#dark tidings (Darktide for people in the searchbar)
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the arm plumbing is unlocked by doing penences for the default abilities and i think the dependency keystone
I should look at penaces
They were like super easy to get on arbites and I assume scum is going to be similar
Drats my debit card has expired, I gotta wait for the bank to send me a new one
i have made a scum...
The one I usually do when I start a mission
That's gotten some responses atleast
"MESS WITH KRONK, YOU GET THE BONK! I made that up. Am very proud, sah."
I just started it up
Was there always a cutscene intro narrated by Brahms or is that new?
Also she said Adeptus Astartes in it, Tech Marines confirmed /s
It’s not new
Ah ok interesting I dont think it played for me before
I found my perfect hive scum backstory, Carnival Barkeep part of The Show
So angry at losing their prized bar theyre out to kill all cultists on Atoma to reopen it
What is this facial tattoo
"my eyes are down here"
one of the stim effects is this really aggravating blurry green filter over the screen
i think it's the CDR one? It fucking sucks
i've got a green filter purely from the STR line
Oh yes GrandTheftAtomaSix is exactly 18 letters long
Man the cutscene foor hive scum is like embarassing for moe 6
Theres like 8 scab gunners and a plasma gunner that just got offed by 4 hive scum without a single loss
So much for elite moebian company of the system
look, fatshark's gotta gas up their new $12 class somehow
and somehow has turned out to be "in literally every way" jesus christ these goobers are fucking broken
Moebian 6 went downhill fast
To think they nerfed a lot to prevent another arbites launch
Also like Hadron must be livid, she has to do maintenace on literal shivs lol
i wasn't really paying attention for arbites launch, where all were they busted?
Oh yes
Even more tanky, higher damage than 2.0 classes since those werent around besides Ogyrn, just as fast
All upsides with no downsides really
They were moreso than now
they're tankier and safer than every other class rn and output crazy damage with crazy cc and have the dog for more cc
or ig they're not tankier than a well-managed martyr, but everything else
Damage is relative
Zealot still best boss killer, Ogyrn and Rumblr clears hordes much faster, Veteran Shredders kills hordes, and Psyker does more damage but much squisher
i feel like psyker isn't actually that squishy anymore tbh
they have some pretty crazy toughness regen now
Out of the 2.0 classes id say they still are
well, depends on whether we include the scum in that list i guess
Arbites is definitely much tankier than psyker
oh yeah
they're not frail if you play melee or staff, but
Scum id say definitely takes the squishy cake
But I was comparing arbites on launch to the other classes out at the time
psykers are still fragile
hmm new friend just got the game, how would you summarize the macro playstyles of the original classes?
they need to be piloted with more care than the rest
Since arbites was real OP on launch and that was much more noticable than since 2.0 was not a thing for psyker, vet, zealot
Rotten Armour works as follows: the rotten enemies spawn with a high damage reduction buff that is lowered when they take damage, to ultimately end up giving the player a 25% increase in damage towards that target. This behaviour wasn’t working as intended at all times, thus making the modifier harder than expected.
Oh, lol
psykers are the cc class of the first four, and can specialize well into crowd damage and burn
zealots are the melee/cqc specialist, and while they've got good options for gunplay too they're more focused on bulk and burst than sustained fire
ogryns are kind of an all-arounder ime, but they're the second fattest after your average zealot; they've got good melee/cqc options, and can play as a heavy stubber bullet hose that holds the trigger and never lets go
veterans are the main gunplay class, lotta nodes focused on precision shots, and others on spray 'n' pray, but they've got a hefty amount of offensive support as well. they're the one i'm least familiar with, though
Ope thatd explain it
psyker's also the plate spinniest class
if you like managing one or two extra meters, it's the one for them
(or, y'know, you can opt out of doing that with a couple builds)
Still not touching havoc since I could not imagine using hive scum in 40s I am not that good if I probably couldnt do 40 on psyker
(but most of them manage peril and msot melee psykers also have a heat gauge to dick around with)
ogryn's the explosives guy
LMFAO
if they like to make things blow up, ogryns have many things that blow up
we scrum, we scum
they uh, might've over-undertuned this class
I wonder if Leandra is a random Gen or a play on Leandros
Fatshark making DLC classes not busted challenge (impossible)
Im looking at you Vermintide 2
I take it back, Hive Scum was a mistake
ok, you're right, but the 4-scum wipe is gonna be real i feel
like even on heresy i am hitting a wall when it's 4 scum. new class and everything but still, unless you have a chem-scum i feel like they just get backed into a corner by the mauler conga line
also, i've discovered that i like the colts waaaay more than the smgs
It feels like a class that you should have 2 max per team
yeah, it's got diminishing returns in a way that no other class in the game does. except maybe psyker? But psyker has so many weird little builds
Well more than 1 bubble flamer psyker is real redundant
That the Hive Scum gangs' colors are red, blue, green, and purple
Also most hive scum arent even fully leveled upu so they dont got many weapons to diversify
that can't really engage with all of the game it needs to
Bit of a funny little coinky dink there innit
also i'm realising that if you're running desperado you really, definitely, do just want to use your ranged weapon as a primary, ability or no
The true gun class
at least until you get far enough down the tree for pickpocket
Weird that the Carnival ones aren't purple though
scum is very powerful but 4 scum is going to be extremely vulnerable to (heh) hive collapse
once one goes down it's going to be real hard to recover in a lot of scenarios because you lack the area cc/self defense options to create an opportunity
or more accurately your option is "kill everything and then deal with it"
Kinda reminds me of running 3-4 psykers where you shit on people for 15 minutes and then something goes tragically wrong and everyone dies in 15 seconds
that sounds about right
also similar to psyker several builds have a kind of delayed enemy death thing happening so you can get killed waiting for your dot to finally kill that pack of ragers
thankfully you can put a big stack of chem tox on an enemy in 1 hit
This was only on damnation, but 2 flame psykers, a third psyker that I don't remember what they used and a flamer zealot was one of the easier runs I've ever been on
but yeah relying on it makes big boys extra lethal
The gas toxins are kind of wild though
Basically flame psyker horde clear but poison and kind of passive
Flame staff you need to be using flame staff, toxin explosions you can gun or do other things and just need to pop a toxin'd enemy once in a while with anything you want
hmmm, i feel like the CDR stim might actually be better than the atk speed stim for desperado
just cause you are so utterly reliant on your ability to challenge ranged units
tbf i don't think the aspd stim is ever the play on desperado
it's either cdr or str
the aspd stim does have the reload speed buff at the end of one of the trees
str because it can give you rending (or finesse), and cdr for your mentioned reason
so if you really want to slay out in desperado and not lose uptime to reloads i guess that's what you'd use
i think you get enough reload speed across other nodes honestly
it's 30% on the stimm
speedloader gives you 30%, the stub dualies can get you 50%, and i think there's a node on the dependency tree that gives 15%
okay yeah the auto dualies also have speedload for the 50%
not talkin stats, but how is hte scum feelin for folks?
