operation mission, on damnation the interrogators do half the job hands free before defaulting to how they work on the other difficulties
introduced another friend to the joys of fully specced recon las after he complained about the pack of hellguns
Hit and run and Stripped Down go great on momentum zealot
run & gun and stripped down on momentum zealot 
I don't think those blessings combo on a gun because I'd run nothing else for go fast time, haha
I'm trying out run and gun with my Burn Force Staff.
Haha I was going to ping the role to see who wanted to do some Tuesday Barktide and going to have to wait a minute for Steam maintenance
<@&1042950387478560878> Who wants to get that plasteel tonight
sure, we're up for some
whats the recommended recon lasgun version and blessing combo?
It's class dependent and depends on what you need the gun to do relative to your melee
Mk XIV is the heavy with punch through good for crowds, Mk 6 is the ammo efficient blaster good for shooters and hip fire, Mk XII is torrent single target deletion
Zealot needs shooter deletion so mk 14 with strength and weak spot bonus on 3/4th shot is good as is hit and run and stripped down
Veteran has ammo save on crit and brittleness on hit and can really make headhunter/infernus sing on a Mk XII
Psyker has no ammo talent and big finesse modifiers so dumdum/headhunter is a good play on either the XIV or the VI
For blessings I like the crit one and brittleness on psyker and veteran. The burn stacks add a lot of damage for flak enemies combined with brittleness means you're cutting through armored ragers and most flak enemies as easily as horde mobs and in unideal situations it works to kill crushers with less than half mag.
And psykers have great crit chance with high peril and combined with cleave on peril it becomes decent at shooting through hordes into specialists/elites
The more I play the more I really value brittleness partially because nobody else tends to bring it
rending is whack so I have nothing to basis the value of brittleness on either
for example there's a talent that grants +10% rending to warp attacks on psyker
and it does nothing when testing it in a clean environment because 10% rending isn't enough for warp attacks specifically to tick from one damage number to the next most of the time
whereas guns and melee weapons tend to more reliably benefit I think?
iirc the way rending works is make the damage value closer to the 'base' damage value (and then provides a boost if over 100% for all armor types besides unarmored and infested?)
but the base value could be anything, it doesn't have to be the 'unarmored' damage
probably the messiest system I know of in darktide, damage, armor, and rending
That talent in particular is bugged and doesn't add the rending
FATSHARK
Flak, maniac, unyielding, carapace get the rending boost. Brittleness adds to rending directly and the whole team benefits; rending only applies to you
Most brittleness caps at 40% but penetrating flame is a separate 20% and vet melee crit brittleness is a separate 20% so you can conceivably get 80% brittleness
no it does actually work
you can see it work on soulfire
in which case it makes it deal like, 8 instead of 7 with minimal other stuff
yeah ik
I'm just saying rending has a cursed implementation and so the effectiveness of anything related will vary
at least that's what I got from the explanation of the tester I asked about
I did test the soulfire thing myself and can verify it does change the numbers there
maybe I was lied to and it just only applies to soulfire (or whatever it's called) due to an actual bug 🤷♀️
I was testing using the little M1 fireballs on void staff and not seeing a change so maybe it works on fire and not direct damage huh
yeah the burn
very, very minor change also
🤔 someone could probably figure out a way to test 10% rending from other sources also and see if they have similar lackluster effects
and if the 10% starts changing things when you have some rending in play already
the issue with +10% rending to warp attacks is that IIRC it only applies to ONE SPECIFIC KIND of warp attack
yes however I've been told that's due to wonkiness with rending sometimes not mattering rather than warp attacks
and other people tell me it works with no warp attacks
I can say that I was able to get it to impact soulblaze so it definitely works sometimes
the question is, does it only apply to that, or do the numbers just line up for it to not do anything for all other warp attacks
if it only applies to that it's a bug
if it applies to everything and doesn't matter, it's not a bug but is very stupid
(esp. since the alternative kneecaps builds not designed specifically in a way that takes advantage of the upside due to having a hefty downside)
Toughness debuff really hurts on a psyker in most builds
You got to be like real confident in your ability to avoid damage or have a good team that's protects you to glass cannon unimpeded
Did you have the "+20% damage as peril increases" talent? That makes soulfire hit harder too
Warp rider kind of just goes on every build
Unless for some reason you're running a low peril build
Yeah if you can afford the points it's one of those "why wouldn't you pick it" kind of things
nah I removed all my talents and did a minimal path to it
and everything else (other warp attacks tested) didn't increase in damage
on my normal builds I have warp rider but I always forget to use it lmao
since I mostly use smite reactively to situations rather than as an engage tool
yeah
and also the massive peril reduction's benefit is going to swing wildly even among staff builds, depending on what they want to do
I think I've made gods silliest psyker build
I managed to get smite to deal at least some damage
It is extremely ineffective
But it is very funny
does it use empowered psionics?
