#dark tidings (Darktide for people in the searchbar)
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my ogryn has the fuckin
academic background somehow
so my headcanon is that he was sent there by bureaucratic mistake and kept graduating classes by bullying others to write for him
his name is Bendik (big thinker name) and he has a forehead prayer tattoo (useful reminder)
he ended up on the prison barge after the nerds he bullied lured him into an off-world shipping container
Lmao that's the most 40k way to get thrown in jail I think I've ever heard
"...is he... supposed to be here, sir...? He's not showing up in the prisoner manifest."
"You DARE question the will of the noble Judge??? If he is on the ship HE IS MEANT TO BE HERE!"
"Alright, alright! Fuck! Fine, I'll just fucking add him in I guess..."
oh my god damn
What's the safest dump stat on the slab shield?
Ironically, defense
What the fuck
2 daemonhost 2 furious
The illusion of choice, all paths lead to daemonhost
On Psyker, should I run 2 toughness 1 health, 2 health 1 toughness, or all toughness for curios?
it depends on how you play and what you're most worried about
but the cookie cutter loadout would probably be 2 toughness 1 stamina
you don't need stamina as much on psyker but blocking is good (especially with kinetic deflection, having more max stamina will make it take less peril per damage)
if you're worried about damage spikes, pick some/more health
if you want sustained durability, pick more toughness
I like 1 stamina 1 toughness 1 wound with health/toughness/sprint efficiency as the perks
what build are you running it on? if you have a ton of instant on-demand toughness regen that warps how valuable each thing is imo
i like running big toughness cause you can gain tough on heat gain, heat loss, and melee kill, plus whatever your allies are doing and if you have shield, static regen there too
I use either 2 toughness 1 stamina or 3 toughness
Keep in mind that Psykers have a I think keystone that means they can quell for toughness. Personally I run it, which makes me think toughness is.. Less good? Or is it more good?
[Reply to:](#1159883850562932826 message) what build are you running it on? if you have a ton of instant on-demand toughness regen that warps โฆ
it should make it more good since all toughness restore is % based
that one is a normal node though
they have a lot of toughness regen, it's the primary way they get tanky
the trade on that perk is rather poor outside of very specific builds
so more max toughness = more damage resisted per % of restore
are you talking about the one that makes toughness regen worse? I can't think of any other node that has a tradeoff
they're probably talking about this one
I was thinking empyric resolve
psyker has so many decent toughness restores though
there's a lot
(this isn't even all of them)
anyway uh, the way I think about it
more max toughness = each attack takes away less % of your toughness
and since you still restore the same % of toughness even with a higher max, you shrug off attacks quicker
it's not just the amount of damage you can take in one go, it helps with sustain
(the only real exception to this is vet shout's modifier node which adds +50 flat ignoring cap- chorus heals % before adding gold toughness so it works as normal)
so, having more max toughness actually makes vet shout less likely to bring you back to total protection range (I do not think this is significant enough to be a real downside though)
Eh, I already take barely any Peril from it anyway
I do run Souldrinker and that one perk that gives toughness per peril quelled
<@&1042950387478560878> in https://discord.com/channels/426286410496999425/680276268545343575
(my game takes an abusrd amout of time to launch but im starting)
I'll be there in 30 minutes, it's tide noon
Edit: whoops, IRL came up, the enemy of the grimperor
My Ogryn is named Jean-Steel-Ur
He's just a funny guy
My zealot is named KinswomanOfFight, legally distinct from sisters of battle
17 character limit and no spaces hurt me
Psyker's durability lies strongly in their ability to regenerate toughness and play footsies with good positioning, therefore toughness-maxxing and good stamina is key. Without toughness they're fragile babies, but when you have 160 toughness that you actively regenerate by fighting and killing and quelling and venting and so on you can be very hard to put down.
unlike the other classes who can stack more toughness resistance, psyker just active-tanks by having "more toughness" through regenerating it
I don't play psyker often but it looks loke a lot of it is don't make mistakes that'd that'd get burst your toughness down, generally true for most places but especially psyker they seem to get punished more for it
accurate
they're the closest thing to a glass cannon even in the most durable builds. you cannot face-tank crowds and stuff like the others, so you must be elusive in positioning and constantly either killing to generate toughness or quelling to generate toughness or critting to generate toughness or- you get the idea
but when you're not neck deep in moebian ragers you can cause much havoc and valuable support and control effects
everyone loves a good bubble shield after all
or a smite that puts the entire room on pause
for the love of god if you find yourself with a smite psyker please kill the enemies while they're stunned instead of picking your nose
it's like when a zealot uses their flashy pulse thing over a downed ally and nobody takes two seconds to pick up the ally during this entirely unpunishable opportunity
psyker is extreme feast or famine
you're fucking invincible until you fuck up one time and then you're dead
So I'm better off running 2 toughness 1 health then? As insurance for if I do fuck up/run into fifty billion ragers
...god I fucking hate fighting ragers
Like bro, stop FUCKING swinging
I feel this so hard
๐ I usually end up canceling and reviving myself
you can kinda do that with smite too if you use it in short bursts
just do 2 toughness 1 stamina, or 3 toughness. psyker doesn't have the base health to significantly benefit from health curios
cool trick though, most psyker melee weapons can either push-stagger ragers (all the force weaponry) or just outright kill them with a weakspot hit (e.g. duelling sword, devil claw sword)
Its one of my least played for this reason as i only do pubs right now. youre either a horde killing god or trying to fight to stay alive based on if your team supports you
Zealot pulse has the benefit of if your teammates decide to take a vacation the moment you pulse at least afterwards you got a buff and gold shields
Smite if your team is slapping poxwalkers youre only in a slightly better situation
on the other hand a proper smite-build (there's only like, one) enables the team to handle some ridiculously dangerous missions due to perma-stunning everything short of monstrosities with ridiculous uptime
What's the keystone on the one you think is the one build
iirc it's smite + venting shriek + empowered psionics
you can venting shriek while actively channeling smite to draw it out longer and also stack soulblaze as well
Ah yes that one, im a decent fan of enpowered psionics smite as makes it be able to kill a walker during a smite, not the most amazing ad clear when flame staff exists, but you can spam it and kill reliably att least.
And of course the big cc
yeah it's not ever especially good for damage but the crowd control is undeniable
if you practice not relying on the charge-up channel it's actually pretty flexible, just LMB an enemy to stun them and swap back to melee/ranged weapon
also LMB smite can one-tap explode poxbursters from long range, very safe
Poxburster is the big thing for imo for that build
Being able to stun and kill a trapper or other specialists you cant see in a horde is nice
Like the infamous trapper behind bulwark group wall
Lol
...but wouldn't psyker's dogshit base health pool incentivize having more HP even more?
It's % based, so you just get worse returns
I see
indeed
FUCK I should have said that
Nice to finally have my crusher armor back
Got a nice fur collar to go along with it too
I need to try and figure out if I can change the color of it... white might go well with this armor
??
Weapon customization mod
Lets you transform the Thumper into the most Super of Shotguns
YEEEEEEEEEEEEEAH THE MF SQUAD
Kront infiltrating the Death Star, they'll never see him coming
Holy shit it's Mario
And a heretic!
What?? Nooooooooooo, spark 'ead could NEVER be hairy tick!
WHAT THE FUCK IS THIS ๐ญ
smaller model using ogyrn size anims, it looks like
That or the Ogryn's had to skimp on rations
Speaking of Ogryns, anything y'all would advise for this fit?
Any accessories, armor bits, colors, anything that'd make it look even better
I think a different helmet or no helmet would look neat. More Gothic knight than Nurgle champ
That DOES look a bit better, honestly, you had the right idea
Y'know what'd be a nice feature
If you could like
Shoot bulwarks through the little slot in their shields
That way if you don't have grenades or a flamethrower or something that can bypass them you aren't stuck waiting for them to give you an opening to do literally any damage
Shooting/punching the shield with enough impact rating will open them up for a hit by knocking them back, easiest done with a bolter, though ammo expensive
i think you can slap/uppercut them out of the way?
Yeah on Ogryn you can angle your slaps towards their right / your left
I use a pickaxe
Borovian or Karsolas can do the yank over the top easy then, Branx can just angle a heavy over the top
Testing in the psykhanium right now, on Branx looks like what the score is is you gotta tag to the left or right of the shield with the heavy and hit an shoulder/arm poking out, the center of the shield is super tall for blocking the hit
Three bonks with the Branx special on a left side melee ogryn will pop the front shield open though
Jesus CHRIST that's a big grutting axe
...am I playing it wrong or is it just unreasonably hard to get Toughness back as Ogryn
Did you take the toughness regen on melee hit nodes or the toughness regen on braced aim nodes? If not, check out inspiring barrage, confident hit, or slow and steady blessings
All the active abilities have ways to get toughness too - which one are you using?
