#dark tidings (Darktide for people in the searchbar)
1 messages · Page 29 of 1
Stun nades would be fitting
Ya definitely, I kinda want them to combine smoke and stun
Zealot gets their nades stolen
I wish I liked those nades, knives are way too fun
Speaking of which did those get a slight nerf? They're not one shots on dogs anymore
That or I'm suddenly bad and am missing headshots
They should be still
Weird sometimes I'll get the hit marker on a dog mid jump and it'll still take me down
I'm still getting used to playing at a higher framerate post upgrade, I'm also rusty as hell
Ya
Not just any puppy a cyber mastiff
Das a puppy
yaaaaaay puppy!
Update yes the class has 6 voice actors and 80+ points on talent tree
ALSO The blog post said First new class FYI 
First means theres more /s
RATTLING BACK ON THE MENU REJECTS
Personally I would’ve been happier with gene stealers but let’s be real they are coming eventually
Get your bets in babes, next class is going to be a Mirage style cohesion focused class that lets you play around a digi clone that shares your cohesion buffs and you can teleport to it to get outta dodge. That's it! I'm locked in, write it on the wall!
Back up theory, dual wielding class.
Arbites does come with shield and gun combo
My two ideas for “a next class” are check priest with various doc Ock appendages that do different buffs and a rattling that uses a grapple hook to get around or pull enemies
I'm thinking fallen commissar, with a las pistol in one hand and a heavy sword in the other
Gee reject, how come your handler lets you have two revolvers?
I think that kinda system would be a 4 route on the vets talent tree rather than a whole new class
i want more classes in general tbh, but also dual wielding feels like it should just be a weapon that classes can use rather than a class specific thing
That's how they would implement it if they do I figure
ive wanted it from day one, but give us pistol+melee
Do you think they'll add branches?
They could easily do something similar to saltspyer in VT2 and have melee las pistol combo weapons
Maybe…I think we need to see the new class first before that however
I (won't be overly disappointed by this if true) imagine there will be ability overlap. Arbiters could have a shout or highlight mobs ability
They'll more than likely have shock nades
They might get a flechette skill, which I think is already in the game
i want dog
Big puppy hours
I have a horrible truth tho
Doubt we'll be able to pet that dog
At most we'll get a prompt that says pet but we don't and the dog barks or our Judge says "good dog" or something
Petting the cyber-mastiff deals 10 damage to your health
im ready to get 8 more new shotgun types
Worth it
No sacrifice is too great
including a shotgun pistol, a shotgun sniper, a shield shotgun, an autoshotgun
Auto shotty maybe
Meltagun, from Space Marine
Please. Pleeeease
i just know the arbites are the shotgun guys
and effectively does everythign with a tshotty
maybe we'll get a nade launcher, since its a common arbites special weapon
or a webber!
Mm finally. We're trapping trappers
also maybe they'll be able to use the stubber
The trade-off they don't get to use the bolter but they do get a stubber
Or the ripper
That'd be sick
they'll get a bolt shotgun, and the universe will continue to avoid explaining how that would even work
though i imagine myself that a bolt shotgun is a pump action bolter with no auto setting
it is a LOT funnier to imagine like 6 mini gyroject rockets in the barrel
It’s been in the files forever it has to come soon
That’s tech heresy, if it works it works buy golly the emperor
Meltagun my beloved
Please christ don't let it be a just a hot fart like the darn flamer
Which tbf I haven't used in a long time so maybe the flamer is good now
Flamer is more than good, it's top tier meta in high level havoc
Holy fuck I've been out of the loop
Yeah flamer was only under-performing early after release, since the fire damage wasn't applying properly
It's one of the weapons that have like na inverse curve of effectiveness. Flamer id worse than other options where enemy density is low but the higher difficulty you go the more hordes there are and the better it gets
That tracks, is the ready time on it still kinda bad?
Like that one veteran talent for reducing CD on specialist kills, low difficulty where there aren't as many specialists it rare procs but high level is great
Yes, but many zealots with blades of faith animation cancel to pull it out quick
Slick
Chances are if you're using a flamer it's cause there's a dense horde and a good chance you're going to kill a specialist hidden in there to refund your knife
Flame based zealot is like a+ tier build now
This is very pleasing to me
I think knives only refund on Melee
Which even then there's no shortage of specialists at higher levels
Stab heads
Splorch
I've been one tricking this very mediocre knife build that I have to put to rest
It's based off nothing and has very little synergy now that stamina doesn't go brrr the way it used to
But I'm sure I can fix that if I actually look at my tree and take some time with it. But it's exciting to hear I can really build out a flamer zealot I guess I have goals again
flamer is basically best in slot for high havoc for a simple reason
it blows through everything
the hordes are so dense that if your weapon doesn't punch through at least a few dudes you can't hit anything through them anyway
So Darktide and Rogue Trader are getting Arbites content within a day of each ohter.
ive really valued punchthrough on higher difficulties in general
yeah
and rogue trader's content was announced sooner lmao
I really hope the new class doesn't use ai or the targeting system much
or it they do it was heavily fixed
reading the dlc description it seems other animals are unlikely
I wonder how much it will cost
and if this was done like this because the ingame store sucks so bad lmao
Introducing a reworked difficulty progression system: players will now unlock higher difficulties by demonstrating skills, not just by leveling up. Progression will be tied to completing a number of missions at your current difficulty, rewarding mastery over time played.
this goes hard
Hello Everyone, We hope you enjoyed Warhammer Skulls 2025 as much as we did! We’re excited to finally reveal what we’ve been building behind the scenes. The Arbites Class is coming to Warhammer 40,000: Darktide on June 23, 2025, across all platforms. We will be releasing several blogs from now until release on June 23 with more information...
HELL yeah
That'll be my new elevator activity when someone's playing an Arbites, pettin tha dawg
I know a lot of games have this, where your companion can help up a teammate. I wonder if that would be a talent, send your doggo at a downed teammate and it'll rez them. It's not entirely unprecedented since Veteran has the rez on shout
I wonder what the post means by first melee/range combo
Like shot pistol in one hand and Melee in another?
Ope nvm it said defense/range. I'm guessing assault shield in one hand and shot pistol in another
Ditto, I was expecting some shitassed poxhound event
This is far nicer
I was right beast master class lets frickin go
Theres not other animals in the kit but they do have little vox thingies that shout down heretics
Nuncio aquila
It's not a laser falcon, shouty falcon
Eagle*
Whatever
Thats the loud speaker the Arbiter talks into in the trailer I figure
Which kicks a lot of ass
Boltgun fun.
Never really liked it because I didn't like the small magazine, but they must've buffed it somehow since the last time I played.
Yeah they reduced the sway so more of it goes where you want it to go
Seems like the splash damage is a touch more generous too.
It has strong suppression, makes enemies cower
If theyre cowering theyre not shooting
I mean.
I can't really blame them. I'd cower too if someone was shooting a bolter at me.
Any particular masteries I should prioritize? This thing's fun.
Pinning Fire rules
Maybe
Part of the update involves redoing some story missions
And letting you replay it for that, im guessing theyre changing it up to include arbites in some way as either a reject or an arbites that keeps an eye on rejects
Isnt the warband in need of more fighters as well?
Would make sense to just walk up to the local arbites and be like "yo, get on board we taking the planet back"
Warbands are probably always needing bodies, rejects were disposable band and die often. PCs surviving and completing missions is an anomaly
If they went not reject path for Arbites my guess is someone on behalf of Grendell pulled rank and told some arbites we found alive into the warband. Usually its a bad idea to say no to an Inquisitor unless you're an inquisitor, Rogue Trader, or space marine.
Fond of Surgical
I've been toying with new havoc chorus builds and I replaced pious cutthroat with martyrs purpose and it's works well as an emergency button, especially since in havoc you're going to take damage and downing could be a game ender
I specialize my Boltgun for boss killing and so I take calvalcade + puncture for boss damage
I've been using the shock maul and boltgun together. It works surprisingly well.
The shock maul seems to be really good at crowd control and the boltgun is great for murdering anything heavy.
I've tried shock maul before, it's always just felt like a worse thunderhammer somehow
Though that's probably me using it wrong
The Veteran can't use the Thunder Hammer and I haven't really gotten around to using the Zealot, so I can't comment.
Oh wait the shock maul is the one handed one, I thought you meant the big two handed one that the Zealot uses
Sorry
the maul is absolutely great at stunlocking/crowd management with spam light
it actually helped keep a newby buddy of mine alive
went from dying super often because they never block or heavy or use the weapon special, to being able to live even on like auric runs
but just hard spamming lights with that maul
not very killy tho
No, but it does keep crowds suppressed pretty well, which allows you to kill them more easily.
is that arbites shotgun a bolter shotgun or does it just looks fancy?
it looks like the lawbringer we already have in the game
It's interesting that it's an arbites specifically since that's another power/authority level spike compared to the rest of the losers. Comparatively they're the commisar to the guardsman
this is a lawbringe?