i get the sense it likes to be movin and shootin
i've never died this much to basic poxwalkers and i've never laughed so carelessly in the face of gunners
Out of at the classes, its definitely the most fragile while leveling up
I think it may beat 1.0 psyker for fragility but im not at 30 and a lot of stuff kind of does rely on killing and early one you dont have that before 15
so a bit of an on-kill demon time kinda thing?
it's very feast-or-famine generally. at least the melee and ranged builds are, i think chem is a little more reliable
i haven't been able to play a ton, so i haven't leveled mine much
does the needle pistol have innate chem anywhere?
baseline or masteries
It poisons on hit by default yes
Three shots kills a crusher if you let the DoT tick
The special action swaps to a special poison that changes based on mark
The one I've seen used makes enemies explode on death
tbh it looks like a class from before all the classes got brought up to arbites level in terms of toughness econ
I don't think it's toughness even looks bad
it's just reliant on you Doing Things
and if you want extra comfort, there's the flashbangs
unlike arbites zealot ogyrn and vet which all have some flavor of "exist for toughness regen"
that come out lightning-fast, regenerate constantly, and stagger everything before monstrosities
tbf "gain toughness on kill" is basically exist for toughness gen, considering how the game is played lol
arbites: stamina -> regen
zealot: be near enemies -> regen
vet: don't be actively getting hit -> regen (plus all abilities have good regen)
they do have a "hit enemies -> regen" like ogyrn and arbites also
but the numbers are pretty low
and the stim can be used as a second combat ability that only gens toughness if you desire
yeah you can have a 15s stim that gives 100% toughness and a pile of TDR
this talent probably gets better as you level and get more crit stuff
easily, for sure
dependency gives 20% cc
and some of the other capstone nodes are piles too
ogyrn and arbites have ones with bigger numbers in average case is the main thing
and other nodes that don't require enemies
I have two builds I'm thinking about exploring
- "I do not care about cooldown" with this % based cooldown restoration build and stim crate
and then using ground stims (but only in a lobby where other players know to feed me the stims so I can duplicate them unto the entire party)
just tested and med stim does get duplicated
Shiv is a gift that keeps on giving
Branx forged improvised knives is the funniest thing to me, emps was like include a shiv STC
bacon livery...
The Christmas themed shivs........
I'm sure it's fiiiiiiiiiine
Surely the faction described as marauders who have a red paint scheme and an insignia with a passing resemblance to the Chaos symbol won't be any trouble at all
I got a funny line where another hive scum called my anarchist crazy for wanting to stop and collect ears or teeth for a necklace
Wow hiver is squishy
they're broke
Smh Hadron
I like the stick n poke tat emperor protects
The tattoos are so good
they didn't let me go with Femtanyl as my name so went with Chemchex
That would have been amazing
one thing that made a big difference for me personally is ditching the shivs
they're a neat weapon in concept and ik some people can use them but i can't deal with having absolutely 0 stagger
That makes sense
I just had a really shocking wipe on Malice
With 4 (admittedly clueless) hivers
i straight up hit a wall on Heresy for like 5 matches
yeah 4 hive is just a bad stack unless one player is running chems and/or is cracked
And it's so hard to get rezzes
anytime i've had at least 2 of another class it goes swimmingly
yeah they just have very little way of bullying through crowds
again, unless you're chem
crowbar is pretty good
Yeah I got free rezzes with chembombs
But once those ran out it's like what do I even do
Not be level 5 I guess haha
yeah if you don't have blitz it's basically hit your active and hope like hell you can kill enough shit that you have room to move
The CDR stim though is pretty nice
I've been running toughness stimm until I get a real ability
And it's nice but not enough for force a rez
Im doing the same
So far chem nades kill quite well for chaff
Mostly anything besides an ogryn and mauler it seems before it can get to you
Chem seems crazy good
I like it a lot
Like a smaller more vicious fire grenade
The rocket seems good but I've only had teammates use it
pov: can't even equip many stamina curios to make reviving easier
rocket is like a sidegrade ogryn nuke imo
although, the stamina recharge rate should help a bit (because blocking doesn't stop stamina regen iirc)
Yeah I dig the super fast stamina regen
The stamina regen delay is quite insane
nah the delay is now on more classes than it isn't
I think it'll be less of a problem when I'm not at 75 toughness lol
the number of times i've been just clipped at half toughness by a stray shotgunner and instakilled
psyker arbites hive scum and potentially vet if you take a talent
which is 3.5/6
like yes it's strong but it's the normal now apparently heheho
it does come back at 2/s a second when the old best was 1.5/s
Base 3 with 2/s at .5s delay is quite great
Just wont need any stamina regen perks on curios
Its probably bad but I want to test the skill that gives you your supply crate back when ever your stim is ready just as a toxin bomb every 15 seconds
I think itd actually be really good
Mostly cause the chem toxin effect is stronk
You basically play minelayer especially if you pick CDR stims for just constant chem toxin bombs
Honestly that sounds dope
I dont think chem toxin stacks so this part is probably overkill but itd be fun
Giving your team extra CDR with that one talent that makes crate effects last for 15s
Drop it on them