Empowered Smite is about the only way to do it, and even then it's not remarkable but it's still damage that's at least noticeable when you fry a horde
Yes
Turns out venting shriek doesn't end the smite so timing it correctly lets you keep use the same empowered psionic charge longer and spread soulblaze
Yeah that sounds right. Shriek empowered Smite is a solid pause button of crowd control and will at least wear everything down some instead of just tickling them.
if you're trying to meme smite, not have a good build, scryer's gaze is probably the way to go
10 seconds of max peril
shriek soulblaze will kill all trash mobs on its own if you do it while warping out
With warp rider and some others it turns smite from cc to slow horde clear since smite will actually kill healthy horde mobs after a while
Soulfire is quicker but a pause button that will eventually delete the horde if your teammates decide to take a vacation during your smite is pretty nice
I'd say it's a big upgrade cause if you regular smite then at the end of it you rely on your teammates to clear it up and if they don't then the enemies are still there and now going to slap you. Empowered then the horde is gone except for the tougher enemies if your teammates did nothing so much more managable
I think repeatedly pushing can often serve a similar purpose?
I think if I was running turbo smite I'd grab rectangle shields and that's because I like me shields
like, don't use the smite all the way to max peril, stop and smack the elites that get seperated due to having higher smite resist, then rinse and repeat
What does pushing do?
entire context:
at the end of a smite (let go or end at max peril, can be dodged by swapping but you usually don't want to), things that got zapped enough fall over
things that don't get zapped enough don't fall over
the pushing is enough to move enemies around a bit, but also when the horde is on the ground standing back up after being pushed back/to the side, that leaves the elites open to get singled out
like uh, the animation at the end of smite that can quell peril
if they're near a drop down you can also just push repeatedly to get them to fall off
different enemies seem to have different resistances to the push, requiring more zap time for it to kick in
so if you do a little juice you can seperate the mooks from the ragers
a moderate amount can seperate the crushers from the ragers
(and to risk repeating myself, you can push them at any angle freely by rotating your camera)
TLDR: smite is more than a stun and you can use the knockdown and knockback of it to control the engagement even when solo
very quick and sloppy example
hm on more testing, I can't seem to knockdown ragers even with higher levels of charge
the principle still applies though
A Smite where I can quickly throw out a fast recharging shriek can make for some solid crowd clearing and whittling down larger foes.
okay I was wrong about the max peril thing
the push does happen if you swap off though, even without the animation
also here's how to trigger POW with weapon swaps (you probably want to avoid this but I think it's funny)
and here's how to trigger it by charging it up to 100% (more obvious but slower)
the push is the by far preferable use of smite vs the hold
also I noticed you can proc puncture with smite by weapon swapping just right and now I wonder what else
The one thing I miss when comparing Darktide to Vermintide is that it's so much fun to fight waves of Skaven.