Well, it's a little murky as far as a power spike, unless you mean authority wise, because at least one permutation of the veteran is a former scion, which is easily on the same skill tier as a commissar. And a sanctioned pysker has generally been that powerful too.
the sanctioned psyker is explicitly an ex-enforcer
which are the local cops to the arbites... i dunno, super-fbi?
also none of the veterans are ex-scions as far as I know
The savant personality is
i would argue that the other two psykers are pretty distinctly un-sanctioned
well, maybe the seer is
and just went nuts
but the loner making it through sanctioning somehow? no way in hell
no
sanctioned psyker explicitly means one trained by the adeptus astra telepathica
including a pretty gnarly sanctioning ceremony
the loner at best might have escaped the telepathica training partway through by fleeing, if they had made it all the way through they would not sounnd like they do
i was under the impression that the professional gives a bevy of clues that he was not just a normal guardsmen. I can't point to exact quotes, but he tends to be more informed than the other options and have perspective on major engagments from ages ago
also implies they have more training in more than a few situations
all of the rejects imply a checkered past with a lot more information than they should know
i don't think there's any clear evidence as to exactly why the professional is like that
this isn't to say he wasn't a scion or some other elevated form of guardsman, but i don't think it says anywhere that he was
Similar authority to commissar, arbites is slightly higher. Commissar can be as "low" as their local regiment or local planet and do what they see fit. Arbites have authority on any planet excluding their home world and override local planetary government of high Terra says there's a target that's been uncooperative.
I don't know the extent of the single player story rework, whether they're going to have arbites in without the fall to reject story or if they're going to make one a reject.
Anyone can become a reject, someone in high terra strips you of arbite's, an inquisitor asks politely it's wise to go because under the table they outrank you as in not only do they have more leeway since they don't need high terra's commands to do a thing, but also they have vastly more resources and manpower than you. They're the bigger dog
I think level 30 rejects are not your average reject
for each level imagine 2/3rds of the previous level die (as you die in normal gameplay but just don't get to respawn)
and then at the top you have the veteran who did in fact ping pong between 10 different planets and fight half of the galaxies' forces before finally looking at a commisar funny and having to do all the reject stuff after
so it could be that the arbitries get inserted with those level 30 rejects who've proven themselves to be gods and were the first choice to save dukane in rolling steel
that could potentially be a story rework if it's made to be slightly custom by class
but it'd still be weird with all the arbities that have to go through the trust levels first and die upwards
I probably wouldn't even say 2/3rds, survival rate to where 30 is probably less than that
Oh I see yea I'd agree on that
so like 0.3^29 or something
Yea we were unexpected, the mission after where we go on Zola's mission they put us on real high up there missions
and we also don't get to play as the reject guardsmen who aren't already veterans so we should assume we already start with the cream of the crop
arbites are explicitly offworld incoming reinforcements too, so it's possible that this is what grendyl got after calling for reinforcements
"well, things are fucked, but we can spare some super-cops"
That's what I'm guessing if the plot point they choose is the arbite's still maintains the rank for arbites
maybe they're a colony of arbities stuck in legislative hell coming to join the crusade because they have nothing better to do
I mean jumping on a rogue trader or inquisitors ship is a good way to travel
and then they come in and see the rejects that are still alive as like. decorated holy crusaders
as a hive world tertium probably does have an arbites fortress somewhere too, actually
thinking about it
Probably latter moreso for arbites since inquisitor will likely assist them if goals align
Or, if the arbite's is assigned like, wolfer or someone
It'd be apt to join the warband of the people that have been pushing back their cult
arbites are more likely to have been assigned the cult as a whole
wolfer is a traitor guardsman and subject to military justice technically
not usually their remit
lord margrave had a ton of dialogue just before the nightmares and visions update
maybe he's getting ousted and the arbities, like dukane, are rolling up thinking this is a simple mess for them to clean
but then get even more entrenched
or maybe that was post havoc dialogue since they called dukane 🤔
Arbite's jurisdiction is basically, within the borders* so if astramilitarium isn't able to easily find them, and enforcers can't do the job, arbites would be the next step
It's just whoever is on the high terra's judges vague purview or arbite's can seek out corruption on their own whether it's governors, commissars, etc
Story wise up until this point everyone thought it was wolfer leading a local rebellion of guardsman and training random locals
It was only after dark ritual that anyone realized a local cult was involved
So the arbites coming in after the cult would make a certain amount of sense
I assume it's gameplay conceit, but I expected a larger response the moment either chaos daemon was confirmed like a beast of nurgle or daemonhost let alone multiple.
It could be Grendyl keeps it under wraps or has told other organizations to butt out
With some of that, it's just gameplay, probably so, but also it is clear that the inquisitor is up to something that he doesn't want anyone else looking at. And is effectively using our gang of fools to delay while he finishes it
morrow did ask for more help be rannick always waves him off going 'with warp travel noone out of theater will get here in time'
unsure if that's the truth or just a dismissal
even if it's what he believes rannick makes a lot of assumptions
And multiple people have brought app exterminating the planet as a reasonable response to what's going on. And there's a lot of talk that the only reason that it hasn't been more seriously considered is because the and inquisitor want something he hasn't yet gotten
Brahm does have lines sniding Grendyl for always being so needlessly confrontational, kind of the only consistency with inquisitors is there's no consistency, but throwing bodies at a situation isn't generally what inquisitors would do, if anything they'd use their influence to get the planet's enforcers to do.
Brahm also mentions she'd leave atoma the moment she could so it suggests something big. Rogue Traders are generally hard to hold down
Considering they're rogue, you'd need very personal to them leverage to keep them somewhere against their will
grendyl has also been on... nox alpha? I think?
with everyone kinda guessing he's trying to fight the cult leaders thinking they were over there pulling the strings
I'm guessing gryndel wants fast something on atoma before the main forces arrive
from mortis lore rannick should have the resources of 2 inquisitiors to do it, grendyl and the one he looted and found morrow
so he likely has something highly personal
I don't think it's what darktide is known for, but the writing of it I think is pretty good for what little there is compared to the gameplay.
They do a lot with few lines compared to story based games that'd probably take double the cutscenes and VA lines to get the same level of intrigue
there's a lot of worldbuilding with the differences between the mission controls in each mission, and the reject voice lines (which are both location and group comp based)
I thought there were like warp storms isolating atoma somewhat or the system, and making leaving dangerous
But now I don't know why I think that
there's a generalize warp disruption because of the whole Galaxy Cut In Half thing
but nothing specific to atoma in evidence
I wonder if we're gonna get new maps
Almost certainly, but probably not in a huge batch
Fair
remember when excise vault was returned to us
excise vault my beloved
Its been a few months since I last touched Darktide, but the Arbites has returned my attention
the event also offers premium currency and goes pretty fast
apparently the skull pillars are worth 250 so it's worth pounding them for a minute to break them
there's no indicator of anything besides the menu progress tracker tho so I can never tell
Ngl I forgot there was an event until I finished like a 1/5th of it just playing normally
I don't know much about it besides I assume pick up skulls on map or dropped by enemies and break the pillars
destroy skulls (press e) and pillars (they're armored, tanky as hell, and heal enemies near them)
12k for the aquillas but you can easily get >1k per mission
so in practice way faster than the 30 book events
yeah it's about 1k per auric mission at least
less on lower diff because some of them drop from enemies so lower enemy density fucks it up
Hmm armored? I did notice my weapons were pinging off it, I wonder if something like a chain weapon or relic blade cuts through it faster. I had knife with uncanny and it still pinged
if the pillar spawns are the same and you get all of 'em it should still be 700+ reliably
uncanny doesn't change ping-ing
it just changes rending which impacts total damage
stuff like the tac axe for example makes the armor ineffective noise despite dealing p decent damage
(which is why it destroys ears when you swing it fast)
blue hitmarker vs normal hitmarkers
You know I've only used uncanny with DS and knife and I always heavy attack with those so I did not know that
I have not tested it myself but. it's rending, which is dumb but consistent in how it's dumb ime
If the pillars are like the clandestine gloriana snow bits they take more damage in melee than ranged
Cause like if you throw a blades of faith without uncanny at carapace it blue hit markers ping, but if you have full uncanny and throw it deals normal damage with normal hit marker
would be interesting to see how fast plasma can kill them then
or something else that deletes armor and has enough ammo to not take 5 minutes of reloading
huh
maybe it does work differently to what I thought
how much rending is full uncanny?