I was thinking going with the lowest cooldown stim so not much cooldown reduction but it does mean you ha e it every 15 seconds
chem tox has a ceiling that depends on the source, but you can stack it
some sources can go pretty high
Cleaver is immensely satisfying
Fair point, feel like toughness is pretty decent for a single dip into stims for max spamming
Also its funny how combat knife requires trust 16, Hive Scum can get a chainaxe/sword before they can get a knife
We dont trust you with a knife have a chainsword instead
The Hive Scum and Arbitrator seem to synergize well, which is pretty funny.
Oh good it's useable
yeah it got very buffed from the previews
Maybe its cause im only heresy but the MKIII knives have a very nice horizontal pattern
Its kind of odd that heavy is also wide and the only stab seems to be push attack into heavy for a single thrust attack
I personally like shivs. A good rhythm to them is mixing in a few attacks between pushes and dodges. Your pushes are too short to make much work of, but it helps give breathing room to dodge and keep hordes packed in a bit. With good dodge distance you just run around in circles chopping through the horde one head at a time or back-head-stabbing elites.
My dodges also go so far it's faster than sprinting, which is good because that leaves more for pushes and the dodge regen trait. I move to enemies like a crab.
But holy shit you will go down so fast if you're stuck in a tiny hallway, surrounded or on a bridge. You do not have the stamina to sustain block. You will die if you try to trade.
It is basically just dual dagger kerillian. You don't have wide, slow cleaves, you just left click where the heads should be and if you can find enough heads between not getting hit then you'll get through them all eventually. Though you're still really not meant to take on hordes without backup, it's just that you're not helpless.
dual dagger kerillian was Ok into hordes because enough single target DPS eventually overflows into horde clear
and every bottom branch has something that should help significantly
the, instakill crits which I believe delete the enemy from hit mass considerations, damage stacking and tox on flashbangs
there's also always turning towards the MK3 shivs, but at that point you should probably be looking at a weapon meant for horde clear, mass staggering, and good stamina, and not futzing about with shivs, since you turn your entire moveset, barring push-attack follow-ups, into cleaves, on a weapon with no cleave bonus stats to boost it, and at that point you could just swap to something really good at it instead
might just be me, i could never get my head around the knife either
Also the poison on the special gives zero shits about carapace armor (or any armor) and is a touch bit strong
You can also race it to killing the elite in melee to still get your throwing knife back
But yeah, it's a weapon where you absolutely cannot stagger most enemies with standard hits. Your push shoves a few horde back even on low difficulties and that's really it. Otherwise you're just playing "don't stand in front".
It's also not a support weapon for a ranged build by any measure. You carry shivs because you want to stab elites to death. Your ranged weapon is to snipe specials you don't want to hug today.
On that note honestly the two starting weapon picks are just bad together. Two close range weapons, one inaccurate and a bullet hose, the other a melee boss killer dodge weapon. On top of the class starting out extra squishy. This class just starts out as a noob trap lmao
Well for hive scum the pistols aren't just for sniping specials they can basically be your primary weapon
And melee is your support with shivs since early the starter can't deal with armor at all well so that's what the shiv is for
Poison is also affected by hit mass so its really slow to kill on Ogyrns, crushers take quite a while
I mostly just gun elites with the pistols, it just handles everything outside a Carapace faster than shivs
They complement each other decent enough and I don't really see it as a noob trap
Oh yeah dual stub pistols are insanely good all around. Good accuracy, good rate of fire, good armor penetration. But they're not the autopistols, which is what you start with.
Why on earth the special gives perfect accuracy to the next shot is unknown to me.
I'm talking about the dual autopistols you start off with
Good to know, for whatever reason the game decided to remove them from my meat grinder despite them clearly being there before and being pretty sure I've killed enough of those enemies already, so I couldn't test on them
Zealot starts off with knife and autopistols at level 1 and it's much much squishier than a level 30 zealot.
okay yeah, this class really starts to come online once you hit the 20s
it's a very keystone-reliant class ime
That's a lot of classes really
I still very well remember zealot being an absolute glass melee before level 15 which is not at all representative of a level 30 zealot and hive scum is similar that early game is way different from fully leveled
Weird. Didn't really feel all that confident at killing elites with them even on low difficulties, it felt like the inaccuracy didn't really support their strength in any category. I quickly swapped to stub revolver just to better counter the enemies shivs don't handle well, then to dual stub pistols.
yeah i switched off the dual uzis when i unlocked the stubs and never looked back tbh
It kills elites faster than shivs would you just spray into them
You just mag dump
And don't be afraid to use ammo
Better to cover a weak spot than double up, anyways. Hitting snipers back from across the map on the spot is a better deal for me. And I'm melee focused build so that's where all my bonuses are wrapped up in anyways, can't be that much worse at anti-elite.
