#dark tidings (Darktide for people in the searchbar)
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you can't slide continuously though so you do take a few shots at the start/end of each slide in the chain
maybe also explosions and other strange stuff?
at least this is my understanding
"dodging to ranged attacks" from blessings and the like is jank wording when there's an actual dodge with it's own reduction multiplier
I personally would just use the word "immune", and say that sprinting at certain angles and during slides/dodges all make you immune to ranged attacks
but maybe there's some that can't be dodged ๐คทโโ๏ธ
Damn poor ogyrns
Immune is a better term since it doesn't activate on dodge stuff
Being able to fool gunners by slightly sprint to the side towards them is funny
they can still slidetide!
it's just it won't help in melee
they have a lot of tools to create space so I think it's less an issue than it sounds
thematically it's supposed to be outrunning their aim
given the penances depicting it against reapers
Yeah, also i do like how most weapons have both a mark with more simple combos (doing all heavies or all lights) and a mark that rewards more technical combos so everyone has something they can use
wasn't there a way to change classes during the pre-mission screen
I could swear there was
for bonus certified fatshark wording, stripped down makes you dodge bullets, which procs on dodge effects, while sprinting sideways is sprint dodging and doesn't
the running sideways dodging is so wonky, it feels like a vestigial feature
Like in practice it ends up like, why dash sideways to dodge bullets when I can dashslide forward and kill the gunner?
you can change loadouts but classes are a whole headache
you have to 'change operator' which puts you back to the main menu
there's a mod that facilitates doing stuff from the main menu but it breaks a bit when parties get involved
otherwise you have to load the mourningstar again any time you want to switch chars
...and walk to the mission terminal which is just. the game absolutely does not respect your time
(helldivers is similarly awful with walking back to the terminal if missions start breaking but unfortunately doesn't have mods to fix that. diagetic ui is cool and all but, the UX is awful)
I think it's more to prevent frustration of getting murdered by gunners when running around
but also sliding is definitely way more OP than they thought it'd be (unless VT2 had similar?) so it does feel vestigial when you should probably be sliding everywhere to keep your stamina high in the first place
You're gonna get murdered by them if you're not dashsliding anyways, you only have the protection in the very specific and narrow angle of running 80 to 90 degrees perpendicular to their line of fire on you
The way I've seen it worded it is was like, they originally intended it to protect you as you dart from cover to cover, but the slide mechanic overlaps it in a way where you can just dashslide at the guys shooting you and kill them
It ends up being why a lot of people don't have that "dodge reaper bullets" penance, you either kill the reaper at range or you dashslide up and kill them up close.
Like, this isn't a practical system the game requires you to make use of
My understanding is this game was originally "everyone was a Veteran" and this sounds like a system from a more gun-centric cover shooter
But the game as it is now is a dashslide melee hootenany and this system doesn't come into play very much at all, like that might be why that reaper penance is kinda awkward to progress
yeah, it took me eons to get it
it'd probably still be better to slide from cover to cover
although not having the vulnerability between slides is probably nice, I just wouldn't trust it
Yeah, like the slide system completely overlaps this rundodge thing
So much so that it feels like it's a remnant of an older vision of the game
But there's still penances and blessings that tie on to it.
its all very 
taking cover pretty much never works anyways
the safest place to be is plugging the gun like bugs bunny
no but for real it really pisses me off how I can't squat low enough for the clearly gears of warsy chest high barricades to actually do their job
What does veteran cover mechanic do
lets him peek over cover when ADS
Is it like peek let's you see fully but most of your body is behind cover?
I think your hitbox stays the same but your camera lifts or something like that
I have never in my entire life remembered I can do that
reject cover embrace slidetide
I don't think I've ever really played a traditional cover shooter
for me 'cover' is just breaking los with a wall
Pretty much. Too many gunners? Just leave! If you're feeling confident enough do some powersliding toward their position and start swinging to force them out of shooty mode.
A side-habit I try sometimes with staff psykers is spamming warp bolts toward shooters in an attempt to suppress them. It sometimes works.
you can do the same thing with shotgunners (run at them to get them to stop shooting) which I feel is really weird
I play zealot so I never opted for cover
If the enemy is using cover then that's a mistake on their part to be not shooting cause I'll be in melee and cover will not help
Even on veteran I just shouted until I got better
snipers can use cover effectively sometimes
although the real nasty trick is when they look like they're in cover but aren't so you keep trying to shoot over it
the funny part is that regular shooters are a lot more likely to point blank you than shotgunners
the shotgunners have machetes and when they pull them out it's so over for them
Before shotgunners got knock back nerfed you'd get them refusing to engage in melee
They just point blanked you several times, they will not stop their shooting animation
They bought Burst and they will shoot a burst
they'd probably be more dangerous if they just stood there doing nothing until you backed away again
but they follow you around staying mostly ineffective
imagine the bayonet guardsmen but not bad at their job
as at the moment they take a few years to recover from a lunge
and tend to forget to go back to shooting
if they switched modes fluidly they'd be an avengers level threat
Moebian 6 are in lore highly well trained and discipline soldiers
Then 4 rejects come along
in mission lore they're all on smoke breaks
unfortunately they're coked up on warp fumes
More like they got smoked broke. Because flamer or something idk
"it's the carnival sir. all the off duty people you called in are high af"
ripping it straight from papa's garden
The warp shrooms fed off of the corpses of your enemies hit different
they're well trained in the art of driving closer to hit people with their swords thirst for glorious melee combat
We don't even get flak armor, just plot armor
They refuse to give any thing other than pants to zealots
I think it's less plot armor and just every failed mission is also canonical
it regenerates!
We get a set that has a small book sized section of chainmail
and it's just the missions that we do are the 0.001% of rejects who become legends
So many dead knife zealots
like imagine, for every actual mission the players do, there's 1000s of missions done by 4 bots who die in 30s
if it weren't nurgle we could win just by clogging all of their travel channels with dead knife zealots
and then missions like rolling steel and dark communion are the ones that only happen once/a few times with the best of the best
so yeah narratively the players are special but not really plot bullshit
but rather putting boneless meat in the grinder enough times that you collect enough errant bone shards to load a gun with
if that makes any sense
the traitor plot is so fucking funny btw
it took me and my friends so long to figure out who that even was
we were like Literally Who
I think it's interesting because they're secretly in half the cutscenes and you don't even notice
Would the imperium really do that? Just let the inquisition send waves upon waves of hapless people to their death? This is why you should have more faith, join the guardsman
it's more a cool thing you notice when leveling another character
I did my characters all the way to 30 one at a time and each time kept spotting them in more scenes
the traitor is someone you never suspected? cool
the traitor is someone you never committed to memory? funny
The reveal was so lost and I didn't realize until dozens of hours later on a new character it was a shopkeep
the face you've seen before but can't remember from where
That I probably passed by and talked to hundreds of times
yeah!
I think that's great because it adds a lot of replayability to it
you're in the dark the first time
catch on the second time
and then the third time you're hunting down all their little appearances
I'm glad we got the gameplay we did. Cause it's extremely sick, but remember when they lauded story and getting a prolific writer to direct the game plot
since you know the actual plot and interactions there needs to be something like that to make it not a total snoozefest when you do it again
I'd probably choose gameplay over story, having come from destiny you can only replay a story line so many times
yeah
idk I think most missions are written very well
they use a fair few techniques to make it less repetitive
Are they in an order or just very self contained
it's not A tier plot as in plot for the plot
but it's good to complement the gameplay
some have an order?