🤔 I guess it could be a threshold of % effectiveness
how I noticed it was dueling sword not blue hitmarkering but my non-armor gun blue hitmarkering
At 5 stacks its 120% rending
I never looked into it in detail but my understanding was at 100% rending you basically ignore armor and extra rending past 100% is a small damage boost
Yeah that's pretty much it, past 100% to an armor type is a straight damage bonus at 25% efficacy e.g. 120% penetration is 105% damage
This is why brittleness rules because it's like 10% bonus damage for the team because if the team already has 100% penetration then 40% brittleness on top converts to 10% more poke
Uncanny is very nice on any weapon its on, flak and carapace enemies are basically unarmored so you can LMB mixed hordes without worry of catching on armor.
Combat Blade and DS are the 2 i know, psyker has 1 and vet has one
Yeah it persisting even through misses is nice
That also surprises me, 100% rending on an easy conditon of weak spot its basically always on in a horde. There are weaker blessings that lose all stacks on miss
p sure you don't actually ignore armor at 100% rending
it's really weird
video game balancing moment in general tbh
like uh, what I've been told and sometimes seen is that there's a custom value, distinct from unarmored damage, but usually the same, per attack that it goes towards
and it's muddied even further by non-armor dr
I meant for say catching on flak with a melee weapon
I dont think the damage ignores armor otherwide maulers would be shredded by light attacks.
If i light attack a mauler with combat blade it catches and stops at mauler and does a little recoil animation, with full uncanny you swing past the mauler like it was unarmored
on this day I begin the strugglebus of leveling the helbore lasgun 😔
There are some weapons i dont like and level just by buying them from brunt and sacrificing them for mastery over time
Genuinely forgot that was an option, good reminder
Unrelated, but i was leveling autopistol cause it felt cool & fun to use and a pub game had 4 of us using autopistol and someone mentioned it and we called ourselves the Hiver gang
if you want to do it fast you can also manually vless them
vless?
bless, upgrade
(sorry, mobile typo moment)
Ah yea when brunt has discounted greys
Plasteel isnt much of an issue at some point if you upgraded your favorite weapons
you can infinitely buy greys of whatever type you want and upgrade them to be sacrificed
it's expensive but has zero randomness to it
I’m getting close to maxing out the shock maul and bolter. Maybe I’ll do the power sword and bolt pistol next.
Yeah that's a solid combo
Classic Imperial Guard.
It'd be funny if arbite's can use an Ogyrn weapon
Slab shield moving like a turtle
they've already announced they'll have their own class-specific riot shield versions
yay we can pet the dog
i hope to see some interactions between the enforcer psyker and the arbites
I assume they'll get an assault shield with a gun
They did mention arbite's will have the games first defense/range combo so I imagine it's an assault shield in one hand and a pistol in another
Inb4 they get access to the dueling sword lol
im glad they are adding a new character, brings new life into the game
lets hope it is good!
I'd be surprised if they don't get a dueling sword, I just assumed its now one of the default human weapons
It's be funny if it didn't and dueling sword was a reject only item, cops don't get dueling sword
hehe
also excited to see if the arbites is still an arbites or is a reject who used to be one
like the veteran used to be a guardsman
<@&1042950387478560878> killing? maiming? 🥺
YES, ITS BEEN A WHILE
we're having a bit of trouble launching, gonna try to see if updating our mods helps at all
give us like,,,,, 5 minutes?
but we're on vc now
I really want a defense/attack combo on the orgyn
Still a guardsman, just on… secondment, that’s all.
You do look like an Ogryn player 
Oh hi Foxington. :3
Ogryn Gud
Hi josie 
Shield plus rock crusher gauntlet
I didn't make this, some other genius had the same idea
It'd be cool if the gauntlet had some property that pulls enemies towards it so you could do the rage shout get everyone focused on you then just feed them to the dude-chipper
Consider, Ogyrn sized buckler shield and power fist
Just give every class one power weapon
Yes 
Slab shield Ogryn is for holding the line, buckler/power fist for pushing it and like out of all weapons that should have parry blessings, the buckler/melee and catachan sword should
It's not meant to tank every hit like slab does, you just parry the most dangerous melee attacks like from ragers, maulers, and crushers
Brute shield
It could fit on veteran or zealot but I just like giving ogryn a power weapon and i dont know many fitting power weapons they could use
Driller loaned his drills to the Rejects I see
What I really want for ogryn is a giant fucking sword
Just a fuckass massive Nuts from Berk slab of sharp metal
Bumper sword from fallout
God dammit lemme have two rippers. I can control the recoil I'm him
Wait ogryn already has a power weapon
It's apparently a great generalist weapon in terms of how it performs against armor
I think ogryn really should get mjore shield options
Im guessing arbites is many shield options since its canonically a big part of their kit
Ogyrns in lore tend to be equipped offensively cause they believe theyre skin is tough enough to shrug off anything with their low pain tolerance makes them not act defensively. Also why many valued Ogyrn combatants have armor protect them is they dont notice their skin isnt enough to stop lasguns
Easier to armor them then to teach them theyre not invincible and the wounds they took are very much bad
The smarter ones get like shields and the grenade launcher, the gauntlet exists cause most ogyrns would try to bash their enemy moreso than use the launcher so it had to account for both. A normal grenade launcher would probably be break from repeated bashing. One that isnt meant as a club too is reserved for ones that know to use the gun part more than the club part. Shields most would use it as a club so I limits the shield part of blocking bullets and attacks unless the Ogyrn knows to use it
i want an ogryn brute shield
to go with the slab shield
The bullgryns are also extremely trained to form shield walls at a moment's notice
the grenade gauntlet is also like bolted to their arm, so when they use up all the nades, its just a large bludgeon
in lore they dont reload their own guns
Our Ogyrn are on the smart end of them, with Bully being basically a savant amongst Ogyrn
One of the things I want to see with Arbites is them being nice to Ogyrns
Everyone on the ship is as nice as they can be when it comes to Ogyrns even the more abrasive PC personalities. Id be curious about arbites lines.
I know Commissars are nice to ogyrns cause they follow orders, never questions, never lies, runs away when its bad, and never betrays them.
Id imagine arbites like Ogyrns for similar reasons being absolutely loyal to the emperor, cant be bribed by the enemy once asked to do something, never hides anything or lies. Enemy Ogyrns are either corrupted by nurgle so they're a clear exception or Moebian 6 lie to them and tell them we're the enemies of the emperor.
I didn't really like the Zealot at first. Then I unlocked the Heavy Eviscerator and I felt the Holy Light of the Emperor enter my body.
Zealot pre level 15 feels like the worst wet noodle
Zealot at 30 becomes gigachad
Psyker was the opposite for me, pre level 30 I felt like a god being able to one shot crushers with a brain burst. Later i realize psyker can could much more but it's harder than you think as a glass cannon
Usually mage archetype in hero shooters are easy, complex but ultimately easy once you learn it.
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I love running into funny teammates
My favorite one was when someone had the lit candle armor with cwndlr helmet one in the ship and someone said "your candle...".
And I said "don't worry I made sure all of their candles were lit before heading out. Emperor protects."
Im so excited for the arbites
It feels like such a great choice
Makes you wonder what else they could add, aside from ratling
I've always thought a Ganger/Street Tech would be an awesome choice. Add all the weird necromunda gun
like a water cartel survivor?
guess they could always come up with their own version of a necromunda ganger
With ogryn even before the buffs, ive often felt like a boat of calm in the turbulent water of heretics
its just even better now
Tech adept is a common ask, i think, and id be pretty down for that, wouldnt be a petmancer anymore tho; might be a gun booster or something?
Pet class with a servitor or Gun-Skull.
we're already getting arbites as a pet class, id be surprised if they did two pet classes back to back
though a servitor in general would be neat
or servo skull
A Skitarii makes sense to me. We have 2 tech priests so its not a big ask for our buddies to be able to requisition some with an inquisitor's influence
My argument against a skitarii or other mechanicus class was that I felt like it would be a little too out of line power wise with the other rejects
But tbh I have the same issue with the arbites a little bit
Floodgates are open with arbites, not really all rejects anymore
We alos fight Chaos Spawn and Plague Ogryn and Beasts of Nurgle
it can be a broken skitarri, as a treat defect
(as if the mechanicus nerds would permit a defective skitarii to be out on missions)
The Psyker is also unusually strong and in control for a unsanctioned psyker
Which iirc are generally all SM level threats
In terms of status, base 4 are well rejects worthy. Arbites is several steps up on the status ranking
IDK about all of them, but at least one of the voices (the Lex bootlicker) is surely sanctioned
Well they arent sanctioned anymore
There is no way in hell Loner is sanctioned
But even a sanctioned psyker isnt high as a status, theyre a mishap away from being dead or prisoner.