Low levels hardly have like crushers or maulers at all so it suffices until you unlock weapons that deal with Carapace better
Well the starter build heavily leans on ranged builds
Yeah the starter is ranged, which is a fascinating issue when the shivs are really not a good backup for ranged build problems
Distant Snipers are fine if you burst fire, it's not great at it but you can
I disagree with that
Shivs are sort of the early game anti armor as backup weapons to dual autopistols
scum seems like it fuckin suuuuucks on rolling steel i will say
If you play melee focused then the starter build won't work well for you cause it's basically inverted from standard darktide
Hive Scum is basically the gun class where you can use your gun as your primary weapon and your melee as backup if you go Desperado which is the starter ability
Starter build not fitting your playstyle is different than it being a noob trap with anti synergy starter weapons
I wasn't even trying to melee as much initially
I didn't try to focus it until I had a few talent points hanging around
The "issue"/strangeness is more that the shivs don't really shine in their role unless you're in more of a melee build, and the two overlap in ranges on a class that starts with less toughness.
While both are great introductions to the differing builds, they're both introduced at the same time as your only initial weapons
Played my first Hive Scum match
Pretty fun, though I definitely see how they're glass cannons
Is there even any build guides for the Scum yet?
When you really want to have one as your major thing and the other as your coverage for weaknesses in your setup so you don't get cornered. Even if the dual autopistols is great at elite clear on top of being, uh, meant to be an anti-horde weapon, that means the shivs won't get to shine at their primary purpose.
And for what it is worth, magdumping on dual stub pistols also solves most elites even without bonuses, at longer ranges, with less accuracy issues. Honestly magdumping on most weapons with armor penetration would probably solve the average elite.
The starter machine Guns burn through their ammo fast I realized
you can make a decently survivable chem/melee hybrid build too from my experience
but at that point you are basically playing a discount zealot
level 5
Cool
and you unlock more stim slots every 5 levels
need 15 points (level 10) to get a full tree, and you end with 35
at uhh
i think 63s cd if you do two full trees?
nah, it's percentage-based innit?
should be 63-65 for the %
or 30s at one full tree
You end with 30 I'm pretty sure.
You start with 5 at 5.
Unless I'm misremembering numbers from just a few hours ago
and i had 15 at level 10
i feel like most builds are gonna go down one tree at the most unless you're taking the talent that refreshes stim cooldown on kill
i think less than a full tree is just a waste
because you're losing out on normal stims that'll just be uh
better
but more than a full tree demands the cdr perk, yeah
the stim support build is gonna be DOA until they fix the thing that makes using it not give you chem dependency i feel
yeah, that's a rough bug (or decision) to be stuck with
it's a fairly straightforward issue so i'm confident it'll be fixed relatively quickly. maybe not this year given the timing
yeah, but here's hoping
In either case if I was carrying around dual autopistols I'd make sure I was prepared in the build-side to avoid taking damage from long range fire for extended periods of time (this means being further down the talent tree), take a good melee at least meant to stagger or kill elites quickly to keep them out of melee range without much trouble, and put the shivs aside, because they're not on the table. I wouldn't need to quickly headshotspam hordes when I can just shoot them and I would instead need anti-armor that kicks tough people out of the range I'm squishy in right now and not a magdump or dodge dance later.
But this isn't really the case in the level 1 hive scum package. You have two close range weapons, one really meant for a dedicated melee build where you can spend some time up close stabbing away at someone's head, none of your talents yet, and a set of pistols that eat magazines to vomit a cloud of bullets. Not exactly new player friendly. This is what I meant.
Though in an real world scenario for a ranged scum build I would personally pick up an anti-armor gun instead and then pick a horde melee weapon as my backup for getting surrounded.
Yeah shivs and pistols has been tricky to use
I was sticking with it for mastery purposes
But it’s so shitty for crushers lol
Shivs aren't bad by any means, but they felt waaaaaaay better after I picked up melee talents. Focusing on their strengths basically means you're playing vermintide kerillian on crack, and if you don't you're out there with no stamina bonus or attack stagger, all dodges and single target, on your supporting melee weapon.
Yeah once I picked up additional toughness regen in melee with them things got a lot easier
I would much rather use something like a revolver with shivs though
Honestly, got a lot more mileage out of the dodge bonus talents a little more down the tree. Anything you can do to not be in front of enemies does a mile for them. That and dodging towards gunners like a crab will not stop being funny.
i might switch off the blinders and back onto the rocket launcher
just cause holy shit does scum struggle against crushers
And yeah, stub revolver? Great support for shivs. Run the chamber into anything that stuns or blends melee or is too far away.
Dual stub pistols? Really good. Special makes your next shot perfect accuracy and apparently even boosts stagger. And it's just a generally good high accuracy firearm with good fire rate.
vigilant autoguns in shambles
guy doing gun flips and having their aim guided by stim tremors beats the finest of imperial guard marksmanship
Revolver Ocelot my bullet into that guy's head across the map
By spinning my revolver, I imbue the bullet with anti-spin, making it counter the spin of the planet.
it looks like motion blur is the setting that turns on that awful overlay when you stim btw. it also tanks my framterate for no good reason
You leave motion blur on? It's the first thing I turn off in any game.