but I think the self contained ones do better
I never got tired of the character chatter in vermintide and could piece together a sort of timeline and logic progression of the missions
here I don't really care but it's never grating either so could be worse
I don't know, aside from the events and skulls many of the storyline in missions don't really carrybover
I do love the voice lines in vermintide 2
"faceless mission done 100s of times in a bunch of different places, slightly differently" is the narrative resonance they're going for
I do wish we had more lines for like backgrounds
yeah that's the primary goal
being amusing but not grating
The 2 backgrounds that basically matter besides personality for voice is cadiain vs not cadian
Cadiain characters will always talk about how it's like Cadia and the not Cadian ones all shit on how well Cadia is nowadays
I accidentally picked an ex enforcer for my psyker voice and he won't shut up about his copper days 
because if you have a super memorable ordered plot it's going to get repetitive very fast
Luckily for 50k dockets you can change personality
I like the fem enforcer and masc madman best for psyker I think
I chose insane zealot woman at first cause I thought it was funny 40k fanatic but it got tired fast and paid for vaguely French zealot
I have the zealot that is obviously trying her best to not be bigoted but failing utterly because she was raised in the imperium
I have to hold back laughter every time we do twins and ronda gets her ass kicked in seconds and goes "you wouldn't last a day in the sixth!" before coping out of the encounter
oh you do twins more than once? I need to do that sometime lmao
Cadian is like this is a nice vacation
Also there was a deathworld background
Dont twins have a secret boss mode
yeah but I don't remember the trigger
You have to ring seven bells a specific amount of times
bells
Assuming it wasn't data mined that's kind of wild to figure out
Hard mode is significantly more difficult than normal twins on account of eight million ragers
honestly the hardest part of the fight is not having someone on rager duty when the gas disperses
or maybe like two to four someones
the bosses are a minor annoyance in that moment
the greatest threat from the bosses is rodin's aggro indecisiveness leading him to do a 180 and melta your spine if you ever decide he surely got a new target and stop looking at him
What if the real threat to the imperium wasn't the darktide, but the Randoms we queued up with along the way.
so true
max wound ogyrn/vet isn't real, they can't hurt you
max wound ogyrn/vet:
I have yet to see a max wound psyker
despite there being theoretical meme builds to make it amusing (taking the one that lets you POW without going down to explodemax)
honestly that might even be useful-interesting, depending on if it still heals you as if you went down or just applies the corruption damage
not good but like. a funny meme
you can change it with the chirugeon guy!
aw probably not
suicide bomber psyker is some kind of meme for sure
not remotely good or even particularly effective, but a meme
yeah I'm just shocked I haven't seen it
if it restored hp it'd actually be like, semi effective
Bomber psyker is just all psykers on malice
I just had a Moment where I looked at the mission select screen and admired how nice it looked
and then I realized everything I appreciated was from mods xd
I'm stupidly obsessed with the idea of an autopistol build
because the gun is just so weird
The big thing is you want pinning fire for better cleave and the other blessing is a flex slot
I love angry shit box
Unnerf the auto pistol we can be trusted with it ๐
Does it still have surprisingly high stagger? I found that part really funny
Sure does and it's funny on middle tree zealot with 30% more impact
I had a very enjoyable run with uhhh
agile tac axe, powderburn and blaze away autopistol
agile tac axe my beloved,,,
do you have the autoswing mod for maximum tac axe silliness
nope
unfortunate
another silly thing you can do it a momentum build and use the infinite dodges to get momentum that way
but you'd have less ability uses than with your current setup
I've done both and I think fury is stronger overall due to more consistent abilities but momentum is more convenient since you regenerate toughness on a clock and thus aren't left high and dry basically ever
momentum also improves dodges, an unlisted effect
another fucked up zealot talent behaviour is that shield of contempt stacks with multiple zealots
World's Most Invincible (40% of time) martyrdom zealot and his hype squad
does it work on toughness damage or only hp damage? it's always super unclear to me
because a martrydom zealot probably isn't taking hp damage very much
just in spikes to get all their benefits to trigger
needs hp damage to proc, applies general damage reduction
hm, thinking about saving a point by taking loner and taking melee speed or close ranged damage instead
the autopistol is surprisingly competent here but the throwing knives are inseparable from it
ah yes the eternal zealot question
"the right side of the starting tree is cracked but I don't want to take loner, should I anyway"
loner does make some sense with shroudfield since you regenerate toughness even in the middle of a crowd while stealthed
but it's so very whatever
I think ideally you have better things to do than just sit stealthed waiting for toughness to slowly regen
it's planning for a worse case and extremely mid at it
the real zealot struggle is that duelist is behind two small nodes
and on the opposite side to everything good
even if the rest of the party wipes I think loner isn't that great because after the initial surge that keeps you melee locked, there are so few enemies not regenerating toughness is fine
is duelist the weak spot one?
ye
it's also next to until death
the zealot tree is like.
left, right, then do whatever in terms of power
until death and it's sequel are the only way to regenerate hp without using resources afaik
until death is Ok but it's a significant detour and I can prevent death with the extremely strong talents I get from not going there
less of a detour if you're doing charge ofc
the main thing is that it's so widely useful
stealth crusher? survive it and get some hp back
sniper? survive it and get some hp back
attrition? survive it and get some hp back
it's useful when random bs thing happens but also normally
using it actively for 5 seconds of doing anything you want for free is better than keeping it in your pocket imo
adds a lot of reliability and insurance "I'm fine, I have until death, you take the med station"
if only it synergized with martyrdom
which it technically does but martyrdom is stupid to begin with
you can still get cc'd with it?
it's the main downside, dog trapper and mutant can destroy the duration
hmm yes I will invest all of my everything into more wounds for the express purpose of losing them
how is martyrdom stupid
the wounds still work fully???
but also the stats you get from stacking it are competitive with the stats you'd get from using curios normally
wounds just break your hp bar into smaller chunks
to me it seems that they tried to ctrl+c ctrl+v vermintide zealot
and didn't consider how different wounds make the equation
martyrdom zealots are ungodly tanky but often struggle with toughness regen from what I've seen
like, bursts of it
tbh though most of my exposure to maryrdom and shroudfield is one of my friend's demonhost oneshot build
the wounds are the limit to how low you can crank your hp % and still get benefits
6.5% toughness reduction or whatever may sound small but it stacks additively
and the way wounds function normally is not impaired at all by low hp- you need to go past low hp to go down in the first place
so instead of max toughness curios you turn wound curios into something that gives each of your toughnesses more bang for their buck
in addition to the offensive increases
my problem is that you have to take curios and the talent to be able to get the benefit
a stat that no one would normally want on their curios
no other capstone asks for this kind of investment and the payoff stops short of breaking even
if everyone could get another stat they care about for free on wound curios they'd be considered more useful
martyrdom struggling to get high toughness is a thing in its favour though, technically
damage bleedthrough is prevented at full toughness no matter how low that value is
and you want that to avoid going down
you don't play to take passive damage with martrydom
you get your buffs online with until death or a barrel or something and then run around at as close to 99% of a single wound you can for as long as you can
the payoff absolutely does not stop short of even? Martyrdom Zealot has the best TTKs across all human melee weapons of any build in the game
If you can maintain it, it's incredibly potent
yeah for stats it's an amazing deal
it's just you have to play at low hp and that is a major downside
barrels become even more deadly due to bypassing toughness
think of martrydom optimized being like:
You can't have more than 1 wound of hp.
Every wound curio you have gains the following stats in addition to it's core stats:
- +8% melee damage
- +6.5% Toughness Damage Reduction
- +4% melee Attack Speed
the final possible values being +48% melee damage, 39% toughness reduction, and +24% melee attack speed; at least on heresy and damnation: it's 1 stack higher on lower difficulties due to more wounds (although sedition and uprising hit the stack limit so they're all identical)
a major thing I'd say limiting it's top end potential is just. Blazing Piety + Invocation of Death to spam chorus is too good
it gets outcompeted in a different department, utility and team play
however outside of maybe 30+ havoc I don't think you need top-end number crunched builds to be effective
it's still solidly an auric-capable playstyle
i think even playing at just max difficulty on normal, you dont need really need optimization
your build needs to have some synergies and work, but thats about it
as in non havoc/non auric
Even on Auric you can mostly throw whatever at a wall as long as you can deal with a conga line of crushers and ragers which a ton of builds can do
Pretty much, can you deal with most enemies? Congrats it works on auric, although some builds definitely make it easier than others but there's not a build cap for auric once you've played enough.
i havent gone into havoc at all, but i imagine the demands go up a bit and require a bit more intimate knowledge of builds interactions
I keep wanting to try out Havoc, mostly for the sick-as-hell cosmetics
But I legitimately don't know if I'm good enough
Havoc under 15 is Malice equivalent and 16-25 is Heresy equivalent so Damnation kicks in at Emperor's Fading Light 2 so you can go further than you'd think
Doing 1 Havoc a week is huge resources from the caches
yeah low level havoc is usually easier than the average normal board mission due to forcing a premade of those who've done a malestorm prior
eh I don't even think you really need that unless you're expecting to carry
you need an okay build OR leveled weapons
๐ค that's not saying it's not difficult, just that most of the difficulty comes from understanding the mechanics of elites and specialists that aren't explained anywhere, rather than build stuff
Got it, and how many do you need to do for the cosmetic rewards?