Theyre treated like living tools with less rights than a normal citizen
Or gets sent to keep throne alive
I don't think being a sanctioned psyker is something that goes away like that, in the sense that they're not like having their psyker training taken away. and one can only assume that a psyker actively working in the employ of an inquisitor's gaggle of misfits isn't unsanctioned
this referring to a difference between "sanctioned psyker" as a title and "sanctioned psyker" as a matter of them not being rogue warp catastrophes waiting to happen
I'm talking about the former, it's not a matter of skill but social status. Every Ogryn, psyker, guardsmen, or whatever zealot was can be sent to a prison barge as easily as any other citizen. Not to say they aren't the cream of the crop combat wise but ultimately none are above the notmal social status.
Yeah agreed, psykers are not necessarily (or even typically) very high on the social hierarchy
Arbites are like, gets so much more leeway they are special to do what they see fit to a great degree. They probably never would become a reject as a social status
I think our Rejects also happen to be freaks
The average Inquisition Grunt doesn't have a 5 or 6 digit kill count
If an arbites would do something that puts them into prison, they'd probably be executed by another arbite's instead.
There's a LOT of suspension of disbelief to be channeling when talking about the Rejects because every single one of them is a goddamn anomaly of carnage and violence
Yeah
What was thst one quote form the carnival
The one where the Traitor guard thinks they're fighting a whole platoon of elite soldiers when in reality its just the rejects
I mean we are super anomalies
Relevant comic
After Zola vanishes and we like, almost did her suicide mission she sent us on and got Wolfer. Rannick was pretty taken aback
the powers that our dreg-tier psykers run around casting in every single room of a mission are like "holy hell that's one powerful and remarkably skilled psyker" in any context in any other game, but here in Darktide there's 500 of them just getting thrown into the masses of nurgle cultists every other hour
Survival was already a exceptional, success for something like that is unheard of for rejects
I still like the Cult of The Warrior theory that all the rejects working under Grendel's warband are being giga-boosted by a powerful psyker effect, explaining the incredible toughness and capacity for violence
Psykers with a small amount of warp combat skills are often a cut above the rest, most get killed and those that don't kill themselves from a mishap with daemons before they ever can train it. And latent psykers are more common, they don't have clear psyker powers they can use but it's something that they have and goes unnoticed, like a super lucky guardsmen
So our psyker throwing smites like candy is already rare
I got into a Rogue Trader game (the old ttrpg not the crpg) as an Astropath Transcendent and learning how the psychic abilities work in Warhammer TTRPG systems really put into perspective just how utterly absurdly talented the Reject psykers are.
Arbite's is on the rejects power level, but definitely not social ranking
Tabletop wargame psykers are monsters that fry space marines with smite
Probably just games workshop being bad a numbers and scaling though
Like the bits in older edition about how every guardsmen sent as tithes is equivalent to the most elite spec ops forces of modern times
So it makes platoons of them dying to an ork warboss more of a shock factor
0 modesty
Also intersystem wars having less casualties than WW2
shocking nobody, the only consistency GW has is their inconsistency
can't keep the story straight on what beats what, strength is determined by if you're important enough of a character to have a name and god help the enemies if you're important enough to not wear a helmet
Newer writers do try to reign in power scaling, like saying why guardsmen are a thing that won't waver is that 99.9% of the time a platoon of lasgun fire and maybe heavy vehicle lascannons win like most of the battles every time without issue.
Anything that gets written about is the super rare exception that didn't work, and when it doesn't work it fails hard.
except the countless unleveled characters that died to get you to trust level 30
(probably mostly to barrels 😔 )
The explosive barrel industry on Atoma is key to the imperiums success
I don't know if the ship has enough servoskulls to scribe all of their deaths for malice difficulty
I'm hoping the narrative stuff places more separation between Reject (trust level 1) and Reject (trust level 30) rather than people just talking at you until "congrats ur accepted to the warband"
Isn't that what the level 30 cutscene is? We're a part of the warband which is actually quite prestigious to be part of an inquisitors warband officially
there is a gradient of missions though, from casual "everyone goes on these" to "handpicked zola assets to prove rannick wrong" to "they picked you out in advance to deal with rolling steel"
I do like that one quote from an experienced chaos marine talking to another chaos marine like
"they are just guardsmen, pitiful mortals armed with nothing but lasguns"
"anyone who does not respect guardsmen with lasguns has never had to charge across an open field against 200 of them"
Although probably just cause they didn't want to record extra lines, we're still called rejects in mission comms
The chaos marine that was killed by an arrow
Yeah it'd be nice to have some indication beyond "Wheyyyyyyyyyyyyyy it's you" from random guardsmen
Like an arrow from a wood longarrow
And one killed by a wooden spear, wood is dangerous
I think it does makes sense
you are still a reject even after you become a combat god
it's just more a badge of honor from having survived the meat grinder than an insult now
dark communion you are explicitly zola's handpicked people that she thinks "will survive to spite you"- he asked her to make a team to see the inside of the cathedral
Loose cannon vet would have a field day with that.
Level 1: are you a reject too?
Level 30 loose cannon vet: you're rejects, we're the Rejects.
lemmie try to fetch the rolling steel yt vid
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which is part of why, during that mission, the mission handlers are so confident of your abilities
they see dukane walking into a trap and go "hmm we should probably handle this with an elite strike team" and then pick you
so there's two major classes of missions imo with some overlap
- maintenance missions (do X repeatable thing), where you are assumed to be a trust level 1 reject they're just throwing at the problem and hoping it works
- story missions (fulfill X time sensitive task) where you are assumed to be a higher trust level, depending on the mission
apparently there is actually a difficulty requirement for some missions to appear? but that's getting removed in the next update for variety
Nah, I think that is more referencing how at any given time certain missions are only at certain difficulties
in the next patch they're going to open it up so that if a mission is on the board it's at every difficulty
Yea that was my understanding. Cant wait for rolling steel to have x10 the lobbies any time it shows up
also, I do look forward to them actually building a mission timeline with the new update
They're basically retrofitting a campaign mode on top of the missions
You can sort of build a timeline in your head based on mission releases and what's happening
but they're going to actually give the game a fucking story finally
I would appreciate missions more coherently representing a progression of a plot rather than repeating the same meaningless tasks in the same desperately critical factory or whatever
It only took like 2 years after launch
Once again Fatshark proving they launch their games way too early
"If we lose this factory the entire hive will fall in 36 hours, so we sent 4 chumps in to make sure it's done right"
I see old promos about like darktide being written by a 40k writer and how important the plot will be to the game and was like that aged like fine milk. And now that sentiment might age like cheese
Tbf a lot of what made VT2 good was constant community feedback
If VT2 was made in private it would be very different and probably not as good. Fatshark kind of drops content thats questionably balanced then it gets reworked based on feedback. If they spent like 2 years working on darktide in private itd be like 2 years of that questionably design
I'm still mad that I'm banned from internal testing for life
there's a lot of missions that are less critical though, like re-taking aegis station, sending the daily report to grendyl in triplicate, killing low-mid level bosses- and I think these are interesting because they often share map locations while being wildly different because which side holds what location moves back and forth, opening and closing routes and points of interest
it gives it a sense of scale, "this is the imperium they waste so much time mucking about in circles and being fine with it"
Also inquisitors are really only sent if theres an issue that the local government hasnt handled well and they dont show up on rumors. If youve got an inquisition ship orbiting theres something to root out and they will find out what
Them and arbites are the first ones to investigate from off-world as "first responders"
i think it's increasingly clear that they did in fact write out a whole ass story bible for this
and the original game release just sucked at conveying it
Considering the lead was a writer for 40k books and theyre not exactly concise, probably wrote too much to show in a game
but every bit of additional information slots in with each previous one
and paints a very coherent picture of who some of these people are and what the hell keeps happening
Even story based games like destiny, a mission has like 30 voice lines at most. Thats not a lot to work with as a writer when it takes months to create a mission
i had the revelation the other day that the hourglass is a shitty abandoned district because it was probably a trade center with the other hive
the one that nobody is allowed to talk about
and the fact that its an admonition strongpoint takes on more disturbing implications
I actually really don't mind the core premise being disposable rejects who often die. I don't really need to be the big important hero guys. Even if our kill counts are absolutely ludicrous
The incoherence is kind of a product of simply not being very high on the food chain. By level 30 you're still a goon, just a trusted goon
space marines couldn't do the shit we do
Grendel reading the reports be like "they did what? Our enemy has how many people? Holy shit. How are we still in this"
Unless its a named ultramarine, they got plot superarmor
Like fitting through doors?