I've actually found it to do fine but I've been playing through the lower difficulties and upgrading them as soon as mastery allows
I do have to ask if using stim supply when your stim is on cooldown still gives you the effects of the stim RAW it should and I've had some friends say yes, that you can use your stim and then supply later to still get dependency
in terms of the non-personal stim teammate build, I don't think you would need to care about dependency because cooldown reduction does nothing for you (since you automatically get your ability back whenever you get a stim to use it with)
true! it does work, but it's still such a weird anti-synergy
imo it should use up ground stims but not cartel stims
on that note it'd also be cool if there was some interaction at all with ground stims when you had a cartel stim imo
even if it just reduced your cooldown or something
I've played with hive scum as non-hive scum, and it's like when everyone else doesn't have a grenade so you just spam out nades whenever you find one
the ground stim build gets very funny though because if you're in a team you can dope mule for your teammate, which makes their stim supply ability refresh the same as picking up a stim does
this doesn't say it regenerates your toughness right?
because it does and I've popped it a couple times just to get my toughness back
rampage iirc has a hidden toughness refill too
the descriptions are never to be trusted
desperado also works, really really weird to achieve not giving you free ammo on your first reload
it looks like it unloads your current clip into your reserve when it starts, and fills your clip to full with ammo generated from nothing- but after it ends it loads your reserve ammo back into your gun up to how much it is currently loaded, so if you didn't have full ammo when you started, you don't get more ammo and end up with less reserve than you started with
which is what it needs to do so you don't change ammo amounts no matter what you do while reloading while it's active
but it's confusing
is hyper-violence actually good or what? 1s for a very niche damage buff seems pretty hard to use reliably
It's for better horde cleave because 1s is too slow to swing again most the time so it affects big swings of poxwalkers which usually lose damage after first target
they totally can
This is such a small thing I almost feel inclined to say that the artist who was making the random page textures just grabbed a 40k cult symbol without thinking and it slipped in
Yeah I say it tongue in cheek but I assume they'll be the second faction when one gets added in like 5 years
Hadron has a line saying why the hell rannick didn't requisition any skiitari as we escorts the Leman russ and I find that very funny
During the new trench map
if you don't spend any points on the custom stims, then you use the stims you pick up
This means if you use the special where you drop the chem kit while holding a health stim, anyone who is in the AoE or enters it for the first time gets the benefit of using a health stim
great for wound clearing in elevators
ngl I'd only consider that in premades and even then minimum cooldown basic stim still sounds like more value
maybe if you take stim supply as a weird detour and pick up nothing from the bottom of the tree
> Stim Supply
> Looks inside
> No stimms
Smh the scum cant have nice things in Atoma
if everyone is coordinated enough to only give you stims when you say so, maybe
Youd think they have lots of stims considering every street corner has a random stim laying about the rejects are happy to just pop into themselves without a worry
the armourer only one gave them a single syringe pocket 😔
I pop all the stims I found on this corner into the stim crate before pulling the cord
when the fog dissipates I am laying there completely dead
btw stim crate is going to turn the twins fight into a joke
The stim crate chem toxin is cause the hive scum put the leftovers of nearly empty stim vial the found and that just instantly overdoses the enemies yet the team survives cause theyre cracked
Look at us, were the gassers now
dragon ball beam fight but it's chemical weapons
15-20 seconds of corruption immunity and clearing when their entire bit is corruption
Hive Scum I could say theyve somehow built an immunity to overdoses cause 40k and in awe at how random rejects are able to just tank several deadly doses in the stim crates then get eaten by a beast of nurgle and survive
11 minutes of dialogue but played in real time anime talk style
Also its toxin time
https://www.youtube.com/watch?v=uKPtTu74JGc
We got Warframe Saryn in darktide
Darktide Rejects are built different
Atoma should have been an instant fold but people on Atoma built different
Since they canonically acknowledged that Atoma is simply cracked in Rogue Trader game despite not being a deathworld it would be very funny if there was a throwaway line that there were Deathguard on Atoma and an astartes chapter was gonna be deployed but the Deathguard were found dead before they could mobilize and the astartes just went elsewhere and thats the reason we wont ever see any space marines in darktide whether loyalist or chaos
Catachan type stuff
I always love how the nids just gave up on Catachan
When they didnt even pass up many nurgle infested pox ridden worlds
Is hive scum worth $12?
Arbites I'm considering at $9
I guess I spend more than that on lunch without blinking
If you have neither, go with the one you like the look of more
If the idea of being a super glass cannon appeals to you get hive scum
Both are worth it if you want a change from the other classes
fatshark record for extra classes is very good imo
Arbites I think id recommend frist cause its just balanced and fixed right now
I still need to max out veteran psyker and zealot since my last major break was before masteries
Hive Scum has some bugs still like with chem dependency
But also new shiny thing
If you played ogryn last then go hive scum, arbites is way closer to ogryn
Eh fuck it its not a ton of money and I've gotten my moneys worth out of dt
in a funny way where ogryn has to put in a lot more work to be a tank
Yeah arbites if it's your first class just teaches so many bad habits
Its the easiest to pilot well for the worse if its a first class
I would not recommend buying dlc before having multiple other classes either way tho
but also, the other classes have been kind of brought up to arbites level free survivability?