like half a year
it's totally insane
if you just want specific rewards though the answer is going to be very different depending on which one
some are tied to havoc clearance, others are tied to helping others, etc etc
I think havoc is more a matter of finding the right group since the intent is all pre-made play
if you find a group you mesh with the individual ability requirement for each player is going to be lower
if you just enter randoms it'll be more gambling than anything
that said I do echo what clem is saying, you can treat havoc 1-20 as quickplay auric and it'll be fine
hell, 1-10 as quickplay normal board
in terms of builds havoc impacts ranged play much more
the grace period when your toughness breaks progressively shrinks and enemies lose their stormtrooper syndrome mechanic
and ammo pickups become scarce so if your team can't mostly run off of a survivalist vet you'll need other tools
on that note
I play a blades zealot and my friend is a staff psyker main
so our random teammates incredulously walk up to all the grenade/ammo boxes we ping like "for me? :D"
lol
a lot of the lobbies I enter have only 1 person capable of picking up grenades, or a vet who regenerates them so fast they pretend pickups don't exist
If only blades could refill from grenades instead
Vet probably on havoc and both talents that regen grenades you'd throw grenades more than shoot your gun. Ammo modifiers hit hard
Especially in the off chance you're like a gun Ogyrn and there's another one
demo team scales heavily with the elite count so you get even more than you would normally
Shredders are pretty nice for thinning hordes with how many you get
blades refilling from melee kills should probably tide users over enough
however in havoc the zealot often has a flamer and is getting all the ammo so they can use it (since the enemy density is so high, that and purge staff shine)
Just always be throwing
shredders can also work well against crushers
they're good CC on top of bleeding everything
however I get the feeling my game would probably implode if I experienced someone doing that in havoc
Does havoc 30+ have modifiers that would affect grenades? 2 shredders should just kill everything that isn't a crusher
I however hate horde clearing weapons so I stick to different stuff ๐
it has modifiers that effect enemy hp iirc
I am hoping next time I try out havoc I'll have a survivalist vet teammate consistently since that'll make my gun usage fine
I typically use less than survivalist refills so never have to pick up ammo when they're around, and I think that is unaffected by the havoc modifiers
so as long as the increased enemy density doesn't overload my economy I should be able to run my standard stuff
iirc the highest I've done is 29
Looks like some new cosmetics got shown off. Or leaked. Idk.
https://www.reddit.com/r/DarkTide/comments/1ib6teu/new_cosmetics_in_new_hotfix/
Most of them are kinda eh to me but that psyker coat is just
And the veteran helmet too
Prolly
gaming
They do look nice
It's just some of them feel a little samey to other sets
It's like they put half of their effort into the psyker coat and the other half into everything else
Not gonna complain though, I main melee psyker and I NEEEEEEEEEEED that coat so fucking bad
It'll look so good with the rogue trader hat
Between this and the Rhino Heirloom I'm not going to financially recover from this.
Eh, I prefer my Blade of the Lotus Rhino, so I'm safe there lmao
best havoc 40 team
unga unga unga
would have been deathless except one guy crashed and got another killed due to the positioning change
had to salvage that and pick them both up
truly a darktide moment
https://youtu.be/8SPWsmasgXU?t=66
imagine if darktide had one of these trailers so people actually understood how dh's work
Voici l'intro du fabuleux FPS signรฉ VALVe et Turtle Rock Studio ! Une expรฉrience intense et jubilatoire ร laquelle il faut jouer absolument !
Jeu disponible sur PC et Xbox 360.
(flashlights and shooting near them (any source of suppression really) aggravate them, not just proximity)
Yea people assume it works like l4d2 witch which only triggers on flashlight directly at them or gunfire
Even though I'm zealot I run past a good distance so if I do fire a gun it won't be in range to contribute to the angry mode
Which some people don't do and are like firing heavy stubber or plasma guns volleys near it then trigger it, which I assume they think it works exactly like l4d2
I want to say stray scab sniper shots can wake it up and can't verify
Pro strat for sniper imo, why don't they just shoot the daemonhost while the rejects are nearby are they stupid?
inb4 l4d style witch vs infected
(at least iirc in versus doing that will make the witch attack the special that pissed it off instead of the nearby survivors)
I think generally witches are easier to tell the aggro state of due to it being more direct and there being less bullshit other stuff blocking your view
and I'm pretty sure the range is much smaller and decays in l4d
and a lot of people ignore the frost I've read in comments (or disable fullscreen effects)
The frost gets lost easily in level environmental effects
I usually give it a wide berth, or walk real slow if I have to get closer to move past. And for Throne's sake, don't gawk at it!
there's also some annoying parts like the dh spot not lasting very long
The sound is always prevalent to me, directional audio is great
I think there's tiers of 'dh obliviousness'
- doesn't know what an obstacle enemy is
- knows of it but is still learning what it does
- thinks it's a witch they can crown
- thinks the aggro doesn't build up and so is fine fighting in range of it
I don't think I've ever noticed frost
from what I've read it actually doesn't have directional audio? it's a problem for some mods
like the intial sound is directional but the passive ones aren't
and the mod that converts audio to visuals thus can only display the initial sound
it appears increasingly around the edges of the screen as it gets more pissed
AFAIK there's exactly zero reason to ever deliberately engage a daemonhost unless it's for a penance, and yet I still have seen people ask if we want to fight it, get a majority no answer, and then someone runs and attacks it anyway
notably this is how you tell that despite being on a different floor you are still accumulating danger
Killing a daemonhost can clear up space if you're in a tight space
dam
I have friends that have dh killing builds but the goal is mostly memery or killing it before you can get trapped having to fight next to it
It's only reasonable to do, however, if you have a thammer zealot imo
because they legit can just delete it
you can 1shot them but it generally requires a specialist build
and doesn't always work, but usually they can clean it up within 5s
I've also seen some gun builds
although they're less reliable, still generally safe if you have a friend nearby as insurance
you can
backstab headshot thunder hammer in stealth
with almost full martyr stacks
Best I see these days in practice is about 75% which a second boop handles
By the time everyone yells "demonhead, noooo," it's dead
I've also seen a dh take 2/3rds hp and not wake up
like it got hit
didn't aggro
then aggroed a few seconds later due to proximity after the confusion of it not aggroing
and it had 1/3rd health left
the main problem with people trying to fight them is the shield ogyrns who jump in and then tank
and then the team gets more messed up than if someone had stumbled in and died because suddenly everyone is at 49% corruption instead of just 1 death
I never noticed the frost, I just vaguely know the stages of it like rising as an indicator of how much aggro you made near it.
yeah the frost is more consistent than listening to what stage the dialogue is at
both mainly for when you can't see it directly
Yea the shield Ogyrn thing I see often, even after everyone has run past they I assume trigger it so no one else does.
I think generally putting 3 people 1 bad shot away from death is more dangerous than 1 person dying
and that's assuming the shield ogyrn tanks successfully which is often more of a tossup than a dh hunting build
I assume they don't know it causes AoE corruption for the team
๐ค I think the biggest player to game misunderstanding involving them is their purpose
in l4d witches wander around and there's more expectation for you to fight them
but also their aggro goes down after you leave a bit
but dhs slowly build up so staying in the area poses more risk than merely getting knocked into the dh insta threat range
there's so much stuff that players probably only learn after it happens 3+ times while they're paying attention, it's unreal
I for one didn't realize why I had that much corruption
I just thought I got hit by it and the other stuff
it was only when my builds got to the point where I could be sure it wasn't due to getting hit that I made the connection
meanwhile this intro teaches you so many game mechanics and accurately
zoey even pushes off the hunter before shooting it
although darktide is also much more thematically (mechanically? valve time gives new meaning to this) messy so shove vs shoot for dogs is more of a tossup even when that close
helldivers is similar
it's interesting to learn that way but ultimately less conducive to enjoyable pubs
because not everyone is involved in the wider community, has enough time to learn it the hard way in lower level missions, or talkative in-mission
and unlike dark souls I don't think this is intentional to encourage community interaction
Frankly most of the time I'm just letting whoever triggered it die
on the off chance I see we're doing good damage to the DH I'll pitch in but yeah
It's such a hassle to kill the daemonhost that it's not worth the effort, unless the team I'm with actually has the coordination and capability to kill it (rare)
Maybe more than 3, theres some mechanics that are hard to figure out without looking up
this is usually my first thought but then the team throws themselves at it and if I don't help it'll take eons for the ogyrn to mess up and die or the others to kill it
yeaaaaah
and then I remember that I'm running a weakspot-destroyer build psyker of some kind and feel at least sort of obligated to come contribute headshots
either that or brittleness from trauma/inferno staff
The only accidental daemonhost encountered I enjoyed was as a veteran, I marked it and ran a room ahead because the horde was basically nonexistent and you probably could have run past without damage but the other 3 were like standing and fighting like a dozen pox walkers for no reason.