You can make any wall an entrance with enough momentum or explosives
Tbf the rooms support plague ogryns so even if some are kinda tight squeeze I'm sure space marines will manage just fine
Plague ogryns can squish themselves though, bit harder to do the same with big bulky ceramite power armor
Unless the hive doesnt use ogyrns for labor, itll be fine
Considering you can be an ogyrn
Space marines wouldnt have issues fitting through doors on missions weve been through at least
...that'd be a neat mission type ngl, escorting an Astartes to the Big Bad
We're along to clear out the trash, he's here to clean up whatever giant nasty horribleness Admonition is cooking
Space Marines are generally smaller than an Ogryn, even Primus Marines
So if an ogryn can go through a door...
really wish this is what dark communion was actually lmao
how big are space marine scouts?
Afaik marine-sized, they're just inexperienced and have to let the black carapace mature before they can use their armor

im not sure i want a space marine 
but the power thing with the arbites should be okay if they happen to be a former arbites
if thats the case they would also be a reject!
A mission dedicated to killing 1 plague marine
He's just slowly walking towards an orphanage and the damage you deal to him determines how many orphans can assigned to extra hours in the explosive barrel factory
i think that would be pretty cool
He will shoot and stab rejects, but he won't stop for anything
i heard people mentioning that if we can kill a beast of nurgle we should be able to take on a single plague marine as a boss
are all beasts of nurgle the same power level??? I get the feeling there's some disconnect between tabletop and videogame both treating broad classifications as singular units for production's sake
probably not the same power level yeah
i feel like that could also apply to a plague marine tho
maybe some are weaker and we could deal with?
then again i dont think i want marines at all in the game
On the table, Beasts of Nurgle are a monster that is weighted to kill a squad of marines on their own.
The lore where plague ogryns were first featured basically made them double-tough ogryns (not 100 on this)
Chaos Spawn alternate in power, in comparison to Beasts of Nurgle they are less tough but more immediately lethal.
Daemonhosts on the other hand are always noted to be a local threat in lore, without current tabletop rules afaik.
The power level for bosses is equalized for the benefit of a consistent game
I'd rather see Orks before Marines
The issue is not just with burgles
Space Marines are way too hyped up
burgles is a fun name 
yes
In tabletop, and most lore, they can and will eat shit if they fuck up
They are just a nasty combination of strong, durable and fast
Smaller then ogryns iirc
i heard an ogryn is strong enough to rip one's head off
Yeah
Ogryns are fuckhugestrong
But a space marine is just too fast for an ogryn to fight one effectively
The rejects could absolutely fight a space marine imo

i hope ogryn gets an energy weapon at some point
i want beeg laser or energy blast
I never really thought about this. Weird to think about.
An ogryn is generally strong enough to crush ceramite with their bare hands. In lore a marine has them on every other vector, but not on raw strength
Oh yeah, an Astartes isn’t as purely strong but they’re also agile which is the thing I think people forget about them.
On the tabletop of course, an ogryn squad will mop the floor with an Intercessor Squad
I had a standard Guardsman squad bayonet an entire squad of Chaos Marines to death once.
I marked them out as Veterans after that.
Meanwhile Ciaphas Cain Hero of the Imperium fighting a berserker and his crippling imposter syndrom at once
I love Cain, my favorite goober
Emperors strongest slimeball
The Emperor sends his silliest clowns to his funniest battles.
It irks me when animators show them standing in the open slowly walking and tanking a lascannon.
They're a strike force that can run like 40mph for 3 days straight, they are very agile and mobile and they will kill half the room before you know they are there then be in the next room towards an objective before you can ready your weapon.
Their armor isn't as tough as other factions of its class but it's very light for the protection it gives to an astartes and meant to cover some shots in case they take a risk or something unexpected happens. They rely on training and often use cover and element of surprise and able to plan and coordinate without taking a pause
I blame official cinematics going for superhero appeal
Yea, GW is always consistent at being inconsistent.
The real answer is times changed since 1e space marines and whats cool now is stoic unkillable guy and they didn't want to make like another superhuman human unit since space marines are the most iconic part of 40k but still wanted to take advantage of superhero aesthetic.
Gesture at the animator for Astartes who did an unprecedented job at conveying the kinetic power and tactical mastery of a space marine boarding party
High speed hyper lethality that is only stopped momentarily by extremely dangerous telekines
Astartes is better but there are many parts I feel fall short, like walking in the middle of the room with no cover while a group shoots at them. They should be running and using cover. Like WW2 films type hectic
They do a good bit of running in that, their pace is crazy. Given they're up against handfuls of unaugmented humans (who are instantly dispatched) wielding autoguns (which might as well be peashooters to the walking tanks) i think it's permissible that they don't feel the need to pie corners while enjoying their turkey shoot
The only really starts at the psykers fight, they're walking the entire time otherwise
The dead sprint sure, they're definitely not moving slow the rest of the time (except after the psykers when they've dispatched every threat)
And if not for danger, but for time and completing objective ASAP before potential reinforcements. It is an animation meant to cool moreso than portray them accurately
https://youtu.be/DVXEYksoE6c?t=100
They form a firing line in the open and walk through the first fight
It's the best 40k animation out there last I checked, and it's the vibes GW wants to go since the animator got hired to do official stuff. But it's the classic GW inconsistency, the new writers portray it differently from old, tabletop codex portray it another, games vary very much so, new editions often change lore or retcon things
Tbf to the setting, power armor is some of the best protecting you can get, and is meant to be analogous to plate armor in the late medieval period
In that most situations, it is almost entirely proof against incoming attacks
Space Marines are generally expected to be able to tank most attacks if they wanted to, but the scary part is that they don't have to do that
They're well protected and fast
It's why they are confident in using themselves as battering rams too
They're usually tougher than what they impact
Its the toughest imperium has, the tanking part goes away the moment the threat isnt entirely human. A reason theyre fast is theres xenos units that treat the armor like tissue paper and the only option is basically dont be hit and ideally dont give them a chance to hit you
Old necron lore weapons didnt care about any armor and punched through anything material by atomic disassembly so astartes armor doesnt protect them against even the footsoldiers.
Guardsmen the hail of lasgun works 99% of the time, but when it doesnt its almost always massacre for them.
Space Marines the ceramite works 99% of the time, but when it doesnt astartes are prepared for that they rely on their training, knowledge, speed, and coordination with each other to potentially win out.
The armor works against shurikens, shard weapons, a lot of the nid ranged and melee arsenal (notably not genestealer claws), ork shootas, tau pulse weaponry. It in general still works pretty great. Even in times where the armor takes the hit and is damaged, its effetively protecting the marine beneath.
I like bolt pistol if im not playing Zealot, quick and deals with most specialist to the body well
High tier bonk animation
On Zealot the knife animation cancel is why i use spearhead, basically bolt pistol but 15 round mag
well...no, but it is full auto
Boltgun shreds burgle pimples
I honestly think Zealot knives are severely overrated
Spearhead and Bolt Pistol are similar to me, same damage, similar blessings
Assuming you animation cancel, comes out as fast as bolt pistol
imo knives are amazing if you have something that can't handle specialist deletion in your ranged slot (cough cough flamer) and are more qol and ammo efficiency otherwise
the main thing is the tree directly above them is crazy
Also its right under many of Zealots strongest talents
they're good on non crit builds and completely busted on crit builds
I can pretty much run any ranged weapon while being sure i have a fast specialist kill button. Also replenishes on melee elites/specialists so it comes back fast at higher diff where grenades are up to mercy of boxes on the ground.