and it got a toughness nerf
I have vet ogryn and zealot at 30 from near-launch, then I took a huge break and am now back in
So I'm not completely new but the shine of not having to spend weeks gambling for blessings is still there
there's probably shiny new things in those classes then!
like there was a major rework to psyker zealot and vet recently
and before that ogyrn
Oh?
they got buffed
I think the order was
ogyrn buff, arbites release, a ton of months pass, vet/psyker buff and zealot balancing (and arbites/ogyrn nerf)
Wasnt even tons of months but like less than 6
damb my sense of time is fucked
A lot missions got reworked which has been nice, last I played you needed to play hide and seek during the plague tree fight
Arbites was June iirc
Which since then the updates has been like astronomically fast for Fatshark since then based on Darktide's history
https://darktide.gameslantern.com/build-editor
I'd suggest taking a look at the talent trees and seeing if there's anything new there that interests you
generally there's a lot less tax and it's easier to navigate around rather than following a set flow, and a lot of the less viable talents buffed or replaced
🤔 some blitzes/abilities also got buffed beyond what you see on the tree
ogyrn's charge got iframes (?)
vet's krak explodes faster and has another charge
psyker's assail does more damage
I kinda miss pre-tree stuff
It was bad but it was kind of cool being the hardest finale
Smite has been power crept over time and has one of the highest damage buffs in a single talent, iirc its 200% for the psionics keystone
Before the 2.0 trees id agree cause a lot of the talents you could get were boring small flat stat buff talents but now that those nodes have either been real buffed and reduced in number the current talent trees got wild build diversity
Especially since they didnt seem to be doing the Vermintide 2 thing of very simple skill trees but a dozen careers
I think they were talking about the hab dreyko tree mission finale, not talent trees
dreyko tree makes me wish we had a few interrogator minigames to play around with
How do the new trees change that?
Ooh
I see
I meant back when the hab dreyko finale was a shitload of scan targets while drowning in nurgle bullshit
Oh yea I thought you meant pre modern talent tree when it was very early one very vermintide 2 style talent trees
My bad
huh, what did they change the tree finale to?
The tree is what it was changed to
It used to be the same scavenger hunt as the first 2 halts
But with more things to find
Is this bugged or is a mission not what I think it is
I definitely did not do 495 games with Hive Scums yesterday
Isn’t that 500 overall?
Ope I was not on Hive Scum tab you are right
It was so mean that it was that nonsense and then the hardest escape sequence lmao
current tree is funny because not everyone knows how to do the probe
because there's no other probe in the game that works like that
Yeah. It's also a bit finicky in moving the target around
there's no faster way other than brute force right?
Afaik. But I also didn't know the trick for the longest time on that one power up sequence lol
like it tells you when you're on the right one but in the time it takes for that to happen you could have already failed it
yeag I also think I learned that in this channel when you did heheho
I've done it in a couple pubs
it's cool but never worth it
easier to do 3 holds than to do a super long moving hold
similar deal here I think
easier to just mash every planet instead of hold on a planet until it tells you it's right or wrong
🤔 does have the tech of if you get knocked off of it the correct planets don't change so you can quickly re-enter them
I didnt know there was a trick i just spammed every circle until one is green
I have a difficult time determining the circle colors on top of that so I usually leave tree puzzle to others
iirc
if you hover over the right one, it turns white
but this takes as long if not longer than the time to try it and have it show as red if it's not the right one- so spamming them all until one turns green is optimal
at best it can tell you that you found the right planet if you get interrupted before it confirms your correct input, so you can enter it faster next attempt
Oh nice Mister E sponsored on Fatshark's channel https://www.youtube.com/watch?v=W3uLrKiBpDs
On December 2, we released the new class DLC Hive Scum along with the free update No Man's Land.
Join us in this video as Darktide content creator @MisterEtide spotlights Darktide's new class Hive Scum.
Learn more about the Hive Scum
► https://fatshark.games/5yogde
Find out more about all the content available in the free update
► http...
Ok the fully upgraded stim kit with a 15s stim is nutty, its basically a chem grenade every 15 seconds at a minimum
I am definitely having a harder time levelling the Hive Scum than the Arbites lmao
It requires you be able to play well and avoid damage with little margin foor error
Arbites is the opposite, you can play half blind and be the healtiest teammate
specifically the thing you have to pay attention to is, you have no good toughness regen outside of killing shit
Also low TDR
Are you calling me bad? Because fair lmao
genuinely if you're hit your best bet is to commit like hell to killing
Arbites is really easy to pilot
because retreating or trying to wait it out is just going to get you picked off
your best hope is charging some guys and hoping to get some toughness
Yeah, arbites was much, much easier. But I think I had easier time with the other classes too. Though, but that was awhile ago
Yea you pretty much get no TDR and your tooughness regen skills at the top dont work over time so you just need to keep killing at all costs
basically every other class has at least one way to get some toughness back without having to fight
scum straight doesn't except popping their active
Hive Scum is like 1.0 psyker and might be even more fragile
It really leans on dont be hit
Don't get cornered
Don't take ranged fire
Dodge
Yeah. The lack of toughness regen feels pretty noticable
you do have a shitload of ways to avoid being hit
It does have the sprint dodge angle stuff
And lots of slide/dodge talents to assist avoiding damage
Even then if you slip up you pretty much down
but once you are hit you are hit and the consequences are harder to mitigate
Can you even slide if you're stuck in place? Never tried while surrounded.