They triggered it, someone immediately left when they got downed by the daemonhost and it targeted me, little did it know I have the devils claw and parried almost every attack and it did more damage to itself than my teammates did.
The ol heresy days
I'm so glad I learnt that from this message
saved a lot of time in a pub just now lmao
hm
what if each map had an achievement like the 'insert samples within 5s of each other' in excise vault or the 'kill things by pushing them into fan'
but it explained the mechanic in the achievement description?
(because if they change the mechanic they might have to change the achievement description anyways)
so for foundryplex that'd be "Restore power to the lateral shuttle without any pylon overloading (plyons power up left to right until one starts to overload)"
Wow, Penetration of the Soul is finally working
and it's STILL bad lmao
Really loving that Warp Flurry was fixed tho
My beloved Electrospam is back 
What was broke about Warp Flurry?
thoughts
It's a great starter knife, eventually you'll want a knife that has 80% mobility for the zoomies and this will do you fine til then
what do you give up for mobility?
On a knife, either damage or penetration, the ranges on damage are low and the penetration is made up by rending blessings
Hope you're not going into the foundries wearing that...
I opt for penetration if it's zealot , the difference between 60 and 80 for knife doesn't hit different breakpoints so you'll one shot most enemies fine with 60 even if for some reason you don't take a rending blessing, uncanny Strike my beloved.
Difference between 60 and 80 mob is kind of noticeable
I don't have a screenshot yet but I'm happy with my Helblore gun with Rending shots and Crit chance charge on aim. It's becoming a deletion machine.
Yeah Surgical/Armourbane is a power combo
With bumps in crit chance and more damage on armored guys.
The fun part is if you shoot a crusher twice with the combo you can stab it the rest of the way to save ammo
rending jank moment
Nothing was wrong with Warp Flurry. The Electrokinetic staff was bugged so anything that sped up your charge time, ALSO increased the minimum time between lightning bolts
So if you have flurry maxed out, you'd actually lose dps because you couldn't take advantage of it
I swear there was a mod that allowed one to disable bleed particles without impacting any other particles but I can't find it
I've been having fps trouble with some pub lobbies that is clearly linked with bleed builds (usually shredder nades or the ogyrn charge hitting a ton of elites at once which continue to bleed while everything else is bleeding)
I think it's because bleed stacks in intensity which creates even more particles per enemy
I might go to the modder server and request a mod to just cap the bleed stack fx
anyone else notice this? ๐ค
it could also just be more general fx spam
fire + bleed + smite all at once
The one thing I'd want is to be able to change ground fire
The friendly brighter flames zealot grenade isn't distinct enough from regular flamers hurt fire. The tox flamer being green is very clear.
yeah I also agree but I'd prefer to change zealot fire instead
sadly aren't options to make it better really aside from maybe nurgle goo
๐ค honestly what I'd want is clearly distinct barrel fire, other fires (optional if tox and normal look different) and zealot fires
because barrel fires are unique and damage hp directly which is turbo dangerous esp if you're running around at 10hp
Psykers I believe has blue
yeah but apparently it works differently
and I believe it, it's not a ground fx
Psyker fire is like a blue-white (bright as hell and blinding)
so trying to use it to replace zealot fire just doesn't display
or some other weirdness
Zealot and psyker having blue would make it visually distinct as friendly
yeah I agree
barrel fire also needs to look different
the difference between tox fire and scab fire is minimal compared to "oh you have 10hp and full toughness? you're down now"
granted I think barrels should just not work like that
they're deadly enough as is with instant death just add no ledgegrab
this is more an fps concern than a visual one though
I'm generally fine with everything on the screen flaming, bleeding, and with shock fx
it just makes hitting headshots difficult with the rapidly changing fps
I say go Dodonpachi and make bad fire pink and good fire blue
I believe modding textures is a whole can of worms so it might be difficult to get the zealot fires blue with a mod
and I don't think fatshark would ever do that
Fatshark said solo private lobbies with bots, 2 years ago...
idk why they don't
maybe server concerns?
because while offline solo lobbies exist they allow cheats and thus would break progression more, so they'd have to make them online
The fire particles are apparently hell to change without rewriting a ton. Regular zealot flamer like tanks framerate of weaker PCs
(the prologue is an example of an offline lobby without mods)
how big is the fatshark team for darktide
I legitimately can't tell if it's 100 people or 5 people
No clue, it seemed like an off hand comment they were going to add it but never did, as for why eh
the way everyone talks about it I had assumed it was a promise
I personally would never play them because bots suck so bad
private lobbies exist
just only duo or bigger
so weird
Yea, if I had to guess it's to keep server load down.
Cause bad coding napkin math, if 4 people have a lobby each that'd roughly 4 times the server load compared to 4 people in 1 lobby.
And I don't believe darktide does like WWZ blobing, they keep each enemy hit boxes pretty accurate no matter how dense.
<@&1042950387478560878> Who wants to do chill Havoc progression for a bit this morning
what havoc level are you working around?
17
I think I'll come back to it a bit later though, just developed a bit of background noise that'll get in the way of comms
fair
was just checking, I'm not even sure if I'm free yet lol
Do you gotta reinstall all the mods in that case?
turns out I just had to run the .bat again
Yea it doesnt delete any mod files it just undoes the modloader
yeah that was also a big scare for me the first time I accidentally did it
I think it only asks if mods aren't active? (ie after a patch before re-enabling)
it's probably safe because mods are in their own separate folder it knows not to touch
I make backups to my mods and settings every time I update them
but knowing me I'll just brick my computer entirely instead and not bother to recover anything ๐
I have a mod that backs up my mod settings lol
It is useful for day 1 patches when it breaks a mod but it will eventually get fixed so I don't have to redo settings
I think I tried it but couldn't get it to make backups
and it also crashed me lol
if my hud settings get deleted and my manual backups don't work I'll be sad though ๐
So same i spent a day customizing my hud
These were old ones of mines, it's generally the same
Teammates on the side with color codes HP based on how much they have
mine is heavily influenced by planetside2's centralized vitals
hence the vital hud elements actually being around the crosshair
Centralized HUDs are so good
Being able to customize the hud to this degree to how it makes sense to me is such a huge QoL I never thought I needed
knowing your hp without having to look away from what you're shooting at would probably be even more useful in other games
most qol is like that lol
There's some that are nice to haves and Somes that are like, game breakers
two main categories:
- I never knew I needed this to exist
- everyone wants this to exist but for some reason it's still mod only
for example having the default chat not be mourningstar so you don't accidentally send to it due to a last second chat switch
Like sprint, I'm a big fan of the sprint option in apex where iirc you press sprint and you continue to sprint without needing to hold it down but you could if you want but when you stop moving forward then you go normally
I recently got a mod that lets you filter items by the one you're sacrificing for
I have yet to use it tho due to the game saying the shrine is bugged
hybrid sprint mod?
Yea I am using that
I lookef at the entire mod nexus like once a month for darktide
I still stim my ds4 slides lmao
I think something about the sequence breaks it but having shift in the sequence just makes it feel more clicky
people probably assume I'm using a macro at the start of missions
before they realize the stabs are variable length and start and stop randomly over time
(also I mess up the inputs and start teabagging accidentally a lot)
is the diamond in the middle the crosshair? I ask because it doesn't seem to be centered vertically
oh there's a red dot in the actual middle
what's the diamond in the health then?