So its reliable in that aspect
If you have Uncanny Strike you can oneshot headshot flak/carapace except crushers which take like 3 knives
yeah, zealot not having grenade restore like vet puts a severe dampener on the otherwise great flame and stun nade imo
with the addition of chorus being a stun nade but better 70% of the time and having an actual flamer- or stealth if you're into that using that to make space
they Solve Problems but not as good as the other tools which Solve Problems but Better and More Often
I do think some tree re-designing would make that less painful though
Zealots talent tree could use a rework, almost every build looks the same with sections of the tree just never used at higher diff
vet is the same tbh
I think ogryn and pskyer are better about it
psyker just needs psykinetic aura deleted or completely reworked and then yeah I'd agree
... and maybe move kinetic deflection but it's not in a painful spot to dip into so imo it's mostly fine
i'm a huge run n gun bolt pistol fan
this would solve like 40% of vet's problems
Vet's tree is a little better, less "tax" nodes and its got slighty more since the common builds are either focus fire or weapon specialist
90% of the bottom half is great, it's just above it in this section I showed off that's pain as you try to mix meta and non meta and end up paying more taxes instead
I don't use Chorus lol
Yeah I agree, they're pretty neat except for the fact stun nades and fire nades are turbo neat
knives are so cool
An insanely fiddly and hard to aim knife that can onetap anything with a headshot IF its head isn't armored and IF the knife doesn't whiff
VS
"Fuck you, you don't get to play the game" and "Fuck you all, die"
Ragers HATE this one weird knife!
the advantage of knives is opening the slot
they let you take awkward ranged weapons that otherwise leave you floundering in certain situations, like flamer or bolter
the big reason knives are "meta" in havoc is that they enable flamer while leaving you with an option to deal with mid-long range threats
as well as the ammo crunch
True
Freeing the nade pickups for ogryns is its own reward
Also true
it cannot be overstated how nice it is in havoc to have a ranged weapon that refills off of what you should already be doing anyway
The more ICBMs on my position the better
and refills enough to use constantly
in regular play, where i can just bring a revolver or something and not feel like i'm adding to my own struggle, they're the worst pick of the three
but at the extreme difficulty level with practice the negative space they create in build patterns is more important than the efficacy of any individual grenade
I just like throwing the ogrynheimer
Big boom makes a bad situation tenable often times
also you feel like a sick ass motherfucker who fucks when you nail someone in the head with a knife on a flick reaction
that also helps
Good for the situations where the AI director decided to shit out fifty of everything
"idk what you're talking about, i throw my blue knives without even looking and kill 57 pox hounds" - clueless psyker main
I think they did at least lessen the ammo penalty of high level havoc, iirc before it was -85%?
yeah it's not as crippling
but yeah agree with everyone you said
but it's still very limiting
except maybe them being the worst outside of havoc
they still have a lot of value outside of havoc, in particular never being Out
zealot doesn't really have a reliable way to get more nades otherwise yeah the others are great
i just think in a vacuum if i have other ways of shooting and we're in a Standard Team (so I'm not competing with every for grenade pickups) it's reasonable
and like I said, chorus can provide a similar effect except every 30s or so instead of 3 times per refill
lowkey I think fire grenades immediately become bad if there's more than one person with them
yeah fair
there's teams where everyone wants the pickups and there's teams where literally noone can pick up nades
that does make sense, because each additional person is just +3 max carry capacity and +3 at the start, it refills the same if not worse if people take the pickups at more than empty
stunstorms are at least like
great panic tools
you rarely wind up wasting them
the issue is more "will I ever even need to use these"
a sesh where i never have to pull out the stunstorms is a good sesh
I think their tree is also much more niche than the other two
yeah that's also true
disdain is a good node but everything past that is questionable at best
when your biggest hit is this for a lazy martrydom build that's not the best look
is it? I was under the impression it only applied to every other hit or something weird, but I might be confusing it with another node
this one is also fine
fine but not always applicable
but you have almost the same thing on the other tree that is surrounded by so much better stuff
yep
15% on heavy 5% on light vs 10% on heavy 10% on light
and the middle tree has purge the unclean and many good ranged things
I do actually run most of these nodes on my matrydom build because I don't want to accidentally die while facetanking damage at the start, but in practice barreling would be more powerful
and then the position for the next tier barely matters because you wind up wanting to cross to both sides anyway
yeah it starts completely solid and then just has okay things
humorously I don't think I take anything above loner because I barely run out of points on other stuff
but the middle node is a +flat toughness node and those are very important for havoc in addition to being good in general
yeah point starvation hurts there
because I would love to get Thy Wrath Be Swift if I could
(semi related) my beacon build looks like this which is Very Silly
until death is so point tax
if there's a +15 toughness I can take without paying any tax, I'm taking it
actually wait I got it wrong
I take until death but not holy revenant on that build
I also really want duelist as a dueling sword user
otherwise spending 2 tax nodes to get there would be really painful and I'd just accept going down
yeah....
but this build is basically only for blight spreads
it's fucked up how good the left side there is honestly
havoc makes corruption buildup matter, but not enough to make the point tax worth losing 15% toughness reduction for
... why does it have an extra small node vs the other trees anyways? 🤔 never noticed that before
knives are nice with shallow mags because you can flick while reloading
'never be caught with your pants down'
also being able to pen a groaner to knife the trapper behind them while you are managing a horde always feels good
them being fast and on-demand delete problem buttons is a big value when you don't have breathing room to swap off melee
flick headshots always feel sick. i got the cash shop pants with two throwing knives in the boot in honor of the flicks.
Mastering the drop arc aim compensation to land knives outside of mid range is pretty consistent and feels great. And either they inherit weapon blessings or are naturally strong vs maniacs cuz they always shut down really big problems
its such a cool utility to have and just not compete for nade pickups
Armor isn't an issue if you run a weapon with uncanny strike so you can one shot armored ragers. Knife is pretty accurate
Specialists are what ends runs, especially later havoc horde is so dense you might not see/hear one until it's in your face and being able to tap 1 button to kill specialists is very nice
Or dancing with rager/crusher packs in melee
Unrelated been using relic blade mk 2 and I find the moves set really nice. If you shove attack it starts wide swings and alternates between 2 combos where one is vertical uppercut strike and other is wide swing of hordes no matter which one you choose so at any point in your combo you can get assassin or vanguard on your next swing without having to remember combos
there is an easy trick for the mk. ii, just mash lights to gdt all routes.
- light > heavy gives overhead loops
- light > light > heavy leads into uppercut loops
- light > light > light > heavy leads to horizontal loops.
all loops are heavy > light inputs
this method builds cranial grounding stacks so you can get better efficiency on powered on uptime before powering on.
Ngl I had to use a mod that showed me combo paths in psyk so I can see what relic blade mains were talking about learning combos adds a lot and I'm a believer now
DS is meta, but relic blade I find the stagger is actually quite valuable as you can stagger rager packs and it's easy to make breathing room with wide swings. I just rely on my teammates having DS to deal with crushers
mk. ii is good at crusher killing
do power on dash heavy stab into their heads
and then light heavy vertical combo
I see, I always forget about the sprint attack. Im only remember DS/knife and every other weapon i slide like standing is lava
the dash heavy is extremely strong, especially against weakspots
I see I'll have to practice it more, I'm still use to ds/knife where it's LMB spam until armor and heavy then back to LMB spam
mk. ii has a route for basically everything, you just gotta learn how to route to it from wherever you are.
It's such a cool sword.
it even looks sick when you get going with it.
Yea I dislike needing to reset weapon combo into heavy for many wide light mark weapons and vice versa so i used mostly knife/DS cause they basically have immediate access to either. So relic blade not having that issue is great
I saw the most Zealot player ever, it was a psyker with knife and a flame staff running scriers build and it was absolutely wild to see them dance
there's a small zealot inside of all of us urging us to go fast
"Hghghghghghghgrrrrrrrrrrgh go fast go fast stab them in the ffffffffffucking FACE"
i want to have an inner ogryn buddy who tells me im great 
Blessings are super good on the first one and the stats are good, down the line you'd want one with 80% burn (or anything over 77%) like the second one so you can rip off the blessing from the first one when you're done with it
15 Soulblaze stacks on the burn stat is what you're looking for
these are both limited time acquisitions btw
i do have one already and it does have 80% burn!
guess i just level up my mastery for better blessings then!
Yeah this staff rules
nice!
i just love it when my old stuff turns out to be really good
means i dont have to spend time farming for it
thank you Clem for the help!
Enjoy!
Huh I was trying Psyker again, they buffed disrupt destiny no wonder i see it used a lot, you used to lose multiple stacks each 5 seconds and now its 1 stack a second and it takes a lot of downtime to lose all of it, longer than an elevator ride
It's really fucking good now yeah
...should still try Warp Charges out sometime
I hear it's fun to play around with
Warp charges are super fun
Its combos really well with venting shriek for constant shrieking
Spread soulflame everywhere, almost too good I ended up not learning to manage peril well cause i crutched on venting shriek
I need to tide these darks around here more often. 🌊
Okay, so... I don't think I want to play on Heresy.
Malice and Heresy is probably the levels ive had the worst experience with. Mostly people who have played enough to not be diff 1-2 but lack some fundamentals needed to reliably beat damnation and do aurics so its like teammate limbo i never touch again.
Those levels usually expect something at those levels teammates just fighting in one spot while there's a clear objective markers, zealots running too far ahead, psyker blowing up, veterans not using grenades ever, ogyrns fighting a dozen pox walkers instead of pushing.
Or people just not dodging
Damnation and above usually has better teammates
The Psyker exploded repeatedly and I tried to dodge the dogs but there was a dozen of them and also like fifty goddamn snipers.