But like, it feels like when it gets broken, it STAYS broken unless there isn't a single ranged unit out and about
Because for some fucking reason I get hit with one salvo from some random grunt and it shreds like 1/10 of my toughness
How much total do you have? This affects regen scaling
This is my generalist hybrid ogryn I bring to quick plays and it might give some ideas:
228
...goddamn look at this shovel I got from an end of mission drop
Good shit bud
I think you only have the 'hit multiple with same swing' melee so be careful to do that (I checked earlier today with inspect from social)
but note that, aside from ability use, psyker is the only class really able to generate all their toughness back on demand
Oh yeah if you have to only pick 1 of the ogryn melee toughness nodes get the single target one because it's a more common situation; I like to have both
Right, right
I swear this is how pubs feel
https://cdn.discordapp.com/attachments/1314656534332178514/1361632466951082105/th.webp
Finally have a robo-hand for my vet
I mean this is basically rejects
If they die go to the nearest prison barge
true
but I mean either from the respawn points or new players after repeated ragequits
I know it's an entirely gameplay conceit but my head canon is the respawn totems are other rejects that were captured and about to become part of a ritual to be like daemonhost or whatever and we rescue them
Why those random rejects just happen to be having the same equipment and skillset as the last reject who died? Emperor protects
yeah this is how it's thinnly flavored
although they probably couldn't become demonhosts if they weren't psykers right? but lots of other horrible uses I bet
Probably, there's maybe some latent psykers but probably many sacrificial uses, daemons are easier to handle if they've got captive playthings
I am not entirely unconvinced the veteran or zealot isn't a latent psyker
Veteran is like a mini yarrick and zealot whatever the saints got being high on faith.
maybe an emperor shard is just very active on atoma or something
They also got a holy relic
well. given the psykers rambling about their beloved, it probably is
Considering in the intro we were prisoners with nothing, zealot found a holy relic randomly on atoma or the ship
So maybe it was the emperors will
I think each time a zealot with a holy relic dies it just gets picked up by the next zealot that goes there (and then dies); eventually one is good enough to survive
the way I see it, every death is canonical
That's a good one
you just don't have to roguelike back up from level 0
I could see this, either something very holy, daemonic, or gene stealer cult is on atoma with the warp void sefoni mentions
but thematically every body you throw at a mission is someone who did everything you did to level them up to that point before dying and getting replaced by someone nearby (who just has your talents and gear for gameplay reasons)
kinda like helldivers
but with more training and successful missions involved
It's probably more effort than it's worth but having a helldivers randomization option but your cosmetic loadout but be neat
I think there's a mod for that in darktide, only between missions tho
I have many fits but too lazy to swap between them but want to show them off
make each one a different loadout
then play the loadouts sequentially
I don't fashion much but I have subtle differences so I can tell which loadout I'm playing lmao
I already have a lot of loadouts I have too many ideas
just link them to fashion! whatever has the closest vibes
I have more loadouts than fashion I like unfortunately
for example my benediction havoc zealot has armor plates but my beacon havoc zealot has handwraps because less armor more support
Zealot only having like a 3 pair of pants that isn't just entirely cloth gets me
better than the inverse
just assign them to multiple and change the avatar borders and titles, etc
lmao yeah
I've been wearing the havoc pants since I got them
and just finally unlocked another pair of armored pants
There's only one I have the one that has the chain mail square on the upper left leg
The rest are like just armored knee pads
I also don't really hunt for achievements
discount kneepad
I've been doing it in mortis
got a ton done
mortis is very silly
if the enemies rolled aren't scary on their own or combo it's pathetically easy up until like wave 10
if they combo though it's really intense
or if it's something that's dangerous solo like sniper or trapper
sometimes it will just do like. here have both flamers and 30 poxwalkers
othertimes it's. here have 20 scab ragers, scab gunners, and scab maulers each; hope you're ready for the fight of your life
but then you'll get "here have some bombers but nothing to actually combo with the zoning"
It's good blasting in all the modes these days, party finder provides
I am spoiled by the ogryn buffs of course because running full speed while charging heavy melee kind of rules and other classes have to actually bob and weave
I do like bobbing and weaving
And dislike spamming heavy attack, unfortunately besides like gungryn it's the opposite of my ideal class
But I'm glad Ogyrn got buffed, every class should feel as strong as zealot
But John Warhammer himself says that everything is canon
I do like how the ogryn rework gives love to light attacks, I have buddies who just refuses to heavy as ogryn and it was painful
The present fits for me crew. Quite proud of em tbh.
...do think I should figure out a different color for my Vet's pants though, black shirt and black jeans is too uniform for my taste
I was out of the game due to tinnitus for a while but been playing a lot again recently (had to turn off the music unfortunately ๐ )
๐ค combat blade and dueling sword also don't have to care about speed when heavying right?
tbh I haven't really used heavy attacks out of those weapons because I could never get them to hit anything when it mattered, only in the lab
Sort of opposite, you go faster while holding up heavy on combat blade and dueling sword
I do charge heavies on the dueling sword a lot but for fun, I should test how faster it makes you
So DS was unnoticed for a while
Combat blade you get the fov change and effects to see you're faster
what happens when you slide while charging (because that's what I do)
DS doesn't but if someone watches you they can notice you're faster
sliding lowers overall speed but massively increases stamina efficiency
So there's no signs for you that you're going faster, but a player watching you will see you are going slightly but noticeably faster
I also do slide and charge
I get anxious about stamina but also I mostly play zealot so it's a habit to ignore bullets
I run out of stamina a lot because I'm an agile addict and dodgespam everywhere which cancels the regen
and since I basically never have to stop to get dodges back, my stamina doesn't come back
I run 3 stamina regen minor curio perks to help but well. if you're not regenning in the first place they do nothing lol
Wow I didn't realize, that explains why I need to conserve stamina a lot even with stamina curio.
I dodge a lot though since zealot kit really leans hard on dodging
if you don't have agile it shouldn't be that bad since you still need to stop to regen the dodges
I don't usually take Agile, although thrust and Agile is fun, zealot has many just like ways to buy a second to get dodges back
Veteran I do thrust and Agile
as soon as your dodges come back it should be when the stamina regen starts afaik?
I thinkkkk that's consistent across talents and classes but honestly idk
since that would mean psyker and two talent vet do it a lot quicker
Probably, a big difference is dodge resets completely while stamina regens
yeah
So I'm basically always dodging the second I get it back and barely ever regen stamina
That would explain why I struggle with stamina more on Ogyrn and veteran, probably dodging more than I should
veteran has an outrageously long stamina delay
iirc it's one full second
and zealot has .75
psyker (and two talent vet) have .5 which is fast enough to regain stamina back when sliding (net gain if done perfectly or with some curio perks to help)
looks like ogyrn has the same delay as vet
if my theory is incorrect and dodges have their own fixed recharge time, then it'd be even worse for stamina
so, paid much closer attention in game and I think I was wrong here and dodge restore time is fixed to about 1 second of delay
it is a bit weird though- I think the takeaway is more to sit comfy at max dodges for longer but still use dodges as much as you need while they're going down (unless you're playing psyker or 2 talent vet who have longer to regen between dodges) (?)
"Aw geez how am I ever gonna be able to tell how good my Internet connection is?"
The ever reliable WiFi bar:
Ogryn Cleavers are super neat with either heavy or light attacks, I'm finding the bull butcher mk3 to be the heaviest heavies
Krourk Mk4 is great for the lights and has the vertical choppy heavies, and the Mk6 is a good balance between AoE and single target
I really like the Mk 6 because of its nutty single target you can get with tenderizer
and yeah- the very easy push -> heavy -> light -> [repeat last two] aoe combo
<@&1042950387478560878> tideing?