The diamond is my ability cool down
ooo
It's right under my cross hair cause that's on the edge of where my focus is on the actual cross hair center
It turns white when it's ready
And turns black when used and gets slightly brighter dark gray until it's white
So I can visually clearly tell by color it's ready vs on CD
That's pretty neat
I think I'd want a bar for tracking but the colors serve the same purpose ๐ค
I've gotten decently good at hearing when it's ready by the default sound cue
HP and Toughness similar, bright blue means it's at 100%, when it is anything less than 100% it turns dark purple so I know that if I'm hit I will take HP damage vs bright blue
Pink for gold toughness
also I'm gonna get on now, would anyone want to do (event) aurics?
(a bit of warning though, I don't use a mic and am not used to casual vc + darktide)
more complete hud photo
Yeah I can do aurics without mic, drop me a DM with 10 digit Fatshark ID
feel free to do callouts if that's what you normally do!
What's with the HP on the lower left? I assume the left round thing was HP
<@&1042950387478560878> tide tide
just the default ui
I use it to compare to allies (and also because I want the default ally ui for now and couldn't figure out how to hide only 1)
Oh that there's one for that but it's finnicky
Like crit chance mod is tied to the weapon selection in bottom right.
the left round thing is the hp for like, combat use
the bottom left is hp for deciding who gets the med station
I need to find a mod that turns the stamina bar red when you're out
I never notice until a bit after I've been running around with no stamina ๐
StaminaVis?
I don't remember if red on out of effective dodges and stamina was built it or I edited that in
I modded "show remaining dodges" cause I was peeved it only turned red when you're out of effective dodges. So I modded the mod so that it is white at high dodges then yellow at 1 so I can clearly see the color change even if I'm not focused on it as a sign I got dodge left before I'm out so clear some space for me to not dodge for a moment and get it all back
She darks on my tide til she strike missions
yeah I usually am dodging at yellow for a bit before I notice I'm out
๐ค I think mine only shows red once you're at the cap for "it can't get any worse than this", I should check my configuration
Yea thats the default, i just opened it in vscode
honestly even if ds4 gets nerfed into the ground I'll probably still use it
other weapons feel like I need to memorize a set of flowcharts to reliably hit enemies due to combos
There's versions of a lot of weapons that are very simple
Heavy chops, light sweeps or vice versa
The complicated combo ones are I think the minority.
wheras ds4 the only combo element is the side the attack is coming from, which rarely makes a huge deal
yeah I guess part of it is you can't change marks to test stuff until you sink time into a weapon (or use the clunky and apparently crashing sacrifice system)
and the information in game doesn't actually convey how the attack is gonna operate, just the damage and rough typing
but even weapons that are always overheads feel much less controlable than always stabs
You can find other marks in brunts, I think, or get them as emperor gifts
I've had a few post-update that came in the lv10 mark
yeah marks are random
it's more lack of ability to easily change them to try it out until later
I can test two actually different swords, but if one has bad stats and the other has good stats, it'll be a false comparison
although I guess that does let me just discard weird combos outright easier?
bleh I also need to manually unfuck my inventory and clear out all the random bad max stats rewards I have of weapons I've already used
just compunding layers of jank ig
wait so
health damage reduction is just all damage reduction?
okay this effects the exact opposite things I thought it did
... assuming this guide is right, but I trust it way more than I trust the game text <.<
I think there's a separate modifier specifically for health damage but they used generic damage in the code here
probably unintentionally
... but that means ogyrn is probably tankier than intended lmao
Link ?
This guide explains all of Ogryn's talents and related mechanics. Talents of the other classes are detailed elsewhere:
Psyker's talents
[url=https://steamcom...
woe, knowledge be upon ye
also has links at the top for the other classes, blessings, and general game mechanics
like, apparently, tox flamers don't damage through toughness when they explode? which makes me think scab bombers mistakenly just re-used the barrel code for explosion
Thanks!
and the actual numbers of how lights out and vent purge effect enemy awareness
(apparently this also makes flashlights alert enemies, and even past the normal aggro range
and med stims actually last 8 seconds and will keep healing during that duration if you couldn't be healed due to hitting your max at any point in the heal
and also being forced to remember 'mutant damage' is a stat, that's even more useless than 'pox hound damage'
oh and how 'coherency regen' on curios impacts the delay, but 'stamina regen' on curios doesn't
Gotta love the Ogrynomicon
Huh I need to fix my ogryn slightly it would seem
Yeah Kuli's guides do good work straight from the source code so I've learned a lot from them
Question
Anyone tried to make a toughness Regen ogryn?, it seems rather pointless as the toughness Regen from coherence is kinda shit
the only way for that to make sense would be a gunlugger probably
my early builds were that because I didn't know ogryn's tree lies and means toughness like that
avoiding the nodes completely gave me much better results
Yeah
Yeah my go to for Ogryn Aurics is a middle tree hybrid Ogryn that does that
Grenade boxes, Slam, Soften them Up, both 25 toughness nodes up top, taunt, Bonebreaker Aura, left side of bottom middle tree, all 4 feel no pain nodes
Steady Grip and both toughness on melee nodes mean you have about 170 toughness and get about 40 of it back at a time, I use heavy stubber and pickaxe
Interesting
this is much more searchable (since it isn't just a bunch of pngs)
I like to run it with Thunderous / Confident Strike melees to set up the team like Bully Clubs or Pickaxes
I've heard it works mostly due to all the regen delay reductions
the problem is it's still useless (in combat mostly) for your allies
My auric build is middle plus left, focusing on as much toughness and as much damage reduction. 240 toughness, toughness on heavy hits, bleed on heavy, damage reduction from bleeding, taunts, skab shield
I'd say this is just a normal build though, not a toughness regen build
Normally I grab either melee regen or the gun regen, not both, which is why it stood out to me
most builds that are decent have a way to get large chunks of toughness back on demand
although how hard the condition is to achieve varies
ah
Thinking about it, I can actually switch back to the box now since ogryn now has a good ranged option!
ogyrn has several good ranged options I think? some are just very specialized
this is said from a third person perspective though
Before the heavy Stubber your anti-gunner or anti-sniper option was the rock or possibly a Rumbler
and usually they absolutely trash the ammo economy when they do so
That's even more toughness!
Kickback can OHKO a sniper up to about 35 meters but sometimes the Sniper is 50-70 meters away
Yeah
yeah I've seen some rumblers absolutely demolish everything
probs best to do with a survivalist vet or a no ammo psyker tho
Rumbler nades only have a 50m fuse was the limiter
Yeah
(I am also biased because I love shooting specialists so if other players hordeclear that means more specialist shooting for me)
Revolver gaming
or bolt pistol
or vigilant autogun
those are my 3 favorite guns rn
I workshopped my vet build a bit
less memey and more actually good now
Vigilant autoguns are so good right now
unfortunately shredder nades tank my fps so my actual combat abilities remain about the same
rumbler and kickback are elevated to divine status if you have a survivalist vet in your team
because their ammo is so low that you will always round to getting 1 back
They changed this when they introduced skill trees a year and a half ago, Survivalist now refills partial ammo and will only refund 1 round after 3 procs on a 30 ammo gun
ah
The change was done exactly for that reason though, it used to always round up
I still never managed to run out so I didn't pay close attention
yeah I've been noticing this on revolver now that weapon specialist lets me shoot a lot due to not needing constant reloads
glad to hear it's proc based
I was really worried it would be % chance lmao
but knowing darktide it probably just uses floats/doubles in the backend anyways
yeah it does have several calls to math.huge() for big numbers
that is probably why it lags so much
darktide has chance based talents that I mostly tolerate, to my surprise
demo team is agony
you kill an entire crusher pack and get 1 back at the end
and then you kill 3 gunners and get 2 back
Demo team is good for the smokes though
demo team is just Good
but it's frustrating
either there's a billion elites and you roll the chances a lot or stuff isn't really that challenging (at least longterm)
demo team is hard carried by vet nades being so good that any amount of them at any time is always nice
eh
grenades in general are just good
well
demo team used to restore frag bomb iirc
kraks are also good! shredders are just better
I have demo/krak build larping as a 'boomkinesis' psyker
however I think it's stronger than the psykers (my own) I'm larping as due to a +30% weakspot damage node
the problem with kraks is that they kinda strongly suggest pairing a medium enemy gun with them
which is a lot less applicable than shredders and a BFG
2 Kraks are fun and games until 6 crushers and 6 bulwarks all show up and then it's like "dang wish I had a 3rd krak"
just stab them
that's what I usually do lmao
if I have shredders half the time I'm better off just stabbing them without the bleed tanking my fps
bulwarks does mess it up tho
but kraks do have a bit of aoe
so I delay throwing them to try to kill the bulwarks which are usually a bit faster but come in waves due to enemy placement
side note I'm still looking for a mod that removes bleed particles
nexus search is awful and only seems to search names
the aoe works out a lot more often than it ought because bulwarks love to slide through each other
yeah
if they behaved normally you'd sometimes get two at most
but they wanna meld
hyperdense bulwark time
the phalanx
side note another problem I have with some weapons (cough cough blaze force greatsword while sprinting) is that they cover a significant portion of the screen
meanwhile, dueling sword and knife are great for avoiding that
ds4 just has every qol advantage on top of cracked stats
george silver was right
whomst
a real life fencing master who wrote a book that's one uninterrupted scrubquote about how rapiers and thrusting swords in general are ruining the good and manly tradition of swordfighting
because they're too good
oh btw, you were asking about backstab one time, and I see a mod to help with that: https://www.nexusmods.com/warhammer40kdarktide/mods/443
lmao
pov: guy just wants to do what I did before I used ds4 and light tac axe spam someone in plate armor until they die to concussions
"in this book, I, a cutting sword master, will outline how to outsmart and defeat the rapier scrubs
step 1: you won't"
lmao
I really saw a guide that tries to teach people how to grief players the guide writer considered "good" weapons
and I'm mad steam showed me it lmao
I was trying to find this guide again (much much earlier before I actually found it)
and the two major things they explained why they griefed over because I just stopped skimming were:
- dueling sword
- bubble psyker
truly
the internet is a terrible place
same vibes
I got as far as them explaining how to use stealth to instagib teammates by exploiting gunners before I got mad and stopped reading ๐
Bit late, but I use a Kantrael shotgun
bardin POV
The secret fifth class is unlocked
The Squats
...honestly I'd kill to play as a Squat
I mean we already have Ogryns
The secret ratling class
It would be funny if vet was a ratling, Ogyrn being the biggest melee line of sight block and a short sniper that can't see over shoulders.