I don't exactly miss stormvermin
they'd be so annoying in this game lmao
several times I had my entire team wiped because one player turned a corner into a stormvermin and just shrieked and hit em with the deer in headlights stare
and everyone poured out from behind the same corner directly into an instant kill overhead
I dodge into enough hits meant for others players already with the much more telegraphed maulers and crushers
(if you lure a crusher directly into my back and then dodge I'm force choking you in my imagination)
funnily enough that happens to me the most around ogryn teammates and when I was playing ogryn I kept doing it accidentally to my friend
the sheer aura of the ogryn makes enemies reconsider targets last second, new canon
I have a mod to try to make player outlines better and I still lose track of everyone constantly 😔
snipers tho
they're also super deadly with collateral
I think one time I got deleted by someone moving around way behind me and just before the sniper fired, I got put in the crosshairs last second
Ogyrn has a bigger hit box, which I love how Ogyrn POV you're always looking well down on your teammates but it seems to make a difference for enemies hitting you
Bullets hurty
protecc the lil 'uns
MAP23: Barrels o' Fun
yeah
I've been told you can shoot over your allies?
but yeah beeg hitbox
and remember that's with the iconic to try to balance it out a bit
ogryn also has a larger enemy adjacency range
aarughghghghghg
this game is so fun when it isn't constantly sharting out and desyncing me
moebing out
I'm trying to cook a build but looking at all these small nodes made me cry
small nodes can be good!
some of them are pretty nice boosts to survivability
I've been working on a Vet build that just bleeds critical hits.
my current vet build gets both the stamina regen delay reduction nodes
but that's for the meme of sliding for infinite stamina
the +toughness and +% toughness reduction add up significantly tho ime
I'm looking at 2 lasgun Vet builds, one that's crit heavy and another that just raw damage.
I'm using the las carbine and the charge up las for each build.
Surgical helbores are super nice
this is the power tax
wheeze
hm?
that's basically every auric vent purge afaik
although the event will add +ogyrns on top sometimes and I think let it spawn without snipers occasionally
I think lights out is the same
We sat down for an interview with Jesper Kyd - give it a read here:
https://www.playdarktide.com/news/the-music-of-darktide-featuring-jesper-kyd
Listen to the soundtrack on Spotify
► https://open.spotify.com/album/4hhzQWB9y2mXjcMF9e057x
Follow our D...
dark communion is such a scuffed mission
half of the entire mission is leadup to a finale that never happens 💀
so it's just intermittent crusher hell and weird sightlines for eons
I like it personally
I get the feeling it was supposed to be a special mission and they had to cut out the boss fight for developmental reasons
or it was meant as a timed operation but they cut the mechanic
also rannick is just, such a an incompetent dick in it it's super grating
Well he is an interrogator
like warhammer interrogator or interrogator interrogator
I do think the assault on the castle segment is potentially super interesting but it's kinda ruined by the pacing before and after it
Second in command of the Inquisitor's retinue/warband, behind the Inquisitor themselves
And yeah fair
like nothing in the mission is inherently awful
it's just in context having a continuous low intensity buildup with no payoff makes nothing have any impact
Fair. It definitely does feel like something should be at the end other than More Foreshadowing
I guess the obscura den mission is similar but it deals with having a lackluster finale by playing more into getting there being the struggle
ie the reflector field isn't that troublesome but getting everyone up there with the infinite elite spawns from the prior segment is the focus
I'm betting ||one of the karnack twins is already resurrected prior to the group getting there and they'll be pissed their sibling wasn't also resurrected||
however even just having a normal difficulty boss fight there would have been a massive flow improvement
it also doesn't feel repeatable at all??? every other mission feels at least plausible that it could happen multiple times
with gloriana and the train mission the dialogue is weird, but still realistic enough to if it came up again, esp. under a different mission control
which yet again points to 'narrative only mission salvaged for a normal mission'
which, with how jank special operations are I understand them not wanting to mess with that when they were already having to make havoc work
The bad guy at the end should have exploded into skulls
🤔 or maybe the intent was to get special operations working better so to encourage party finder use? which was probably the whole point of the havoc update
the final room might be interesting if they reworked the ritual walls to also block enemies and infinity spawned bosses so you had to try to rush to kill the cultists
or if they amped up the 'entering the castle' segment prior and removed all the walls but one so it's more a cool-off than a finale