Yea
if you can dodge you can slide
Dodge into slide
I am not yet into the dodge part of the tree
For zealot its key as even if you dont move out of the way then you can be immune to ranged damage assuming you got toughness
Though I guess the main issue is you'll still be sliding right back into the same place with horde spamming melee, same as dodging, only dodging has a melee forgiveness that's even boosted by a mid-tree talent
Well all classes have ranged damage reduction for sliding if you have toughness
So sliding in place has a use even if you cant moove
Oh, I didn't know that. I thought it was just the normal ranged dodge rules
Do classes still have class specific damage multipliers on sprinting? And what is the Hive Scums if so?
yes and I don't know
I think its just sliding
Dodging ranged attacks via sprinting is based on angle and just negates ranged attacks basically
There was a multiplier for melee too. Whcih was it was really bad to sprint as psyker
For every class but zealot you take 50% less toughness damage from sliding, not just ranged apparently
ok i checked my usual source for those and the answer is 1, they are Normal damage on sprint
Zealot apparent has .5 toughness damage multipler for sprinting
And sliding and dodging too? I thought they had 0 toughness damage to ranged on sliding
zealot still has their additional protection
Which doesn't really come into the play in this scenario because I'm thinking about "what do you do if you're surrounded in melee, the worst place to be in hive scum"
Also, oddly, Kuli's data readout lists a minimum speed requirement to start a slide. Are you sure you can in the middle of a horde?
Do a dodge into slide
Ah
You can do it completely trapped
I mean if youre trapped as a hive scum you should be killing but dodge slide would reduce damage from meleee
A dodge slide does use 2 dodges though
never tried sliding after a dodge, never registered that crouching did anything else in any direction but forward. thanks game for explaining that to me?
Fatshark never teaches or explain game mechanics anyways
Kind of have to learn from other players
Side dodge into side slide is very good for avoiding trapper nets
I still think that sliding and dodging make you immune to ranged attacks outright but idk how one would test this
Or backwards dodge into back slide for avoiding a surprise crusher/maul/rager
I think dodging just counts as dodging ranged attacks so you completely avoid being hit
i don't think you're outright immune while sliding but enemies don't lower their aim
they can't aim down
Not lowering aim wouldnt matter for say shotgunners
like I turbo slide in front of packs of gunners and shotgunners and only take damage for the part where I'm sprinting to slide again
maybe, that makes sense
Ok so apparently sliding just negates ranged attacks for the first bits
Yep
Mainly was just thinking how you'd even just persist in that scenario beyond killing, in the theoretical sense
You nades
I'd put that one under "killing", yes.
This is why it's theoretical and not practical (unless you had a friend with horde clear right there)
Also just shove
Don't they have an on hit toughness regen node?
Not looking at it right now, but its like one of the first ones
Oh hey, they tell you what you needed to do when you accept a completed Penance
I mean, basically your only option if you don't want to just trade hits
A lot of the Hive Scum kit is killing
blocks and shoves will vary by stamina count, though
shivs have tiny stamina bars
If you say for some reason you cant kill then yea not a lot to do if youre so surrounded youre stuck
I think we're missing each other here a bit
it's probably not as good as arbites or ogyrn's, but yeah
I am fully aware of how fighting hordes work.
I think a major thing is also how they start with 75 toughness so melee kills only give 4 toughness
and then they get two +25's and toughness stim and suddenly everything is less awful
It notably has no toughness regen over time like other toughness regen talents
Melee Hits replenishes +4% Toughness. Melee Critical Strikes and Weakspot Hits instead replenish +8%, and Critical Weakspot Strikes replenish +12%.
is the toughness stim actually worth it? It just buffs innate toughness regen from coherency and not talent/blessing gain, right?
Also toughness damage reduction
it grants 50% off the bat fairly early
and it's replenishment I think? so should be everything
like equal to popping a zealot dash
The class has quite little TDR
Calling for a time out is -25%, but only for 4 seconds after reloading
Gang tough is unmissable for -10%
Chem Fortified is 5% per dependency stack (up to 15-20%)
Ah right, and hive city brawler is up 20% on health and toughness if you're at 100% stamina, dropping linearly.
yeah but chem dependency has a toughness regain on stim anyway, doesn't it?
i guess more never hurts, but you're adding to the cooldown
before you get there in the tree I mean
I'm playing the class a lot slower (leveling with a beginner friend) than everyone else tho so my perception is very dragged out
Ah, you're getting it out of the stim.
So you're needing to pop a stim with a 4-point toughness tree and reload to hit.... Hold on, this is multiplicative.
I havent even unlocked keystones, just unlocked abilities
Id say bonesaw or crowbar amongst the class ones
I don't think it gets buffed by it's own replenishment sadly
Crowbar with melee talent can get nutty speed on par with combat knife
Also one of the few class melee with noticable stagger
but it's more of a 'shit I'm caught out' button for when your other 'shit I'm caught out' toughness restore (ability) is on cooldown
43% toughness damage reduction that early on. Not actually 50. But yeah.
I'm talking about the replenishment, not the dr
yeah crowbar with the aspd stim goes pretty crazy and finally lets the scum feel like it can breathe in the middle of a horde
Ah
I'm popping it after I start dying not before
yeah I think conversations got crossed
Bonesaw seems like a decent generalist, the switch between toxins feels real slow
bonesaw doesn't have much vanguard/push, but it's fast and damaging enough that you can use it against small/mixed hordes in a pinch
Im pretty used to knife so lack of stagger is something im used to, but I lean on crowbar being better
What is this buff people are giving me? I have no idea what they’re doing but I assume it helps.