Yea
Gimme a minutes
How does one deal with crushers/maulers as a vet sans Krak nades
Shovel, frags, revolver,plasma
What melee and what ranged are you using because both have ways to bust them good depending on rending
Chain axe
Maulers in particular have a weakness to bleed stacks from shredders
Boltgun/pistol
Crushers have to get a little more creative, like a Helbore with Armourbane blessing can do two charged shots and that's enough brittleness to bayonet the crusher down
Combat axe with brutal momentum / thunderous is a good versatile backup too
Autoguns / recon lasguns can actually burn down crushers if you have the brittleness stacks on continuous hit node
Light inf autogun can generally spray down anything you point it at
I cast Power Word: Vraks
obligatory dueling sword mention vs armor
not entirely vet but I have discovered some whacky implications of carapace head and flak body
the zealot's knife does way more damage to the body than the head (still awful though)
so I'd suggest going into training mode and testing if any weapons you use are the same
(I presume this is why scab ragers are so resilient to them since they have the carapace on a different slot)
and also shredders are still great vs crushers even without rending in that the stagger from the explosion can knock them down
Did end up swapping to bolt pistol from revolver
Feels much nicer, and Extended Weapon Customization let me turn it into basically that one super long pistol from Hellsing
both should be good vs armor, although the revolver will probably be way better due to having access to hand cannon and surgical (or alternatively the other mark which requires a different blessing set)
the bolt pistol has more general use and should be more adaptable
Nah, bolt pistol has innate AP
Punches through carapace like flak and flak like cardboard
they both do, hand cannon is just insane
even post nerf
(+60% rending on critical hits, plus blessing to always ensure a critical hit given some time spent aiming)
I unfortunately prefer the other mark
that one has a different blessing for critical hits
Even though it sucks shit through a straw and is possibly one of the worst guns in the game
that rewards fanning the hammer
Crucian Roulette, yeah
...okay, "worst" is definitely not accurate, but it sure as fuck ain't up to par
zarona revolver is definitely clunky as hell though, weapon specialist makes it bearable
It needs something, idk what but it just needs a buff to something
Maybe just less spread
I think it's role is massively downplayed by the meta right now and is kinda questionable in the first place
it's a close range armor deleter
but ranged horde deletion is super strong right now
and you'd probably want to use a melee at close range anyways if it's not instant win, because it does cost ammo
Even then it's only really good for flak armor, and there's only really two flak enemies that warrant having anti-armor for
Braced revolver rules at burst damage on single target and deleting individual scab/dreg shooters
It having double the ammo pretty much of the zarona revolver helps in extended missions
It IS good for burst damage but the aimed one is far better for getting picks
That's its entire identity is being able to whip it out and pop someone's head in a moment's notice
eh but the zarona is gonna achieve a much higher shot to kill ratio and use it's ammo more than 2x as effectively I'd say
Yeah, the spread on the braced one is atrocious
you can also whip the zarona out and it'll usually kill something in one shot anyways
if you get unlucky you'll have to shoot again
the game also usually spawns 8 elites of that type together so a single kill is minimal
My three builds that use the braced revolver are
- Eviscerator Zealot
- Disrupt Destiny Force Sword Psyker with 100% more cleave
- Power Sword melee specialist Vet
and the general loop is to melee most things and to just pop off 1-2 rounds into gunners that look mean
also if you're on wamly, I'm also on but a bit discombobulated
Holy shit dude go back to boot camp ๐ญ
Eh, I'll probably be taking a break here soon
I am totally ok with the gunners not being sent back to boot camp. Just skip drilling for them as well; that would be great
Power Word: MOAR DAKKA
sorry about stealing all your revives clem lmao
Because it had been a moment since I'd played non-Ogryn, I forgot the secret sauce on Braced Revolver was Run 'n' Gun blessing to tighten the spread
Hashtag Teamwork
I figure I either get the rez or I don't and figure out what's interrupting it while pausing the bleedout timer
btw this is a huge cause of lag on some maps
they'll just hammer map geometry for minutes
Thrust / Sunder on the Power Sword Scandar is one of my favorite combos these days
and build up
so you'll turn a corner and see 12 scab gunners shooting at a wall, constantly generating particles
honestly
just as deadly as them actually shooting at you
I used zarona but I missed half my shots
it still worked out because usually stuff got staggered
but it was ammo inefficient as hell ๐
mine is agile dueling sword
infinitely dodging as long as I have acces to head is v gremlin
agile tac ace notable for doing that better but at the cost of your ears since you'll be clanging carapace armor with lights
Agile Precognition is the juice
I think uncanny is better for vet due to generating rending for shredders but I'm not sure
late to the discussion, but i found the chainaxe to be just great for maulers and crushers
the one that has rev on light
you can just spam it
not as good for massive crowds of em
thats where you spam shredders
I like combat knife but dueling sword has nicer blessings as I never really spec into bleeding
Dueling sword has like mostly all the good generalist blessings
does it have thrust?
uncanny/agile/precog is already a power triple though
the baseline for it is also broken
it can't do hordeclear and the stamina boost is bad
but everything else is like. S tier to A tier at worst
(and it's held up on the hordeclear front by all the overperforming ranged hordeclear options, otherwise that would be a significant downside)
Yea DS has thrust
That the 4 you mentioned basically are amazing and fit on any build
and then uncanny brings shredder builds to the next level and precog brings fury cooldown bypassing builds to the next level
agile wins defense (as long as you have access to heads and they aren't blocked by the massive horde you can't clear with melee) and thurst grants reliable more damage
I love it though
it's cheese
but I hate the attack patterns every other weapon has and I dislike fighting hordes directly anyways ๐
so I hope they don't nerf it into the ground too hard
I think if they were gonna nerf it I think they would've at this point
I've heard they're discussing nerfs internally
but the darktide community seems to be torn between sending death threats to get it nerfed and death threats to prevent it from being nerfed if how they treat content creators is any indication of how they treat devs
The heavy poke attack pattern is great considering it's just poke poke
yeah I love that
more weapons should have thrusting attacks and very simple, consistent attack patterns
and small profiles so they block less of the screen
At least for ranged weapons I know theres a mod that makes them take less space on a screen hip firing
there's just so much coincidental qol in the weapon that doesn't really directly elevate it's power level but makes it usable without mod assistance (for transparency, attack pattern reminders, etc etc) or a morbillion hours of training
Bolter is quite literally one of the biggest offenders of that
I personally think melees are a bigger problem because you hold them when running a lot more and some of the animations have the flat side of the weapon (looking at you force greatsword) face the camera
it blocks out the entire top left of your screen or something funky like that
That's fair, Melee weapons would be a bit harder to adjust as a mod since while swinging the size matters for swing patterns and being accurate with hitboxes. I don't imagine darktide was meant to be modded it was just a modders miracle they did and fatshark didn't care to police it that much
I think I've seen some videos of all weapons having transparency
ehhhh I think it was probably intentional, since VT2 was so heavily modded
I think the entire game is also lua
so in practice the entire thing is a mod ๐
they do intentionally try to not mess up modders afaik ๐ค
Thats moreso on Roblox pushing Lua moddability beyond many other scripting languages and every square inch of Lua has been looked at for roblox games and it extends to anything made with it, like Bethesdas engines got so much eyes on it scouring code to mod it the heavy lifting was already done for you
the furtive gmod, so easily forgotten
Oh right and source engine
"everything is tables" is all lua has ever been pitched to me as
If you make a game that uses source engine, lua, or somehow besthedta engine it's basically inherently moddable you'd have to try to make it unmoddable otherwise its probably moddable
anyway
on a "qol mod that changes everything" tangent
this is one of my favorite mods
https://www.nexusmods.com/warhammer40kdarktide/mods/376
new problem: you can't tell if it's a poxburster or a barrel
is this problem worse than not knowing when barrels are exploding? no
they do make a noise base game but it's not very noticeable
I got that mod too lol
Saves my life on the infamous bridges
They will yeet you into death
but it feels kinda cheaty, especially with the demonhost and poxbursters on
Oh whoa what I've never seen that one
it's not perfect but it is very good
rn I just have the active fire aoes, barrels, and already-shot flamers on
but even if I decide it's too cheaty for me later I think it'll probably keep the indicators for fire barrel fire on so I can actually tell if it's bypass-toughness-fire or scab bomber fire @.@
the former also includes scab flamer explosions most likely due to code reuse, I'm p sure the dreg flamers don't do that
it always feels like a fine line to walk for me
because each qol thing I add that is reasonable does significantly increase how well I play, but I don't feel guilty for "the hud is more readable" "the sound you're supposed to be able to hear you can hear"
but some feel like they solve gameplay itself rather than bad ui/sound choices
It's a strong argument for a very controversial mod, spidey senses
That many dangerous audio cues just don't play or are too quiet to hear reasonably depending on what else is making sounds
As there's sort of a soft limit on the number of sounds that can play at once so you don't hear 50 pox walkers
My favorite is delayed audio hound, the pounce noise playing after it's on someone, if I didn't have a chronic side dodging habit especially when I hear the hound howl, I would have been pounced.