Oh the Sister never died to start with
She survived, if barely
My guess was they were attempting to summon a Greater Daemon or something
This isn't a theory btw they pretty explicitty point out in several of the Lore Entries that she survived, even prior to this mission
we also fought her
any bonk enjoyers got tips for building the thammer
T h r u s t
The hammer itself or a build around it
T h r u s t
mostly I want something anti-armor in my melee slot so I can try some other stuff aside from revolver in my ranged
Head taker I think is a neat second blessing
Unyielding damage is a great perk for boss thwacking
The ignore hit mass on full speed heavy swing is neat also I think (been a hot minute since I played I do t remember blessing names)
- 60% defenses, 80% everything else
- +25% damage (carapace/unyielding) enemies
- Blessings: Thrust + Headtaker OR Slaughterer (preference)
then go bonk away
Trauma and Thunderous is what I run
oh shit I just realised
the mark swap means that I can run this goated antax as a rashad instead
lets go
Rashad with brutal momentum feels great
Cut hordes to your hearts desirs
And the attack pattern is easy to use to hit heads all the time
alternative: dueling sword which doesn't even have an attack pattern really, it just stabs on heavies
Mk4 Dueling Sword is just kinda ridiculous like that
trying to run the shock maul is making me scream
unless I'm stupid, the horde combo can only be accessed from neutral
...wait, I never noticed I unlocked a second mark
maybe this one doesn't hurt my bones
okay I am a bit stupid
push attack -> light -> heavy works
I took it into a match without experience with it and kept losing my horde combo in the middle of hordes
SUBOPTIMAL
Makes it great for making sure the first enemy you hit is the one you want for bonuses like shroudfield.
Horizontal swing heavies is the bane of shroudfield but I'm not sure why you'd run both at the same time
honestly I think it's mostly fine to have a weapon with clear-cut patterns
the issue is that it has cracked stats in everything else also, except max stamina
The 2 heavy attack combo on that dueling sword mark is funny, it's a stab, then another stab
That's not an attack combo that's just stabbing
I think you can get a third stab by stabbing again at just the right speed
but I usually stim by going around the map heavy attack stab sliding
weeeeee
like, the angle is distinct to the other stabs
it's really funny because I cannot wrap my head around combos
so before I was just light attack spamming with tac axe
Wild dueling sword has the heavy attack speed boost
I don't know any others besides combat knife
the blessing? I think people usually run thrust, riposte, and agile
oh and uncanny strike
🤔 how does this work?
Same as knife, when you sprint and hold heavy attack you actually move faster than just sprinting
oh
I did not know that lmao
Dueling sword has it but it doesn't change FOV like combat knife so you don't notice unless someone else is watching you
Your fun is optimal
ideal
Get meta'd
the loop of middle mouse to slide -> release heavy -> hold heavy and press shift -> repeat
A big reason I like DS over knife besides it's just cracked is the blessings. Half the knife ones are like bleed and I don't want to 2 shot something I want want it one shot so I'll never really use max bleed stacks or damage boosts on bleeding enemies. For bosses I run bolter for bleed stacks
Dueling sword blessings are like mostly all good generalist ones
DS4 stabbing bosses to death is also fairly viable
I think a weapon only really needs to have 2 good blessings to be meta, since you're only using 2 at once (or just a really cracked one, or stats, etc)
more just gives it wider appeal and increases build diversity
I do like build diversity
yes
it's generally healthy for the game also
🤔 I'm not sure if DS should be brought down or other weapons brought up
I also mostly on play zealot so like most of those blessings would fit on any build really
someone pulled me into havoc and I had to build a DS zealot for havoc and I threw on a generic crit build lmao
first time I used fury
I think probably down, others up. If every weapon was DS I don't think current enemies would be much of a challenge.
They'd probably need to rebalanced enemies as a whole
hm
Havoc they slapped on modifiers to limit players cause we're stronk
yeah but for purposes of quickplay auric kills you from All the Bullshit
and weapons being good can only do so much
Yea it's usually specialists that end runs
DS4 can only kill a crusher ball so fast before the sniper, trapper, and gunner ball get you
I think that's just how the game is designed
New gunner threat made me firmly stick to zealot
the specialists are meant to fuck you up so the elites can murder you
That slide resist is too good
sliding makes you immune to gunners anyway
with only small periods inbetween each slide
even ogyrn can do it
sliding makes you count as dodging to ranged attacks
that resist is only for melee attacks afaik
according to this website they take full damage when sliding
and zealots take 50%