It would not be fun to play as fun but it would be fun to see
make ogyrn's legs very forgiving for shooting through them xd
(I doubt this would help)
I think High Intensity is bugged again
I'm getting waves that are somehow worse than Auric
Jesus motherfuck that was awful
I did get like five penances from that though
So it was ultimately pretty worth it in the end
hi intensity is auric
Any time the kill count hits near 4,000 that's a rowdy run
which is why I don't do quickplay on the normal board for heresy and damnation
since there's a chance you just get an auric mission except the unfortunate souls you're with are level 12
even likely since those missions churn out people who die so are more likely to have spots free to slot you into
Worse than Auric usually is
Agh, fuck, sorry
Didn't realize you don't like reply pings
there's four main difficulty levels:
hi intensity
hi intensity + random modifiers
hi shock
hi shock but the director hates you
Yeah it was fucking insane
Thank god for vets that run that one long-range revive perk
how many specialists? that's the only number I pay attention to so my only frame of reference lmao
It was High Intensity Shock Troop
ah console so no scoreboard ig
So a fucking lot
yeah so that is straight up an auric
Genuinely got to a point of unplayability, I have no idea how I managed
the hardest one
Hi-Int Shock Troop is intense yeah. And yes, Auric is just "this is a board that is literally only hi-int 4s and 5s"
There is no other hidden modifier
I had to make this diagram lol
Because I'd go to do anything and the AI director would shit out horde and horde and horde and horde without actually spawning any hordes
despite what havoc text would lead you to believe
Hi Intensity Shock Troop is why I want sound mods to exist so I can replace the mutant rrrrrraaaggghhhhrrr noise
God yeah
there are some!
I need to get some mods that eliminate the screech that plays when you hit high Peril too
I have a mod to replace the spot sound with the 'look there' sound for similar reasons
It's annoying building it only for the game to scream in my ear about it
there's also mods for that
PC, thankfully
fatshark does not have the clout or the ability to sway console manufacturers the way Bethesda did lol
or even the desire I bet
I know console can't mod because every fucking console producer shits their pants at the thought of anyone tampering with their software in any way at all
yeah there's a lot of weird QA checks also
because stability is the last thing they have going for them
Deadass how it felt
did you have much space-generation?
Space generation?
like low cooldown vet shout, zealot chorus, most ogyrn weapons
Oh, yeah, psi greatsword shove
Saved me a good few times, that shove is nasty
And Electrokinesis too
there's a mod to make you able to see when you use it
(the fx on it are really bad and obscuring imo base)
Eh, they've never really bothered me much
...honestly, I kinda feel like Electrokinesis is like
TOO good
maybe it's just me holding blocks while waiting for a shove
smite? or the staff?
Smite, yeah
hm
Cause Assail is nice until anything more armored than a dreg shows up and Brain Burst is incredibly slow for not really enough payoff
it's nice but
It's decent - good damage and slow so takes a moment to know when to use weapons
brain burst is really dumb with how it works
Meanwhile with Smite you can hold an entire horde in place and shove em back for breathing room
it's good but really unintiutive
Aye
My issue is, it takes really long to charge for damage that feels somewhat subpar for how long you spend sitting in place charging it
yeah I think the issue is that with a well built flamer or purg staff you could do the same thing but also kill them all
Yeah true
Or Voidblast to a lesser degree
Love my Voidblast staff, combination sniper and horde clear
left click charge is faster
...whar
and I think the intent is using one of two charge boosting nodes
Chrissakes I've been using it wrong this whole time
legit did not know this myself until alder talked about it here
and yeah same
I'll go and give it another go then
Run something like the Purgation stave and see how I like it
it's still not super amazing without support but the ultimate role is 'kill snipers and elites at range while you have purge staff and melt everything'
Enhanced Psionics Brain Burst is super fast yeah
esp. with the other node that boosts the speed on top
Take the guaranteed charge on elite kill and Ragers HATE this one weird trick
(the other empowered psionics node is a trap node as far as I'm concerned)
Honestly that's my big issue with Psyker in general, half of their kit is garbage and the other half trivializes the game if you know what you're doing
eh there's a lot of game to trivilize
and the other classes are better at different aspects
Like, I love the force greatsword, but it's stupid how powerful it is, even a non-charged psi slice deals fuckoff massive stagger to a lot of enemies
like not dying
Yeah true
Definitely the big balancing factor of Psyker is fragility
There's the one perk that gives like 33% toughness DR depending on your peril, but playing with high Peril is really fucking risky
or a demo team shredder nade
or a vet shout with the cooldown reductions instead of the cooldown increases
or zealot spamming chorus every 30s
Yeah, admittedly I'm probably overreacting
and one of the first vet nodes is like, the same amount but scaled off of allies in coherency instead
purge staff is considered the best weapon in the game right now I think though
Tbf keeping allies in coherency is kinda hard, so it has that balancing for it lmao
Oh shit darktide channel I didn't know this existed
and dueling sword the best melee weapon? (but mostly on zealot and veteran which get weakspot damage nodes)
Welcome, welcome
Blaze Away / Penetrating Flame on the staff goes wild
less hard if everyone is trying to do it
Dueling sword has always been stupidly good
Finally people to play havoc with
the main issue I think is people don't do it until shit hits the fan and someone saves them
I mean it was also busted on psyker
True
yeah but zealot and vet make it stupid good
I don't think psyker has weakspot damage nodes
Purloin Providence
my general opinion is also that other weapons kinda suck from a qol standpoint
Yeah, even on what used to be the least melee oriented class it was always ridiculous
hm, perhaps
Zealot just torqued its power through the fucking roof
This message brought to you by a Gunker lover
vet and zealot can do it without a keystone though
so they have a fully online support build and also damage
Blue target whack a mole never gets old
Fair but at the same time it is such an easy keystone to turn in
ehh I think every class is melee oriented, just in different ways
Yeah true
I got lowkey addicted to just running around chasing the disrupt destiny targets
you do miss out on warp charges for more bubbles
It's just Psyker is kind of inherently more backliner
Vet has the whole duel welding with weapon spec spam
laughs in Scryers
I played with and without that
vet keystones aren't as needed as you'd think
because there's so many other juicy nodes you can get
other classes typically feel like one tree is better than the others
Even with Scryer's you have to be at least passably decent
I like Vet keystones for stamina regen
And true one of my favorite builds is a keystoneless sapper shovel/bolt pistol one
I think what truly breaks ds4 in half is zealot's fury
and the combo with the 'quicker cooldown on crit'
ds4 being a finesse weapon does really good with crits
and hitting a lot means you'll get more crits for the talent
without really sacrificing elite/special killing speed like you might with other weapons
and this makes chorus really broken since you cheat the cooldown and it is entirely balanced around that
Aye
and chorus is also really broken because havoc is really dumb with how the modifiers work
in that the negative toughness modifiers are flat not percentile (health is percent based)
so you get 100% of your normal bonus toughness in a mode designed around lower toughness
(same reason survivalist is so insane in havoc- it isn't impacted afaik)
the benefit giving you more toughness dr than the zealot
the small blessing is that the broken things are support abilities so the game is (probably accidentally) encouraging more support builds
Frontline psykers be winning /lh