I seem to have some ultra instinct for hounds and block them after they jump, and I have no idea how I get away with it
I think most of the stuff it does just brings people up to a headphones-wearing non-hearing loss individual
but extensive hearing loss is the norm by a certain age
I was a bit of a roamer in vermintide so my gutter runner insticts are overkill for hounds
my ears are currently dying and I might end up using it (I currently don't but had to turn off music)
not that it helps when hounds get up to some bullshit with phasing through hordes in ways that hookrats could only dream of, but
my advice for hounds and trappers is to dodge and spam push at the same time
trappers do get staggered by pushing if you end up in their face (which makes it really hard to dodge)
hounds in general are really forgiving though
both in terms of them hitting you when you're not dodging, and them not hitting you when you're dodging
like. the hound's hitbox physically pushing you post-miss is very common
Does a +3 stamina curio do anything meaningful for a psyker that uses Kinetic Deflection?
yes
it decreases the amount of peril gained by kinetic deflection (lemmie get the post about this), lets them shove more (which kinetic deflection doesn't help with and I think is kinda agony to have very low), and also mobility management (although if you just slide everywhere psyker doesn't have to really care about max stamina for that)
(stamina damage * 0.25 / Max Stamina)%
peril gain is 25% of the % of stamina you took- so having more stamina makes the stamina damage you took a lower percent relative to the larger stamina pool
so if you had 1 max stamina and took 1 stamina worth of damage, you would get 25% peril. but if you had 4 stamina, it would be ~6% peril damage
this obviously varies greatly based on how much stamina your weapon has (although I think that doesn't apply when you are reviving, which is the case kinetic deflection is most needed)
https://www.reddit.com/r/DarkTide/comments/10f6m71/comment/j4x4upn/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
https://www.reddit.com/r/DarkTide/comments/10dzfgk/comment/j4qtumq/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
Fascinating
I have played dueling sword psyker with no stamina curios and you only get like 4 pushes which kinda sucks for dogs
but most weapons have more than that so it's not as much of an issue
still, optimized kinetic deflection lets you revive in melee enemies' faces to an absurd degree
Oh yeah, it's fun just ignoring the shit out of a big horde while you pick someone up
like, "ignore a crusher or mauler" degree
(although that can be problematic if you finish reviving when the crusher is crushing you and the person you're reviving instadies)
but uh, there's actually a huge tech you can do that greatly helps with reviving on all classes!
if you're near a wall or other obstacle, get close to it
the game works on a slot system so putting your 'back to a wall' (figuratively, the direction doesn't matter) actually does meaningfully reduce the number of enemies that can attack you
sorry I'm on a bit of a tangent but revive optimization is so cool to me
+stamina regen (minor curio perk) also seems to help with reviving outside of kinetic deflection since you're regaining stamina while reviving- combined with the wall tech, you can reviving in insane locations as long as there's not a rager, mauler, crusher, or gunner attacking you (gunner can be mitigated somewhat with gold toughness beforehand) [specials make it straight up impossible usually though]
+block efficiency (minor curio perk) does help kinetic deflection also (I can't remember if it double dips or not, though)
oh apparently psyker actually does have 1 base stamina lmao
was just trying to do a simple example
...why does he only have like four guns for sale
Lmao that's funny
Is it better to run block efficiency or +stamina on my sword, actually?
Brunt sells a fixed amount of items at a time so sometimes there's more guns and sometimes more melees
I believe this link sorta explains it, block efficiency scales better the more you have, while stamina falls off
however there's probably some multiplying effect between them
https://www.reddit.com/r/DarkTide/comments/10dzfgk/comment/j4qtumq/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
my personal preference is just to get enough stamina to be able to run around and spam push without micromanaging it and then get +damage
how much stamina does the sword have base, and are you running a curio to boost your stamina?
oh I'm looking at the dueling sword's stats and I confused precognition for another blessing lmao
I was thinking of riposte
gameslantern page doesn't include the base stamina the weapon has tho ๐
weapons do have stamina though, pretty sure (although I think that doesn't apply when reviving, and instead there's like some. unequipped stamina bonus??? it's cursed, like how auspexes have a large stamina bonus)
otherwise a single +3 stamina curio would be a 4x to how much a psyker can block both normally and with kinetic deflection
The bonuses, they're in this file
https://github.com/Aussiemon/Darktide-Source-Code/blob/master/scripts/settings/stamina/weapon_stamina_templates.lua
Are smoke grenades any good on their own or do you need to build around them?
They rule and you can sustain them good just with the 5% grenade on elite kill node
You see a big pack of shooters in the background and you can tell them "nope"
Yeah I heard they prevent shooters from targeting whoever's in the smoke
They feel kind of a bit small though
The radius I mean
also you can grief with them by obscuring melee enemies
so smoke grenades are a little confusion
confusing
what they do is create a zone where enemy line of sight is broken
enemies on the opposite side of any part of the smoke cannot draw a line of fire to you
they're kinda just super discount psyker bubble shield ime
so you can place them between you and the shooters, on the shooters, or on yourself
well no the thing that they do that psyker bubbles don't is 1. they can't be broken, obviously and 2. they force enemies to approach
the regular shooty enemies will actively advance toward you in smoke, because they're trying to redraw line of sight
this also explains some of the odd behavior you might see with gunners/reapers
who will continuously fire on the last known LOS to someone who enters/gets behind smoke
so if you're already being shot by a reaper and drop smoke on yourself, the spray from teh reaper will continue hitting you
if you don't move
Ah, I see
this means in terms of application the best use of smoke is advancing
drop it between you and the shooters and move toward them and into it
(you can do this with bubble also)
So just yuck some smoke at em and bumrush em with a sword?
yep
Any use for them beyond breaking gunner LoS?
I don't imagine it does, but do smoke grenades affect daemonhost at all
I've never seen anyone really use them let alone try it near a daemonhost
It'd be funny if you could smoke them and just run past without worry of triggering it from being close
Plot twist, they're laced with a strain of zaza that exclusively affects warp daemons
Daemonhost, despite having horrific rituals done to their entire bodies to invite a warp entity, has very sensitive eyes and dries easily leading to anger that would make khorne shudder
Smoke feels bad in eyes
managed to do havoc 40 on the new style
14 deaths but a strong team that didn't panic when someone got got and just kept moving
Bolt Pistol is like the best of both worlds between both kinds of revolver.
I big recommend throwing Run & Gun on there with your choice of second blessing.
If you use any kind of explosive grenade, Lethal Proximity makes its effect 25% larger
I managed to do a couple all-classes runs recently
humorously my havoc rank decayed enough with time that, under the new systems, several havoc 40 wins weren't enough to bring me back up to 40
I am lucky to have people who no-life the game harder than I do to run with tho lmao
I feel like the most significant factor to any darktide mission is gonna be how the team rallies around each other to either protect or take advantage of circumstance
Not unsurprising that harder content has better players past like damnation
If they weren't good they would not likely climb to havoc 40 relying on the chances of being carried
ehhhh
people play this game like it's a slot machine
and I really don't think 4 of me could beat a havoc 40 tbh
esp. under the old system where you only had to beat a havoc 40 you were invited to once and then wait a week to have your own
I haven't played at that level but I get the impression it's less about which class you play and more about knowing how to play your class and your teamwork
...wish the smoke nades were more responsive
Rather than pulling them out and having to wait to actually throw it
Imagine throwing nades like the zealot throws knives
the one that should have an option to throw like that is Ogryn rocks
Zealot knives being super convenient ruins the other blitz for me
Cause as a blitz, fitting for the name, it's extremely fast and rarely interrupts your flow.
If I get net by a trapper and it was in front of me I feel like if I could as faster I could have knifed it
For me it's just hard to give up the zone control of the flame nade
In a way, similar, I usually almost always take flamer
You just get more and more value out of it on havoc as you go up
did they make flame nade scale better in recent times
I would say it heavily depends on subclass rather than actual class
there's overlap on how classes can do important things, but not every build really... contributes meaningfully to havoc
a shredder/shout vet fights mixed hordes and increases team survivability, a flame staff/bubble psyker fights hordes and increases team survivability, a flamer/chorus zealot fights mixed hordes and increases team survivability, a rumbler/taunt ogyrn... you get the point
but exe stance/scier's gaze don't really contribute anything besides 'kill better' and I simply do not think they offer kill better enough to offset the team benefits of the other abilities (who still run very respectable dps)
similar deal with stealth because going down in the first place is bad
I've seen venting shriek and zealot's charge more, but personally don't feel like they do the massive number change needed to offset a team benefit
and ammo still sucks. either you have a survivalist vet or have 2-3 people not really care about finding ammo and leave it for the last peeps
oh and ogyrn charge does enough cc to be a different category of "good" than the example one I provided
(similar to shriek, shout, and chorus if spammed)
๐ค although I supposed taunt is also that
(there is a mod for this somewhat, called autoblitz https://www.nexusmods.com/warhammer40kdarktide/mods/480/)
(basically it does this, autothrow on swapping to a blitz)
Oh right, I have that but never used it
I haven't played vet since
I have the autoinject stim one too
I set it up so Quick press will self inject, hold button to take it out normally for others. Really up'd my usage of stims
Since it seems no one really uses them ever besides the health ones
I really like concentration stims and will usually try to pawn off health stims on other players lol
Same for me unless I'm real bad
I'm rarely ever real bad, it's either perfectly healthy or dead
The red and blue I like
sometimes I'm safer at 1hp being super paranoid than I am at max running around and getting stuck in crushers ๐
I think when I go down I usually don't get picked back up, though
which limits the full effect
just because I often die in really dumb spots
For me it's the specialists, I've never really had issues with crushers cause either stealth zealot is the dummy one tap back spams, or chorus in range to stagger them and someone usually bursts down crusher packs before its over
I confess I am a specialist stabbing addict
I usually don't go down, and that's not really a skill thing but moreso the builds I play are fairly defensive and if things are bad enough I go down as a chorus or stealth zealot which are 2 of the most avoid BS deaths build in the game it's almost always a wipe.