Shoving dogs is usually better
If youre down in the open and theres snipers and no teammates to give gold toughness youre on your own
You can shield bash the dogs to knock them out of the air?
spam pushing towards them makes you basically 100% immune as long as you don't run out of stamina, no need to even do the attack part
dodging and sliding can also help because dogs have weird hitbox stuff, but that's typically ineffective against more than one dog and way more risky
if there were a dozen dogs it was probably the hunting grounds modifier and the waves on that have an audio cue- good teams will find a chokepoint and set up at it to undog each other until the wave passes
I do agree with this on top of my usual 'be careful you might have accidentally played an auric mission on the normal board with people not prepared for auric and not realized'
I was on Heresy quickplay.
the normal mission board can spawn missions with the same modifiers as auric
(unless they stealthdropped an update to that)
I used to do quickplay a lot and found it put me in the harder missions because those were the missions that people were quitting and opening slots on the most, although that only really applies if you joined partway through
Those are fun to drop in on. Help stabilize and then type "evening, lads"
I got killed before I gained control (immediate poxburster off a ledge) a few times and other times the mission was lost before I loaded in lmao
they usually also have one person running off and everyone else super jaded and not caring about cohesion anymore so I usually find them miserable
but back on pushing, it can be spammed as long as you have stamina so the timing is very, very forgiving
I'll keep that in mind. I just wanted more XP for my Ogryn because he's at 26.
ah heresy will probably also get easier as you upgrade your gear and refine your build
I mean, I'm just going straight down the center path so I can try to keep the rest of the team alive.
Except for the divergence to get the funny rock.
While also being very resilient.
remember that sometimes you will just get a team that won't let you save them
like the psyker that kept blowing themselves up for you lmao
don't forget you can ping in here for help
but that does put you in a good position to really learn the fundamentals of "how close do I need to be to save people quickly" by watching how everyone else moves, which is, imo, much more complicated than it seems
It certainly teaches you how to clutch
Yea the 360 degree push is easy to miss cause you cant really see behind you. Once you hear the dog pounce noise its easier to rely on just shoving when you hear it in case its behind you then you dont have to look at them
Palpatine build is so good
its often easier to pick someone up further down the road than it is to try to put your own healthbar in jeopardy scraping them out of three crushers and a flamer
plus they'll respawn with no corruption and the director will give you a break (won't help with the enemies still alive though)
in events everyone will always respawn in a specific spot which is often fairly close and safe
I think an important factor is if you had good positioning and either bad luck or poor choices meant they now have bad positioning, you can work smarter from the good positioning you already have than give it up for the bad positioning that downed them.
I run Shroudfield so I frequently spend it to get people up out of bad spots to prevent a failure cascade from starting.
If even that looks like it wouldn't work I'll just work on the problem and commit to picking them up later.
I was more talking about "how long would it take for the nearest ally to undog me? unnet me?" but yeah that's also important
the nearest flamer can also undog you! mutants too
because as one gets used to the game they'll often be able to move much further physically away while still being 'close' in terms of those two things more than average
and cover for each other by standing in doorways bridging a link
zealot flame grenades are excellent dog insurance when you hear their little nails scratching
making sure you're in line of sight with your team also means a teammate can shoot the dog on you
without having to come over and get you
We had a teammate who was technically nearby but they were up and over a ledge no one's gun angle could reach
We had to back way far up to undog them
yeah that's what I meant
being across a large open room is much, much closer than being around 2 turns and in coherency but on the other side of a wall
this is a fundamental skill though, not just about dogs
because if they can see you, they can see if you need help
we gotta be able to get to you to help you
so it's something useful to keep tabs on
this is a vital decisionmaking choice when you get to a dropdown point
don't dillydally on those, drop down with the team because one dog or one trapper surprising you when your teammates all dropped means that's it for you.
speaking of trappers, if they fire a net and you don't confirm they died, they will come back again, and if your teammates don't have that kind of object permanence they will likely net someone again in a worse situation
they retreat, giggle and then run back in
a lot of people forget about them very quickly
The biggest challenge I find in Darktide usually boils down to my teammates apparently being allergic to staying close to the team.
and I think understanding how to quickly decide if other players are returning you the same favor is the ultimate reward for mastery of this skill
knowing if the random you queued with is going to be able to save you or if they're gonna constantly run off for no reason at the worst time is a deciding factor
yeah, exactly
I think a lot of the time they're hunting for plasteel and diamantine, but still.
Not the time or place.
being able to figure out 'hey there's 1 guy in my lobby I can trust' and then sticking to them like glue will triple your odds
it's just very hard to figure that out in advance
pick someone and glue yourself to them. force them to be in coherency.
This is why I take the +50% coherency radius talents where I can
when people stick you with stimms you know you're doing your job well
and that's where the los consideration comes in- players can rove around a lot but still be close enough to do that with zero risk, but they can also just run off, and the difference is impossible to know unless you have a vague idea of the map geometry
Just to double check here, can any melee weapon's shove can knock hounds out of the air or is that just the slab shield?
Ping helps a good amount
all melee weapons
every single one
Good to know.
its the foundation of their counterplay
I didn't know that was a function of it, I always just dodged them.
dodge to the side and slice their head off mid-pounce is the advanced strat
I had no indication that you could use the shove to do that.
The push creates a 5 meter cone in front of you and so it's got more reach than the animation shows
The slab shield and ogryns in general get bigger pushes than little 'un pushes and stagger better; try to hit the weak spot when pushing for best results
My favorite joke is the why the psyker bubble is good cause it makes your teammate go towards it
psyker bubble is the Big Ping
Its not even a joke bubble gets people around it
Youre basically a herding dog spamming bubble to push your team so they dont fight in one place
darktide is a mystery game and the mystery is if there's someone in your lobby who will undog you from 1m away 😆
Its the mutant
For an enemy theyre helpful at times
sometimes its valuable to hang back and watch the flanks for specials
if your teammates look like they have the front under control
bombers are extremely high priority targets, trappers and flamers are right below them
Games like Darktide and Helldivers are what have given me the mindset of thinking of randos as "basically a kind of dog." They wander around doing who knows what and sometimes they're helpful but sometimes they pee on the carpet.
I can't get mad at them.
keeping an ear out to handle those three targets specifically can save your whole run
don't forget that some days you are the rando
Everyone's trying their best
Nah, I'm a fully-realized human being who never makes any mistakes.
I have never once made a mistake like getting lost or missing a shot or losing track of a high-priority target.
I would say that the one thing I actually do pay close attention to is trying to stick with the team. But I make plenty of my own mistakes. But also I don't get people who wander off.
you are a veteran picker, right?
What?
did you know? the veteran has an exclusive mechanic no other class has: if you crouch behind low cover and hold your ADS button, you can aim your weapon overtop of cover
Aaand a mutant threw me directly on a Daemonhost.
Veteran is also a class where height slightly matters, if you pick max height human you can peek over a few pieces of cover or teammate but also some covers wont work cause theres a tiny pixel they can shoot
I'm done for the night, I think.
If you use cover often short veteran wins out
This is helpful to know.
I can't tell if this is a joke or not
does anyone actually use this?
I'm gonna start, it looks really useful.
I know
but I haven't seen anyone actually use it because the game is too frantic for it
imo it's a relic of a different time
I don't think a lot of people even know about it.
and I am just. legitimately unsure if we're meming or not
Fang seems to like the guardsman sim so I thought it was worth showing it is an option.
understandable
It's just a little thing you can do.
Veteran is the class I've put most time into and like the most.
at haz3 and 4 you can absolutely cover shoot with it without getting too swarmed
I like pew pew man
No some terrain you can get shot at if you stand behind it depending on if youre tall or short, i changed my zealot to be min height cause of this
I can think of some situations where it'd be useful.
I also played Veteran the most 
I used it leveling Helbore mastery and I'm gonna try it out with the Vigilant Autogun.
Right now I'm working on the bolt pistol, but I'll keep it in mind for later.
bolt pistol is a tack driver, it probably works good for that
I can't say if it mitigates suppression but it would be cool if it did.
I don't think newer maps are designed with the mechanic existing in mind
so it'll probably be more effective on the older maps
Vet cover mechanic is iffy at times even on older maps
I was convinced if the new class was ratling they'd also be able to do this, as a baked-in way to handle low walls
90% of the time low walls overlook the edges of the map 😔
probably because noone else can do it and it'd be super annoying to have them everywhere otherwise
there's a couple spots with like, planted slab shields or stationary riot shields and I used one to hide from a poxburster once
I love that mission
Lukewarm take rolling steel is my favorite
Its fast paced, you cant turtle with timer so efficiency when clearing hordes is key, linear so no new teammates can get lost, and short cause theres nothing worse than losing a mission 20 minutes in but with rolling steel its not as bad being short.