Real
hate to break it to you that the zealot has like 50% dr from one node that has an easier condition
Oh right enduring faith
like imagine if stealth was the broken thing and everyone who didn't have it Just Died
Tbf gold toughness has its own problems but yeah support being good is healthy
i prefer tanking with gold toughness and/or busted cc to just straight up noninteraction with invis
I think it's fine outside of havoc (which needs to fix how it applies penalties in the first place)
just that uh. the abilities it's attached to should have longer cooldowns
high end destiny meta just being chain invis for like six years was bedge
like the vet node to revive has two downsides and the one to add gold toughness doesn't have any downsides even though it's just stronger if no downsides were on either
(which is why that node is a trap node)
I think the vet gold toughess node should have the time downside of the revive node
and chorus should have halved effect from all cooldown reducing talents and effects
or maybe something more severe idk
gold toughness is strong and looking at the abilities it doesn't look like you're intended to get near 100% uptime on it with one person but you realisticly can if you try for it
Yeah- I mean stealth vet has its fine niche as team ambulance rather than stealth zealot's beeg damage but I just wish exe stance got a buff
honestly I think they both need support buffs
stealth vet is the least seen ability in the game for me also
Rather have more incentive to play other things than
STAND UP AND FIGHT
FOR CADIA
PUT THE KARKIN BOOT IN
all the time
executioners stance I see a tad more
Stance should give all guns Showstopper
I'd like it if the exe stance 'illuminate to allies' was either basekit or had the extra benefit of counting as you killing them if you helped/maybe always
I mean I think it's on a fine place balance wise but yeah could stand to be picked more
I think stealth being picked least is just from the absolute dog water that that side of the tree is other than weapon spec
Ik but it's something other than "this is also big damage"
zealot can do it just as good 70% of the time
and I do solo chorus revives fairly often
and solo shout revives
True
and kinetic deflection revives
Made a width slider so it's easier for a ratling to shoot between your legs
I think another big problem is just getting to them through all the horde
which only shout and chorus can really deal with
I mean it's a different use case
Not "fuck this guy is swarmed" but
"fuck this guy went too far ahead"
my idea for stealth vet is having it also supress any enemy shooting at you at the start of it
that (and this is also for the zealot), have ranged enemies still target you for half the duration but make you invulnerable to ranged attacks so you draw fire better
the problem is that you can do that without an ability 80% of the time unless in havoc
and in havoc you're better off helping your team directly
it can be the ambulance but the increased length and the power of the nodes are to make you basically invisible to shooters for a significant period of time
hell I do it with shout and chorus
just run at them and use it
Nah, nah, nah, you gotta type it in giant letters, otherwise it doesn't really capture the full gravitas of it
it's very powerful in havoc because of the reduced threat node
giving you a long period to just slap entire packs of shooters around
suppress or knock down all the ranged people whole recovering the toughness you lost inbetween slides
Again yeah why shout is everywhere because it's the most flexible vet power
I mean yeah it's good I wish the other options had a fighting chance with it
Ammo scarcity on Havoc is where right side melee bumps give a great boon to Vet
like shout is definitely the most powerful but stealth is very good too
exe stance is the one that just doesn't work
left side also has melee! (weakspot damage)
Also nice 1 good deed icon
It's so good yeah
I do have a question about that
Ye- trench fighter build is my go to in havoc
exec stance would be good if it did something with ammo
ds4 has a finesse damage modifer of like, 2.4x
like it used to
does weakspot damage apply to the modifer (over 100%) or the damage, or the increase?
yes, you can tune a DS to 1-shot crushers with vet using the bonuses from the tree + thrust + carapace
because if I'm understanding the math
2.4x becomes 2.7x
i operate on breakpoints more than numbers
+30% weakspot damage on something with less than 100% bonus is less than +30%
but ds4 has more than 100% bonus
so does that mean it's more potent than a +30% increase in damage?
2.4x = +140% damage
2.7x = + 170% damage
oh is it just direct
I hate fatshark's mechanic text, that's even different than anything I thought of 
Finesse damage modifiers are additive and damage modifiers are additive and separate so depends how much of each you have
Finesse damage is weird because its modifier affects both weak spots then again on crits
So weak spot crits double dip
broke: it's +30% damage
woke: it's +30% bonus damage applied to your weakspot damage increase
bespoke: it's +30% weakspot modifier directly
well it explicitly states weakspot not finesse
but I trust anything other than in game text
Weak spot damage buffs like the weapon perk only affect the bonus damage to the weak spot so while they sound less than you want, on some guns like Helbores they're still worth stacking
specificly I'm asking about Precision Strikes and Duellist [sic]
the former says '+30% Weak Spot Damage'
the latter says 'Weakspot & Critical Hit'
Yeah the Veteran one is only weak spot while Zealot one is weak spot and crit so it double dips on weak spot crits
https://steamcommunity.com/id/kulii/myworkshopfiles/?section=guides&appid=1361210
I keep these guides bookmarked for source code references
What blessings do y'all recommend running on an Inferno staff?
I mean warp nexus is a given
warp nexus blaze away is the boring (if practical) answer
Warp nexus + blaze away is the ideal (if boring). I used to run nexus + whatever the charge time reduction is
Warp nexus is obvious because crits with inferno staff apply 2x fire procs instead of just 1. Blaze away gives you stacking brittleness effects that help you roast through anything and everything
Penetrating Flame/Blaze Away is all you need for general use
Your team will greatly appreciate the brittleness since fire brittleness goes over normal 40% brittleness cap and can hit 60%
does it happen to stack with normal brittleness?
Yeah normal brittleness is 40%, penetrating flame is a separate 20% additive, veteran brittleness on melee crit is another 20% additive, so you can hit 80% brittleness if a team works together
Thunderous /shred crit melee on a right side Veteran (like on a Rashad combat axe) is the fastest way to 60% brittleness
hmm
I assume the most common weapons run into diminishing returns before 80
but potentially very funny for melee slappers and ranged plinkers
Any rending / brittleness that gets your armor damage over 100% gets converted to a damage bonus at a 25% ratio so if you were already doing 100% damage to unyielding for example, then 80% brittleness is another 20% damage
Do the Brittleness stacks match the damage bonus from Blaze Away?
Like, would stripping armor give an equivalent boost to your DPS as a straight damage boost?
If you do 100 damage base and 80% to flak, 140% strength from Blaze Away 4 five stacks is 112 damage and 20% brittleness from Penetrating Flame is 100 damage and if you have both then it's 140 damage for a functional 25% bump
So it'd be largely equivalent then
Are any of the Soulblaze augments worth taking?
They mostly seem like means of convenience for Souldrinker
souldrinker and the warp charges soulblaze node are cracked so they're worth for that
otherwise ehh
wildfire (spread up to 4 stacks on soulblaze kill) is limited by only spreading up to the amount and across several enemies
so it quickly fizzles into nothing, it often isn't enough spread to kill even if they all spread to the same target (the cap is 4 in such a case, even with prior stacks on them)
perilous combustion (spread 3 stacks on elite kill) apparently doesn't trigger on deaths via soulblaze but does spread 3 to all in range
So ultimately not really worth it
Especially when you can just wave your hand for half a second and ignite like half a horde
Which one is that again?