Or I'm not able to be rez'd
the most bs deaths are knockup into no ledgegrab imo
a lot of barrels really blend in + silent poxbursters hitting you at the most cursed angles
Yea that is merciless I use that pox walker barrel sound mod for that reason
that doesn't help when an ally double whacks it with a knife :p
or when you double whack it with a knife
the hitboxes feel so generous when they're used against us....
I use bolter when I get tilted by barrels so I have a gun to shoot them before the team gets there
I'm using my powers as a zealot to run ahead to explode barrels
๐ซก
my havoc group occasionally just does that before events lol
run around and pre-explode all the barrels
we usually miss some
and on some maps there's just so many (gloriana) that it's kinda not worth it out of the main path
The only ones I mostly fear are near ledges
I remember many of the spawn points that have killed me, and before havoc I skipped auric with barrel mods
I've also managed to dodge off of stairs into instant death a few times
somehow
Oh I get that too it's not just me apparently
Is it for you as well the stairs without railing
Cause normally you need a stupid amount of knockback and you'll just teleport 10 feet to the ledge, but those stairs going up/down that go off the edge it seems to not see the stairs as an edge
So I can really just walk off it and the game is like, die
yeah there's some other spots like that that are super deadly against bosses where the railing doesn't count as a ledge to grab, I think
I did it in the cogitator array once or twice which was really funny because everyone was there as I just tried to dodge a melee enemy but yeet'd myself
and then like 3 seconds later "wait how'd you die?"
"you were just right next to me"
I'll admit I'm super spoiled by the edge save
My ledge awareness is poor
And I naturally lean towards dodging to the left and that's often the ledge side
I've gotten better after finding the 1 meters of railing gaps enough times
but it still happens esp. when I'm tired lol
Oh the railing gaps
That bridge after the tree
I falk into it more often than I like
There's just so few bridges that make an actual small gap in the middle, it's often like the whole bridge section is out so you won't even think to cross it
Or it's a gap you can safely fall into the under sections
6 bulwark monte
How much of a difference does +5% toughness DR make on psyker?
about +5% or so :v
more is gonna be better cuz psyker active-tanks with toughness regeneration methods, so you need to look at what the opportunity cost is for taking that +5% DR
The more toughness DR you have the better it gets - you can get 33% from peril, 20% from scrier's gaze, about 25% from the tree for about 78% reduction if you spec hard for it
Hm
Makes sense
I'm mostly trying to figure out if a whole 5% extra toughness DR is worth taking Assail over Brainburst for
Assail vs Brain Burst I think would be more a question if you want the 100% cleave node on the right and also what ranged you're taking
Inferno stave
You'll probably want brain burst more for the range then
...ugh
Wish it wasn't set up so that one specific blitz makes you lose out on more toughness DR
yeah when it comes to the blitz choice it's mostly a matter of what each one does for your given kit
inferno staff is going to be abysmal at range and vs heavy single targets so brainburst fills that hole nicely, although assail can be serviceable if it's not like crushers or something
I do have my force greatsword
Whether you're running Warp Charges or Enhanced Psionics you'll have toughness for days with fire staff
And my Inferno stave has the one blessing that inflicts Brittleness
So crushers don't tend to be hugely threatening
I don't believe different types of reduction stack additively (otherwise zealot would be totally immune to damage like half the time), but small toughness resist nodes should stack additively with other small toughness nodes (which as you mentioned is better the more you have)
but also them not stacking additively doesn't mean they're not great
a 33% reduction is still a 33% reduction on the damage you take even if you're taking less
I still think psyker's tree is just poorly designed there, because conversely assail locks you off from psykinetic's aura
they buffed assail, buffed maleific momentum (one of the mutually exclusive things from psykinetic's aura) and nerfed psykinetic's aura
and it's still probably one of the best nodes in the entire game right now (although it's power level is heavily dictated by the ability meta also)
I do want to explain the math on approaching 0% more because I think it's really interesting
with 5% it's not super noticeable tbh
but here's the math of close order drill (if it's linear) which gives up to +33% to highlight the effect
the reason it works like this is because each additive amount has less total value to decrease from
so it decreases a higher % of the percent remaining
and I am just realizing I did a really poor job of explaining this because percent is used too many times
takeaway though is that missing a single +5% toughness reduction node on psyker just means missing out on a +6.25% toughness reduction in a vacuum
and you can probably do better than that value wise with the other nodes you're getting
one with the warp, for example, is minimum 10% even at 0% peril
which is still better even if it didn't scale with peril
you might want to look at how +flat toughness goes on your build though
pskyer has 5 +15 toughnesses and 75 base toughness
which, revisiting the last chart
(if anyone would be so kind as to sanity check my math that would be appreciated lmao)
this does mean a +flat toughness should always be more valuable than a +5% toughness reduction, on psyker, even though the % reduction gets better the more you get and the flat gets worse the more you get
since every other interaction is multiplicative
well. aside from havoc's flat toughness
but that means each flat toughness is even better (because each provides a higher +% increase on a lower base) so the assertion should be strengthened, not weakened
(mandatory "vet shout is a flat +50 but that probably doesn't matter enough to bother caring" mention)
also, 3 of the +15 toughnesses are just before the keystones so they're kinda annoying to get
both ones up top should be must-haves though if you care about total durability this much
thinking about this does let me do something really funny though
behold, the most optimal psyker build for literally afk-ing next to your teammates
thank you for coming to my ted talk
I think it's multiplicative, so that 10% extra on say 30% isn't 40% but moreso like 37% with diminishing returns and soft caps near 80% since there's only so many TDR or DR sources (not sure about ogyrn post patch)
But it's still worth if you have high DR or TDR cause of how EHP (or toughness variant) is
I don't know math, I think there's a mod that shows current TDR and it's fairly accurate
I believe the +5%'s are additive with each other but that amount is multiplicative with everything else
Source code is mess
I've never heard of soft caps?
Yea iirc there's 4 types of DR, each group is added additive ly then each group is applied multiplicative ly
cursed
It's moreso cause there's a finite number of DR sources, it could be higher if it's added
I think it was zealot that gets a little over 80% with every TDR talent and buff, or maybe that was Ogryn and DR
Yea the additive bonuses on a group who's percentage is low is a big boon. I think I remember the post
clem will probably go into the source code and bestow wisdom upon us
but I am a hack fraud and am just gonna refer to the kuli guides ๐
Not the post but a summary
Yea you basically have to scour source code cause descriptions are sometimes plain wrong
Or have hidden effects in code that isn't shown
their guide for the zealot https://steamcommunity.com/sharedfiles/filedetails/?id=3088553235 says that everything stacks multiplicatively except for martyrdom's resist, which stacks with small toughness reduction nodes for some reason
that's not reduction though, that's % toughness increase
and curios are the only source of that and iirc all stack additively with each other
There's a tool tip mod that tells you either each talent is multiplicative or additive and another more stats inventory mod that displays TDR and DR post everything
I'm so confused about what we're talking about at this point
I found the post https://www.reddit.com/r/DarkTide/s/6Mg5CqoWNT
It's wonky is what I'm saying
is anything of what I said wrong
I don't think so, but whether the talent that gives TDR depends on other sources of TDR in the same build cause it can reduce the bonus given with how the math is and it might not be worth the talent cost.
kuli's guide says that, for psyker, nothing else stacks additively with the small nodes https://steamcommunity.com/sharedfiles/filedetails/?id=3094028505
It's probably easier to try it or test enemies in psykarium and see if it hits any breakpoints
That's interesting, I didn't know psyker was like that
for zealot the only exception apparently to be that one martrydom keystone
checking veteran and ogyrn they appear to also not have any exceptions, leaving zealot as the only one with one exception
which makes it more a weird quirk of how this single keystone node works
and other stuff might stack additively with itself, but that doesn't matter when considering small TDR nodes, because it ends up multiplying the effective toughness- it doesn't matter how you get to the effective toughness
something like
(base toughness + flat toughness nodes - havoc penalty) * (major curios + minor curios) = actual toughness
(small toughness reduction nodes + ISNF) * other sources of tdr * other sources of all dr = damage multiplier
actual toughness * damage multiplier = effective toughness
there are multiple types of dr though which can be weird when explaining it
there's health dr, toughness dr, and dr that works on both
which is why Ogryn's iconic explanation is really dumb (as you mentioned)
because it says +25% Toughness Damage Reduction & +20% Health Damage Reduction. but is actually 25% toughness reduction and 20% global reduction
for a total of 40% toughness reduction and 20% health reduction
I'm surprised it's that simple for TDR
This was what I was expecting
but I have not looked at the code, that's just me knowing they'd have to keep track of everything
each thing is just ALSO mostly multiplicative within itself
As a dev, easy to do a shortcut that makes it complicated for everyone else long term, keeping things neat needs a good amount of Planning. Darktide isn't bad though for spaghetti code, I do mod my mods and it's organized enough I can see it and follow where to what I want changed.