1st 2 points i think is good for newer players to learn and practice fighting forward
you can definitely get lost at the battery part. That's often the failure point for new players.
I still don't know if folks should do 2+2 to get both batteries at once or do 2 trips for the batteries as a ball
Normally ball to 1st battery then once 1st is picked up then 1-2 split up for 2nd
And ones that didnt split up escort 1st battery then circle partway back once dropping off 2nd to escort 2nd or keep battery area clear for drop
Or rather ideally, its whatever happens with pubbies
<@&1042950387478560878> Tide?
Ogryns like trains it seems
I think the battery spawn location massively changes how the segment plays out
I think if you get very lucky both can spawn in the car closest to you, one on top, one at the bottom
usually I try to grab the first battery and throw it back towards the goal and then continue onwards to the second, if I'm lucky I get followed and then someone picks up the first battery I (potentially threw down to the ground floor) on the way back with me
backtracking for batteries is probably the most dangerous level event though- it doesn't show up very often and any event where people aren't just pushing forward or holding a single point will decimate groups that don't already know what to do
the one with lowering the skylink bridge is probably worse though because it's more non-linear and people don't realize they have to backtrack instead of hold at all
the one with the fan in the hourglass is probably the tamest because it's seen as more of a "go and find the batteries", followed by gloriana's which is back to back side objectives so everyone's mentally prepared for it
🤔 can't think of any others but there probably are
I find that pubs really lag behind at that segment, often they're slow to enter the lever area thinking they can catch up later, and then when that happens, instead of just turning around and going after the batteries, they go up to the cradle, clear it out of enemies, and then turn around after they figure out what's going on
which works fine if you're sliding into that area with the battery yourself at that point but fails disastrously if you're having issues
these aren't normal numbers for a ~30m damnation hi shock right? I think I ran into a bug where hordes and special waves kept spawning but I could just be imagining it
Some days the party never stops
there was a horde noise or a special noise and then the next one would start immediately after the last one faded out, for like 10m straight
then the end was normal if not lighter than expected
my theory is that the anti rush protection go bugged to stay on endlessly
It might be, it is timed based now or maybe skulls event did something
I doesn't seem entirely consistent some aurics it's constant waves and some is more normal with short breaks. I wonder if it's based on like maps. I never kept track of what maps I play on
All right, that's Ogryn to 30.
going over it more in my mind, I think it started when someone crashed and ended a bit after they came back, died a bit later, then got rescued
so that has me wonder if that was related
Hm maybe, unless its havoc i dont remember who goes and leaves my object permanence is bad unless you have a funny name
what's the funniest name you've seen
Ok i guess my object permanence only lasts that match, i know that overwhelming half minimum is ogyrn names
Oh an Ogyrn named Dim Diesel and looked the part
A veteran named InterogatorRedneck
Specifically one r in interrogator
I've one friend whose Ogryn is Beef Vanderhuge
The start of the train cars on the assassination map
that one is straightforward but you have to fight through hordes with a battery in your hand
Really late to the party but force greatsword on sciers is pretty fun,
I use gun psyker but spec'd more into soulflame cause scrier really buffs DOTs a lot and makes greatsword like having mini inferno staff without using one and its like constant toughness regen on aurics. Kept recon lasgun for easy long distance kills without needing to aim. The peril reduction on melee weakspot kill keeps scrier on forever but its almost too good at reducing peril as i drop peril to zero in dense hordes and got to just bring it back up.
I also realize how much i crutched on zealot having like a dozen avoid consequences of my own action options so its nice relearning what its like to be fragile
Scrier disrupt destiny greatsword is tons of fun, yeah. You can just kinda turn your brain off and chase blue highlights one after the other until the room is dead or the sword is charged (at which point you cleave sweep and the room is dead)
I like the no overload node because it's like a weird venting shriek
10 whole seconds!!! of free casting at full peril
I usually play super melee heavy and ive been getting used to swapping to a gun frequently instead of chasing into melee. I feel like i swap more than weapon specialist veteran if i notice specialists
I don't run that one because I'll 100% not track how long it lasts and accidentally pop. Instead when I reach 100% from scriers I just quell tap and immediately use the greatsword special - bumps it back to 100% safely for the beefy cleave
This build i made with brain bursting myself in mind as i dont manage it well. It doesnt have the overload thing but since i have gun and greatsword i only generate peril via gaze so i wont go over. Also the talents to reduce peril on melee weakspot & ranged crit I reduce peril very fast while taking no break from murder
I added a nice big duration icon via mods
and I use it flexibly, either upkeeping scryer's duration like a normal person or popping it for free casts
I forget gaze at times to I just have it always on
The gaze that never ends if there's something to kill
TIL you can hold vet's shout to show radius of shout
there's a mod to remove that, although it's much less frustrating with shout than bubble (if you're not using the previews)
(mod is the same mod that prevents accidental double dashing and putting away chorus with the ability button)
Yea Guaranteed Ability Activation, I always had it on unless i was like using fof
And never really turned it off so i never realized
understandable
I like the bolt pistol.
bolt weapons sure do dunk on specialists like that in a good way
Bolt pistol feels so goddamn cool to hipfire
I cast Banish Sniper.
I've been messing around with bolt pistol on weapon specialist veteran.
Weapons just hit different when you know it's a crit
40000 years of death: darktide edition
Not really feeling the braced autogun.
Which one were you using? The heavy one comes with extra punch through
Depends on how you use it
Most people spec it as a horde management gun iirc
And its suppression is monsterous for some reason
A burst will suppress gunner packs and they all run for cover instead of shooting and shooting a few poxwalkers near you causes them to cower too so theyre not attacking you or anyone nearby. Also inspiring barrage makes it really safe to use to pick off targets while being shot at.
Graia Mk. IV.
yeah you'll want the Agrippina braced autogun instead
Every bullet a prayer of vengeance!
I'm feeling the infantry autogun a bit more, but I think I'm gonna focus on the combat shotgun.
8 is the one most used, very accurate hip fire, long distance, strong stagger, unusually high suppression, and good ammo efficiency over the other 2
Also the power sword doesn't seem very good. I don't like having to recharge it.
Power sword is better once you get power cycler IV for +2 swings per charge
funny thing to say about what's probably the second best melee weapon in the game, yeah
I just don't like having to stop to turn it back on.
I mean, that's fine, but it's definitely a good weapon
This one came with Power Cycler IV.
Agreed, power Sword is one of the strongest melee options
It used to be the most used veteran weapon before dueling sword became available
Brutal momentum combat axe might be a play then because it always keeps swinging
Power Sword immediately became more comfortable when I learned you can tap Block to animation-cancel the charge. Charge -> immediately Block tap -> light attacks (horde clear) or push attack + light overhead (crusher headshots)
the constant start-stop of charging it otherwise felt terrible in a fight.
Only on the mk6
Yeah, that's what I just finished leveling.
I do really like the bolt pistol though.
The standard shovel is a good swingin' weapon
The default mark has good knockdown in case you just want things to stop standing around you
The other two marks can flip sideways to punch through armor and deal a heavy single-target blow
The alt melee on mk1 has great stagger with no setup and its fast too
The vet power sword is really strong but it also reinforces the idea that we're convicts who get hand-me-down power weapons
They fizzle out and overheat
Power sword that a commissar threw away cause battery is like a laptop that cant be unplugged or it dies
That's what we get
I don't really like it. It's powerful, certainly. But having to reactivate it every three swings is really annoying even with the animation cancel. I'll probably go back to a chainsword or combat axe once I've finished mastery with it.
I don't even have enough binding space for weapon special action to be a sane key so I'm locked out of the weapons that rely on it lmao
RIP
IDK what the deal is but even with Power Cycler 4, I inconsistently get between 3 and 6 charged attacks. No idea why
The Vet Power Sword has some funky mechanics IIRC
I really like the mark with the boop
Crusher in face? Boop
Boss? Boop
It's the push attack on one of them
The Scandar push attack bonks overtop of the head
It's the other
which I also interpreted as a boop
okay yeah, the other is the one I find myself preferring
It's so good for one shotting shit
boop into light I think is the single target route
Sounds about right
and then heavy is sweeps
Not that anything short of a boss survives the first hit
Heavy and light spam are sweeps for both marks
Just different angles
I think?
Its been too long. Sorry
I'm a spreadsheet variant liker so the straightforward weapons I'm like, okay whats the routes?
And they're "just swing it!"
The default shovel is great for that. Just heavy swings.
which one of these should i use?
the last two (with 60% mobility) are probably the best to level up since they're minmaxed
although you're probably using them to get mastery otherwise you could just change the perks and blessings to whatever you want 🤔