Ah, the one that gives a warp charge when you kill someone on soulfire
Worth looking into... Warp Charges seems like a decent alternative to Disrupt Destiny
I wouldn't get as much of a boost from it though, or the Toughness regeneration
It would last me quite a bit longer though
warp charges is a good pair for high enemy volume inferno staff stuff since you'll get PLENTY of warp charges by torching crowds
warp charges give you a very peculiar relationship with your ability, since casting it spends all of them your dps drops and thus you might feel discouraged to use it
however if you can get the back fast it lets you spam abilities to an absurd degree as well as having a huge damage boost. and even if you can't, just having your ability off cooldown much faster once can also be significant (ie replacing a bubble being torn down by gunners)
yeah, I can see perilous combustion being good in non-soulblaze elite-focused builds to restore some hordeclear potential at least
it's also, not awful so if you have no better options immediately available
Given how much horde clear Psyker gets though, you're better off with literally anything else though
yeah for optimal builds
however you can build a psyker with bad hordeclear that focuses on elites and specials (I do this because I prefer fighting those enemies)
I don't use the talent but now I'm considering it ๐ค
Soul drinker is big tax but it's nearly constant toughness regeneration with spreading soulfire
I am not an avid scrier's gaze user, but I believe the intended loop is having a bunch of automatic quell talents to keep it going for extended periods while killing stuff
ie by crack of bone + blaze force broadsword with quell on hit in a giant horde of enemies
Yeah, you want to use guns with it as well
Hm
you can use staffs ofc
I prefer staves
but it's quite the balancing act
Maybe I should stick to the bubble
...though I did vaguely want to try a revolver psyker, if nothing else than because the new psyker coat + rogue trader hat looks like a cowpoke
Warp Unbound can be neat though kinda defeats the point of scrier's if you just instantly max out.
Yeah that was my biggest issue with Scrier's
I just felt like I'd get to use it for a few seconds and then "oh yeah your peril is maxed out now"
I mean there's ways around that, is the point
try like
- force greatsword, run and melee psyker until peril and then use special
- vraks infantry autogun, crit/weakspot spec and just lay on the trigger during scrier's
- run disrupt destiny and keep popping targets to stack even more Precision bonus on top of scrier's
And like a 1-point smite for blitz just as backup pause button
My experience was like: run around killing DD targets until a big crowd or fight happened, pop scrier's as a massive damage/durability stim. Use greatsword for mulching hordes and mixed packs, autogun weakspot hits to really focus big things like monstrosities.
I had some results with a build mixing scryer's gaze melee to clear space and super empowered brain burst during warp unbound
Fighting a horde with greatsword until gaze caps out and then immediately using the cleave special (warp unbound to not pop) with maxed out peril (for the peril = bonus damage node) is fun
Or without warp unbound you get to 100% and quell tap then special
You should be able to keep gaze going for as long as there's enemies to kill whether Melee or gun
I find gun easier because with Melee you often have to close gaps and it could be the difference between your gaze ending or not, whereas gun it's just point and click
Melee there's a talent to quell 5% on Melee weakspot kill so like slashing at a horde you can easily do 20% per swing.
Ranged there's quell 4%on critical hits combined with crit with peril talent makes rapid fire weapons like the racon lasgun quell very fast
Side note, if you pick up the toughness on quell node you are going to be surprisingly tanky.
There's two schools of thought on Scrier's - 1) ride it as long as you can under 100% through quelling, or 2) speed run 100% and Warp Unbound and enjoy max peril bonuses like Warp Nexus blessing and the 20% damage on peril node
Option #2 is real powerful on like a surge blessing surge staff M1 spam crit build
I like #1 with charged voidblast or lightning staff because you can keep Scrier's speed bonus for a minute straight and build warp charges
Does it actually work now?
I wonder if it would work with smite ๐ค
Me on my way to auric maelstrom
10 seconds of UNLIMITED POWER!!! was... on one had several times it let me nullify an elite/specialist conga line about to ruin our day
on the other, 10 seconds of max power staff attacks would've let me just kill them
very funny on hound pack modifier though
I got flamed in a havoc lobby for bringing a ds4 zealot
it was a very surreal experience
they kept saying it sucked because it had no cleave
and were insisting I should be using relic sword because they were worried I wouldn't be able to kill the armored stuff
they also insisted ogyrn was important for 'ranked' and that everyone needed to do their part
it was just. getting flamed for essentially not being meta enough when I was using the meta slave build and they were using a bunch of trap mechanics
Remember
I am not sure how to process this ๐ฅด
Meta slaving just means copying the top rated build online
Not actually know why it's good or how to use it
I did that and then added some crutches
however I didn't look up why it's good I just played a bunch of aurics to learn
they didn't have a meta build was the thing
it was kinda Just Bad
I'm talking about their belief in "what's good"
and they felt the need to go out of their way to harass me for not using the melee weapon they wanted me to use
Did you do better than them
Yeah
With like one notable exception
Where bro talked shit but also carried really hard
Oh no I was asking Dragon if she did better
yeah
I actually killed the most things that weren't normal enemies (ie highest elite and specialist, which they were concerned the team would have trouble with), they killed the most mooks (which if they didn't, something would be very wrong considering purg staff)
we died when two people (including them) went down in a very short timeframe and then me and another player struggled on for a bit
but even after when I asked if they saw why dueling sword was op they were like 'no you should have been running relic blade, if the ogyrn and the veteran know what they're doing and the zealot runs cleave ranked is fine'
tbf I didn't have the flamer as my gun (so not full meta) but considering we did actually have an ogyrn and a purg staff psyker
I think that was covered
it was only like a havoc 24
the surrealest bit is they were running crystalline will and a wound curio (ie the 'explode and don't go down but also don't regain hp' if you blow yourself up)
and smite purg staff blaze force greatsword ig?
I guess they just really overvauled cleave and didn't understand weapons that are good at killing elites and specials might not have equal cleave to hordeclear weapons, because they did express worry over killing those things
๐คidk
just trying to process what would lead someone to behave like that
the top ranked build for zealot on gameslantern is real bad
yeah
it looks unoptimized as hell
but it has enough god nodes to not be like, awful
I can definitely see 3 health curios being a funny meme with until death + holy revenant
I'm not sure I've seen someone use the braced autogun but then again I haven't seen anyone use the vigilant autogun and I love that thing
braced autogun has more of a following
๐ค on psyker right?
I just remember trying to shoot snipers with it and having funny results
but I guess the node to reduce spread on dodge handles that
A: Still OP but its no longer in a class of its own thanks to the blessing redistributions of Unlocked and Loaded. It is however - totally and utterly broken if you really know how to play this game, as in dodge dancing around the map without switching to melee to block. Veteran and Zealot can literally grief a match if they are good enough with this weapon, denying all fun to anyone else as they will kill anything and everything all by themselves before anyone else has a chance.```
whuh
it's a revolver
there was a period of time where the revolver was cracked and I agree with the sentiment that this was written by looking at patch notes instead of playstesting
reloading it takes a while outside of weapon specialist and then you learn the ammo economy of it isn't built to be fired faster via reloading faster (with modern survivalist)
clearly not the patch notes of how survivalist got changed
the gun only gets like .6 bullets per survivalist proc now
they should let us shoot decimal bullets
just kinda tossing a subcaliber round in there and jostling the gun until the hammer finds it
There is a skill threshold in this game where once you reach it, stacking Toughness no longer brings you any value, because eventually, the only time you will be out of Toughness is going to be from incidents that put your Health at risk no matter how much Toughness you have. You will become so good at avoiding damage from your own mistakes that you will reach a point where the overwhelming majority of damage you will take begins to come almost exclusively from sudden burst-damage incidents you had no control over. These incidents almost always immediately zero your Toughness no matter how much you have stacked```
insane line of logic
they have zero Toughness %
which is multiplicative with toughness from talents
๐ค I guess they're just talking about your teammates screwing you over? because usually the burst health damage things are the first things you learn to avoid
okay nah
the warning was that there was a door
people always stand next to spawn doors even when they hear a poxburster
I don't exist in the same post code as doors ever since the incident
lmao
occasionally you do get silent poxbursters but
if you have until death and the hp regen you probably just barely care as long as there's stuff around to get hp back when it triggers
in auric at least
also having more toughess will reduce the amount of times it gets smashed through by said random bullshit
A: Take Toughness then, it is still good, but you really shouldn't take more than one. Just don't take Wounds or Stamina, those are garbage```
pain
stamina helps you block and push spam
blocking and push spamming solves a lot of bullshit