The dodge mod one I did a minor change so that it changes colors more granually. By default it has 3 color states, has dodges, no dodges, and "negative" dodges I add extra colors for 1 dodge left and 2 dodges left
oh right
I was thinking about doing that myself lmao
I think I'd probably lerp the colors
...although that might be impractical depending on how darktide does colors
lookin' at the mod now
If you know scripting it's not difficult to make the codes, could do it in notepad++. Finding what you need to change is more difficult
I piggyback'd on the custom UI colors class to pick colors and use them, and a mod that let's you look at menu Sub-item names as it'd appear in a console line to find the name of the functions the class of that button uses.
I'm just looking at the lua in notepad++
it's not that big of a mod
Most mod files are self contained within that mods folder anyways, or draws from Custom UI and mod loader rarely
my logic is that it has to actually set the colors at some point, and I can just hijack that
I don't know how to code in lua but that's never stopped me
Worst case mod loader crashes and you reinstall that mod
I have a mod to backup my mod on launch, it's an issue
it doesn't need to compile right
I already made a backup :3
Darktide is my most heavily modded game besides minecraft
I feel that
No, mod loader handles that
even when I make mods I don't involve this many mods
and when modding a bethesda game I don't understand most of the mods or I don't install that many
Probably cause it's based on Lua and xml, but darktide has an unusual number of mods
it has a skyrim number of mods
and similarly a ton of them fix one small issue that may or may not eventually get patched
Fatshark not fixing common complaints and people playing the game so much they create mods to fix gripes is an indicator of how much hardcore players invest into the game
some of them aren't really complaints, they're straight up bugs and do eventually get fixed
the bugs that modders can't fix (because they're server side) tend to last way longer if they don't crash the game
Still wild, Skyrim had a much bigger player base and strong modding scene from oblivion and morrow wind so foundation was already build longer than darktide and vermintide 2.
idk having made qol mods for other games
sometimes it's just done because it's easy (which points to the lua aspect)
Skyrim also had it's share of easy QoL mods, most are textures or fancy number adjustments
I feel like opening text files in notepad is easier than using creation kit
don't even need to install anything
skyrim is probably much easier for content mods though
I use vscode cause I have it already for work when I need to edit something quickly and don't want to wait for an ide to load.
Skyrim with their mod toolkit yes, it's very refined and put through the ringer with the many overhaul mods pushing limits and causing improvements, without not really, it's mostly had a lot of eyes and work previously done so you don't have to
Also Skyrim is offline is a huge difference
Another reason darktide mod community is super impressive
I do think the server client authority is pretty impressive on darktide, yeah
or maybe modders are just very mindful lmao
Fatshark is lenient on client side
Server side not really but that's understandabl
really hope that next patch trashes the duelling sword
I am a dirty ds4 main so I hope it gets nerfed but not trashed ๐
I'll probably end up using it even if it sucks tbh
that or go back to tac axe
I have only met one person ever who shared my opinion on this though
it's either
- I hope it gets nerfed into the ground
- it's can't actually be that good right?
- it sucks
the problem is they probably won't nerf knife at the same time
so instead of 70% of people using dueling sword, 15% knife, 15% other (for non-ogyrn), it'll probably be 80% of people using knife 20% people using other after a month or two
Knife is very good but it actually takes a reasonable amount of skill to use, and you're very capable of flubbing with it
It won't corner the market in the same way imho
true, I was thinking about that, but it's arguably better
I can also see a world where people pivot more heavily to ranged weapons and just zoomies with it more than kill
I think a ~.1 to ~.2 sprint speed decrease on both weapons combined with a cleave decrease on dueling sword would help a lot
Dueling Sword doesn't bother me so much because other weapons cleave way better. I think the issue is more they're better at their role than other melees - I think if they brought tac axes up to dueling sword single target throughput there'd be a bit more variety in melee output
other weapons cleave way better but ranged weapons (mostly staves and flamer) have cleave: yes which blows that out of the water
so that makes the dueling sword's niche the one that ranged weapons push melee weapons into
iirc tac axes have worse mobility
and uh. tac axes are actively painful to ones ears when used against armor
I used to main tac axe and I'd have to drop it with my current ear issues, it's that bad
although I am in a position to just fix it with mods in practice
I happily use the Catachan sword, chain axe, power sword, shovel
In fact, the only place I use the dueling sword is on one psyker build
The greatsword is real fun too
Cleave is frankly only good up to a certain point, and the Duelling Sword clears that point - the issue is and always has been armour, and DS4 is one of the most efficient armour clearing weapons in the game with none of the downsides a power sword has
The game simply does not require anywhere close to that level of single mode optimization until maybe the highest tiers of havoc
Auric maelstroms? You can make use and succeed with pretty much all of the melee options
and cleave gets pretty relevant if you're playing with randos and they DONT have crowd clear
What exactly are you arguing against?
The assertion that cleave is only good up to a certain point implies that there is a point where the dueling sword is the only choice; I disagree with that
That point never appears in regular play or auric play
It doesn't matter if it's not the only choice when it's the objective best choice - I fully assert that even if other weapons are viable, and they absolutely are, the way the Duelling Sword is now is game warping and sets a bad precedent going forward
Something that blatantly superior to its competition shouldn't exist, full stop
you could make use of and succeed with ogyrn in havoc 40's before the buffs
it was just 10x harder and you probably would have had an easier time playing with only 20 talent nodes on another class
'playable' isn't a good bar
I think maybe a big part of it is the difference in rolling with a premade vs solo queue, Dueling Swords have pretty tangible weaknesses in hordes that are compensated with a team running horde clear which isn't a guarantee when hitting quick play. I mostly quick play so I run more debuff/horde oriented builds since I figure the folks already have single target covered so maybe I'm out meta-ing the meta
you can run better horde clear than melee and still run dueling sword, though
I typically don't because I don't like to
but shredders, flamer, flame staff basically invalidate melee horde clear competition wise
and you don't actually need horde clear to win
I have had games where noone killed anything and I just agile dodge spammed to the finish line
I'm mostly saying that Havoc is not the bar by which everything is measured, a minority of the players play that; from what I can gather most people are playing quick play in either auric or standard play. In both of those arena's, the superiority of the dueling sword isn't something I see nearly as commonly, and I see people with the dueling sword die just the same. I actually agree its better than it should be; but I think what I'm disagreeing with is the idea that its the only valid use choice because its good.
I see 2 or more dueling swords that aren't me like 30% of games
and I mostly play solo queue auric
it's much lower now that ogyrn counts have gone from 'once every 10 games' to 'mostly even'
its a bit funny because as an ogryn main, i was effectively guaranteeing an ogryn in every solo queue i was in
"I see people with dueling sword die just the same"
dueling sword not making you invincible isn't a point against it
and I'm doing that with dueling sword and not counting that towards my statistics
I find that players overvalue hordeclear even in the ds4 meta
well. enough
dueling sword also isn't as bad at hordeclear as people think
if you build for it you absolutely can top lesser kill score
it doesn't really have a weak spot
My point with saying I see dueling sword users dying is that thus far the implication made by the discussion is that its so good that no other weapon even comes close, that its so good no other weapon is worth using, and that it performs that much better than every other weapon. I think that while it's better than many of the other weapons, its not so much rediculously better that its gonna play the game for you or auto win by virtue of bringing it at all.
I've done it with martyr builds even not using a ranged weapon
it is significantly above basically every other weapon
not game breakingly so but like
noticiably so
it is so good that no other weapon comes close
this is not exclusive with people using it not being gamer gods
well. combat blade comes close
but I think the group of like 5 weapons that are around dueling sword power levels just means they're all OP and should either be tuned down or everything else tuned up a lot
honestly my argument is that enemy armor should be retuned
because the core problem is that you need a weapon that can break it for the hardest difficulty
tbh, at a base level i agree that tuning is necessary; I think the detail that I'm stuck on is that theres some sort of obligation to use it; and the most common play state for the game does not ever demand that degree of optimization; there is no obligation to use it just because its currently the best
I don't think any of us have been pushing it as an obligation?
specifically on havoc 30+ if you don't have an armor breaking main melee you might as well just go home
and to a lesser degree on aurics
this is more of a weapon pool limiter than any specific weapon being too powerful
the other option is to reduce the ammo restrictions
the havoc ammo restrictions are just awfully designed
same with the toughness ones
not everyone does have to fight armor though
effectively you have to at least have a solution for it on hand
because there's basically no way to avoid getting pursued by it at least once in a havoc
Personally, at least on my Zealot, I run a single-target weapon and a horde weapon, or two multipurposes.
there are other options like stunning it or having someone taunt it off you or whatever but you have to have a solution
I think a inferno psyker with a zealot/ogyrn bodyguard would probably manage fine together
like, without it being 'turbo challenge', they could each not use their melee/ranged weapon respectively
if you have a fully coordinated team of course you can deal differently but I play a lot of pick up havocs and you have to gear to protect yourself
ah yeah
I cannot handle bullying in videogames so I need at least one friend usually if it's something semi premade like a havoc
I think if they juiced up tac axe base damage it'd be a good Dark Souls alternative (I stand by my autocorrect typo) since knives specialize in bleed and Dueling Swords are faster
I do agree that the game doesn't need optimization if you assume everyone in the mission is your skill level
Tac Axes do good when you have like +70% strength on them and that really should just be baseline
p sure the tac axe has worse mobility
Yeah it's Devil's Claw mobility
by like, +.4 sprint speed or something
maybe +.2
somewhere in that range
I think an underlooked fact of the dueling sword is that it's thrusting and has good range
Yeah knife and Dueling Sword speeds are copy pasted mostly
those should be .1 slower at minimum
I personally don't ever use duelling swords, since I went Vet -> Psyker -> Zealot, and anyway I'm not much a fan of sabres (much prefer backswords), what's the other good options I wonder?
there's tons of viable options
Psyker and Zealot greatswords are huge damage and cleave, just slower handling and running
For the sheer speed and single target of zoomies it'll be the combat blade knives
as for what weapons I think can even compete with them outside of 'sacrificing power for fun', to me that's combat blade, blaze force greatsword
and maybe a couple others like relic blade
combat blade has the advantage of being even faster when heavy attacking and better cleave
I hope the 1h power sword gets the 2h one's mode.
The special poke stagger having huge reach has saved my bacon many times
But yeah, I love the greatswords.
blaze force greatsword is actually a ranged hordeclear in disguise
I have special action bound to g and never use it
this is definitely a result of binding issues and agile blessing abuse, though
I take it it's basically a lunge?
[Reply to:](#1159883850562932826 message) The special poke stagger having huge reach has saved my bacon many times
like I don't blame anyone for sacrificing power for fun
I just want them to know that they're doing it and potentially be conscious of other players if they're doing it on their entire loadout and still going into the hardest missions
there's a ton of loadout slots though so it's not often people don't choose something super good in at least one of them
it's a quick stab
you can heavy attack with the dueling sword while sprinting though so you can lunge whenever you want
Try it sometime, it has a 1000x stagger multiplier to weak spots!
yeah I know what it does but generally if I'm hitting the weak spot it's better to just attack 0-2 more times and kill it
Optimal damage rotation is technically heavy-special
the special doesn't actually interrupt heavy charge
so you can heavy, special, heavy
on repeat
and the poke is actually fairly damaging as well as staggering
oh I could use the new attack queue mod lmao
to get around not having enough comfortable inputs left
I mostly use the poke to interrupt crusher/mauler overheads and rager combos
yeah just give it a shot hitting it immediately after you land a heavy
it's basically instant
free damage real estate
Is the Voidblast staff any good for building up Soublaze on enemies?
I'm trying to branch out from the Purgatus but I still like using Souldrinker
Or the Voidstrike staff, that one looks decently fun
True
It IS really fucking high damage
Unless you spam the primary fire but even then
What about Voidstrike, does a not-fully-charged secondary work well for that?
I have no experience with voidstrike but I imagine it'd be too much damage for too little AoE for that purpose
Oh yeah, absolutely does, though it's a bit of a crapshoot since it's reliant on getting a crit
What are the base crit rates for weapons anyway?
iirc electrostaff is the one with a higher base crit rate
Which makes sense
Electrostaff has a silly thing with crit and the blessing to double LMB on crits
It's base crit is pretty significant on it
The biggest downside, there's 4 extra master points on it so you get a message saying to allocate mastery points after you've fully upgraded every blessing
...fucking dammit, I'm too used to the Inferno staff not blowing you up as much
I wish they all operated on that "If you hit 100% peril while charging and then fire, it doesn't count as peril overload" mechanic
Voidstrike IS a lot more fun than Inferno though
Those stagger values on the charged shot are fucking nutty
And it just generally feels better to use
Gone bowling
Crit blazing spirit voidblast technically works as advertised but I prefer warp nexus rending shockwave
Well my thing is, I like using Souldrinker, so I need semi-reliable means to build Soulblaze
If it wasn't for that I'd be down to clown with the funny lightning staff
Oh yeah Blazing Spirit works good with Souldrinker
What's the sauce for the lightning staff and the explosion staff? I can't seem to get them to do what I see others doing in quick play
Lightning has best m1 for crit build
Cause it has crit damage as a modifier that others donโt have
Also has a hidden high crit chance modifier iirc, similar to combat knife
It's really just staff and surge as the build for m1 spam and constant crit combined with the node for dodge on crit makes you invincible to ranged enemies assuming you don't miss something
Which isn't a big ask especially on higher havoc, you'd have to try not to hit something to miss
And mini smite cc stuns rager packs very well and deals a good amount of damage
Explosion staff NEEDS blast radius, otherwise it feels piddly as hell
how are peoples like deleting whole crusher packs with the explosion staff?
i see it doing WORK during some of the more mobbed up moments
Double shot blessing is important
Aye, two explosions going off at the same time is pretty schnasty
I personally don't use it but that's because I also use it to spread Soulblaze and I don't wanna outright kill the trash mobs
...hm
Don't think that's supposed to happen
That whole segment got so weirdly fucked, the elevator didn't work until we killed the ACTUAL designated Big Boss for that scene and even then, two Beasts of Nurgle spawned at once and the first one we killed wasn't the one we needed to kill
What a weird segment
Well that's that done, at long last
I believe there's a timing one has to learn so they don't attack during their stun immunity while standing back up
then they can be infinitely knocked down
wait are you talking about trauma or the other one?
Don't forget the brittleness blessing :D. Or the burn one, I forget what the super support and super nuke builds are for trauma staff
Talking about trauma yeah
Where you paint the big circle and explode it
I've seen some pyskers just tearing through like armored mobs with it
It'll do about 1000 damage in the center to carapace and so you can pop through maulers and crushers pretty good with it, Rending Shockwave and Warp Charges helps
new event, have to find and do a new hacking minigame on pickups in-mission (indicated with the event modifier icon and a diamond for a secondary objective)
they take up the stim spot so if you're not in a good spot to do them, you can carry them around for a bit
hacking minigame strat: ||I find it's easiest to match the wave horizontally before trying to match it vertically, it seems to be very finnicky||
The Traitorous 6th have disrupted Hive communications with tainted technology. You must root out these tech-heresies and restore regular Hive communications. To make progress in the event, find Tainted Communications Devices and complete the hacking sequence. Then, finish the mission. Each device will grant you 1 point of progress. This event wi...
Feel like flamers could use a timer on when they can shoot ngl
like an indicator on the primary fire?
Or even like, changing it to where instead of doing a short spurt, moving, then another short spurt, they do a longer and more continuous stream
That way you don't end up playing The Floor Is Lava
you can still dodge when using the secondary fire (you probably already know this but just making sure)
I think they're balanced around being so clunky though
even as-is dancing around a bit to start firing in a horde can let you wipe the floor with it
True
...wait I think we're considering different flamers lmao
I'm talking about SCAB flamers
Not the zealot flamer
they're one of the 'hordeclear: yes' weapons I talk about
put brittleness on it + steady stream and then just melt a bunch of crushers and maulers and everything inbetween them
oh lmao
that is a hilarious difference
the enemy type is weird
it's one of the tankier specials
and the main threat it poses is that if you shoot a scab flamer it can explode and create barrel fire (this is a joke but also a dead serious one)
the stream having knockback is annoying sure but they're not overtly dangerous, being more a payoff to a disrupter than an actual threat
Scab and tox flamers and bombers take triple melee damage so it can be worth a stab over a shoot
I guess I've never actually seen them do the former which is why I thought you were talking about zealot flamer
what basically always happens is I run at them, get pushed back by a steady stream of fire, then give up and kill them with one of my ranged options
I think they're supposed to do a continuous stream?
Yeah they'll stop if staggered
idk
they're kinda the least impactul special to the point where it took me 200h to realize they weren't elites
the only use case they really shine in is if someone gets trappered
and at that point a rager would probably do just as much
I don't think enemies can attack players that are dogged or grabbed
the knockback does make meleeing them super annoying though if they're already targeging you
and they can melt you fast
they can
but in practice a gunner wave is much much more dangerous and less range locked
they won't attack you once you're fully Got but tehre's a window as you're getting hit where you aren't blocking
and attacks can still hit you
so if the flamer is already about to fire and you get dogged or mutanted or chaos spawned you can get stuck in the fire
interesting
mutants can also drag you into existing flame streams
I gotta be honest, I probably mistake flamer fire as scab bomber fire a lot then
I didn't know it lasted for any meaningful amount of time
it's not a huge amount of time but it does linger yeah
Flamer fire can actually knock off pox hounds which sounds good though the fire usually downs you anyways
Aye
Cause you spend like five minutes getting back to your feet and get animation locked
i thin think the whole point of the flamer IS to make you play the floor is lava
they even boosted the damage because players were kind of ignoring them sometimes
now they tear through toughness like paper
Back in my day they would instantly remove toughness even if you toed into it. It was really annoying
its a bit why you can't have players tunnel visioning on fighting whatever is just closest to you, someone has to be snapping off shots or hits for those special kills
so often i have players ignoring distant specials to prioritize not taking damage (which is important) but it can be just as important to knock out a special before they do their thing, especially when stuff is frantic
Yeah, definitely. It can be tricky though
I think that flamers are the least impactful in that regard though
from that range someone could get trappred which is way worse
and snipers and bombers are more effective at keeping the hurt going if not dealt with
(special deleting is my favorite thing to do in the entire game so I am biased though lmao)
...finally maxed out me knoife
Holy fucking shit this is unreasonably fun
And GOOD too, why the fuck is this little knife so damn strong
My own experience is that flamers by themselves are quickly deleted, but they combo up very dangerously with others, can do a lot of damage to a swamped squad of everyone is tunnel visioned. If someone is prioritizing them, they're almost a non issue
My real beef is specifically with flame and gas bombers. They're the worst. Especially when left unchecked
It's a fun image to think about seeing a random person killing a beast of nurgle which gets even astartes, with a few stabs of a knife
bombers left unchecked are p strong yeah
but I think the same can be said of snipers
snipers and bombers are both zoning and lethal payoff
mutants are tanky disruption and minor damage
hounds disrupt, disable, and apply corruption fairly quick
trappers are probably the most seriously dehabilitating
flamers are tanky dps
but. that's basically every elite
and elites spawn way more
like, I totally get why they made them explode after being shot
but imo that both wasn't enough and also the current implementation sucks for reusing barrel fire on the scabs
Trappers are the one that get me most
Gas bombers clog it up where you can't see then also can throw further than the gas so it just builds up, it's wild
They have the laugh and voice lines but for me sometimes it only plays during the net animation and covers up that net gun firing sound or it's just super quiet.
I've never had issues with trapper noises but also my setup is potato'd more than normally possible
and they still catch me sometimes anyway
reallly hate how they increased the range, they often hit players significantly behind who they were aiming at
there is a mod to make them cackle constantly though, if you're interested
Hound can be shoved or shot if one pounces and you can't see it, trappers you just have to dodge or kill fast
Oh yes
That'd be useful
hound is kinda comical once you learn the power of spam shoving and spam dodging at the same time
They can shoot from 15 meters away which is kind of absurd when crowds are in the way
I think it's kinda absurd in general
it's far longer than the targeting range
I wonder if it was done so you can't dodge backwards away from it
but honestly trappers didn't need the help
nearly everything about them is the most dangerous
another player needs to actually do an anim to help unlike dogs (I have gotten physically knocked away by some stuff like flamers, ironically they're just as dangerous when trappers are involved no matter what they're targeting; other stuff can also knock you away though)
enemies still target you unlike mutant or dog
it can't be blocked like dog
the player gets pulled back, so even if you're right there to start the animation it'll usually get canceled by the trapped player flying out of your range a second later
Hounds are like such a non threat unless it's a pack, the window you need to shove after it makes a pounce sound is generous and there's times I won't even try to look at it if it's behind me and I'm dealing with something else
Once I learned shoves were 360 it was over for them, almost like being a parent telling their kids they're busy talking when you shoved a hound like 3 times without ever turning around cause there's a rager pack that's way to close
they're still fully capable of just disabling and killing you behind a crate if you fall victim to hubris
but so can 60% of the other enemies lol
My Hubris weakness is getting into melee rager packs, if I do stealth zealot I can solo them fine assuming there's not a bigger threat around. But if I see a crusher or trapper I lose focus and get dog piled cause I wasnt paying attention to the ragers
And then I look like an idiot that tried to solo melee a rager pack, which I am but regardless. I love darktide melee too much to be sensible
Out meleeing a rager out of a combo is the grand prize
Dueling Sword makes it too easy, the alt has strong stagger for basically being instant
You can cc a pack from a safe distance and kill at the same time, I'm trying to use it less to curb it so I can fight them with other weapons
i do love slapping a rager
as an ogryn
i also enjoy catachan sword countering them
Catachan sword feels so good when you parry a rager and one shot them
And just chain parry kill a rager pack without worry
Or eating a crusher overhead
It's my go to these days on Vet for the defense
I also use it as a main weapon on vet
Parrying a chaos spawn all day rules
Does the parry work againsf the grab?
Nah but the grab you can dodge at the right distance
aura farming
I miraculously solo'd a HISTG
nvm this is natural aura hunter gathering
never underestimate the power of getting new rejects from the reject shelter
each time they die the director gives you a break for a bit which imo makes rescuing worth it even if they die shortly after
although you still have to never get trappered or dogged or dps'd so it's still v impressive
These were the same teammates for most of the,run
it can be in game or not in game! usually faster if they don't leave and you just repeatedly rescue them
So I said "it sounds like you are just feeding rejects to the cultists" and then the Interrogator's facial expression didn't change because he couldn't care less
HOLY SHIT IT'S ALPHARIUS
My fucking eyes
๐ฅ
Flamer, destroyer of heretics and frame rates.
is that flamer or fire nades? both???
(also I Wanna See is partly updated if you wish to save your eyes from flamer)
Fire nades and a smoke nade
I didn't know that, I had a mod from a while back that changes flamer/nade and purgatory staff colors with particle effects option
Changed it to blue so I dont mistake bright yellowish orange of zealot nade with scab flames orange flames
oh, I thought that wasn't possible?
I had to get a mod that changes it to goo
because apparently the psyker fire doesn't work as ground fire
It only changes the psykers shooting fire
I got it moreso for flamer nade
The NPC ground particles can't be changed for some reason though
they can! it's just the psyker blue fire isn't the right type to put on the ground
the options are fairly limited though, I just picked one that isn't meaningful normally
They can? Which mod is that one, that was my biggest gripe with the one I installed
I'd rather have all enemy flames to be a very distinct color from PC
lemmie dig for it
I use the one pictured in the preview because it's just like, flavor death explosion goo or something
the other ground particles the game has are even worse lol
because they're the actual enemy ground fire and nurgle vomit
Oh interesting maybe I should look at the mod store again, last time I looked was a few months ago
if you're in the modding server, there's a creations channel, that's how I find most of the cool new mods
I have gone out of my way looking for certain stuff lol
this was a 2023 mod I think
browing nexus isn't very uh, reliable in terms of digging through
What's the modding server name?
Darktide Modders
I lost my mods recently due to a corrupted drive just before mortis
And forgot to back it up
Nice thanks!
I would not advise actually chatting in the channels 'n such without being ready for Gamer
but the "Creation Showcase" channel is very nice
and it has a list of all the mods that break every update, as well as the DMF updates and temporary patches
That's just what I do in general anyways
Does that outfit have a robo hand?
Negative, I added it in with For The Drip
This is the full outfit
Did change the lefthand glove to be black leather recently, helps it stick out
Oh I see
Here's the most recent version
Quite proud of how it turned out tbh
Really selling that bionic soldier look
ooh for the drip
how'd you get the mask clipped onto your belt?
It's part of the chest piece
That looks like Morrow's coat.
Aah
Never noticed that on the morrow model
I knew it was morrows jacket cus of the pistol but neat
Y'all think this axe looks any good or is it just far too big?
Combination purity seal and heretical symbol is powerful.
Shouty said to put the seal on
Am quite fond of it, truth be told, makes me look fancy
Zealot knife running owns, Flesh Tearer keeps winning
...I feel so small
you am small
protecc th' lil' 'un
There's always a bigger fish Ogyrn
fogryn
...I feel Fire Team may give a smidge more than just a 5% boost to damage
That is nearly 100 damage points worth of a difference, holy shit
yeah, because you hit him in the head in the second image vs the body in the first
notice how you're hitting flak vs carapce
Ah
Whoops
...no that's definitely still a nearly-100 point difference, I made sure I was smacking his head and the damage numbers remained the same as in those images
Mauler heads don't do flak damage.
you might have missed the head and hit the shoulder.
It might be the bleed stacks?
I noticed that when the damage tics from them applied, it said Flak Armor instead of Carapace
Which is
Weird
Maulers have flak armor base and a carapace head override and bleed stacks count the base armor
Aaaaaaaaaaaaaaaaaah, interesting
Does the carapace override go away if you somehow manage to peel off the carapace armor without killing it?
Nah the armor damage is cosmetic
Depending on your kit it can be faster to burn down maulers in the chest than the weak point
Shame, that would've made for an interesting mechanic
Peeling away armor to make the most armored enemies more vulnerable
That is what brittleness and rending is, kinda