Drugs
If its stim crate you cant tell, its whatever the user put on their stim lab
Stim crates can pull from non-lab stims at least, so if they're carrying a regular stim it'll burn it for the same effect
But that requires they, uh, don't use the stim lab. Chances are they probably are.
It seems like everyone running scum is using stim labs so it might be good to not use it with stim crate since otherwise youre gonna have a full party that doesnt use stims
That and practiced deployment supposedly works off of stims you picked up, so you can easily slap down a stim crate for whatever you want to share.
it also works when your allies give you stims
so if you're in a premade you can pop a combat stim for the whole team and then have your friend hand you another to do it again
you're still dependent on the wills of the loot gods
probably totally busted on pox gas modifier though
Theoretically if you pick up the lingering effect trait so you don't all have to stand in a tiny circle during combat, you can easily roomshare a combat or concentration stim.
yeag that's the play imo
I pick up lingering so I can use stim crate as a mini chem tox bomb
See a horde, throw it down, move into it, allies will likely touch it fighting the horde then it explodes 5s later for small one time chem explosion
...can you print endless tox bombs by trading a ground needle back and forth?
it will not be consumed if you give it back before dropping the crate
does it reset the cooldown a second time if the same stim is given to you again
the stim crate uses the effect of the stim you currently have, I'm fairly sure
yeah, it will just be a bomb/corruption preventer with an empty slot
you could use it for infinite chem bombs at least i guess
synchronizing a weak custom stim cooldown still makes more sense but if you wanna use ground stims badly it's something
...huh.
wait.
I mean I guess you could??? Depends on if there's a hidden limiter somewhere? it at least has no effect while it is still active.
so still only once per 5 seconds
the fucking WW1 strat
map is poison
...also this would trivialize twins even further further
move aside money laundering, drug laundering is in town
the actual important cosmetics https://www.reddit.com/r/DarkTide/comments/1pdi6w7/can_we_get_better_looking_bras_for_our_fem_hive/
No theres no STC for anything other than improvised bra
Real real real real
it works
the main limiter seems to be the stim giving code is awful and you need to be hugging each other
and also it takes 5 seconds to explode so you can't really use it while moving around a lot because you'll just move away from the area you're dot-ing
it might still be good tho since you have the option to expend the ground stim normally (including any excess med stims you find being shared)
Did anyone else get all their talents reset on all their loadouts after the patch?
yeah, I think it happened globally
Just when I got all 8 loadouts on all 5 classes to a nice diverse place too
I think this might have happened every update that changes any talent tree (in this case the hive scum tree got added)
which is very annoying 😔
It was probably because of the change where you can remove your blitz/ability in the middle of the tree
Yeah that tracks because Bound By Duty only reset the Vet/Psyker/Zealot trees while this one had to reset all 5
damb
idk why that would require a reset though
since you can't actually save builds in that intermediary state
plus the mod to do that doesn't require that and still has more features I think
I need one more mission to unlock the Gats
ok, glad to confirm that scum can rock aurics, even with a full scum squad
i feel like the middle tree is overall the weakest, even when it's working you just feel like a discount zealot. but desperado and basically anything with the chem blitz/keystone go nuts
the needler lends itself very well to a sneaky playstyle - take the -threat talent and just bounce from cover to cover, tagging specialists/gunners and watching them die 5 seconds later
desperado with the fan fire revolver would be a lot of fun i bet
Ultimate yeehaw experience
The new class did come out yesterday
Once again, I'm unlocking all the fancy yellow-rarity cosmetics but for some reason the penances for the basic stuff just drags on and on
I like how The Show has like leopard pants
Damn, Fem Loose Cannon is a freak
https://www.reddit.com/r/DarkTide/comments/1pdpu4l/fem_loose_cannon_outfreaking_the_hivers/
Good for her, I admire it
Loose cannon is the best
The levels of unhinged is top tier
Specifically fem, it seems like male loose cannon is enjoying the thrillride. Fem seems either she just wants something to kill her or needs to feel alive by being in a terrible fight
Oh yes the mod I use for disabling certain vfx has updated and I can disable scum stim effects
Not Dragor drifting with the leman russ https://www.reddit.com/r/DarkTide/s/GVmpkZxqqZ
Loose cannon is the only non psyker to match the seer’s freak lol
Who among us doesn't enjoy a little racketeering
does the same executable still work for activating mods?
or i should say batch file
do the chem nades absolutely tank anyone else's performance? It dips into the 40s for me when ithere are lots of enemies blowing up
it will need patched
it and the framework itself both got updated iirc
In the interactions I've seen, the Hive Scum get along with most others (aside from the Arbiters) surprisingly
Unless they're an anarchist
Happy with the three looks I have for my Psyker.
Good psi-drip
More than happy to share more Reject Drip
Psykers have the best drip
Here's mine, went for more of a Rogue Trader sort of vibe
Oh dang, Rogue Trader Psyker looking like the berries.
Here are the getups for my Vet. The first two are mainstays because I like how they turned out.
Swack loves his Em'rah and loves his rations in equal proportion.
You know that under those goggles Zealot Palmiro is judging you harsh.
And new to the group Garrac and his partner, Keiser.
freaks when a real freak shows up
The default arbites loadout feels very meh though that is also a product of being level 4
Low level Darktide just kind of sucks
If you wanna level stuff up together I might have some time tonight
I’m still leveling Hiver
I need to level psyker at some point and that's going to be An Experience
Also I picked up a godroll gun early which would be a pretty cool progression point if it wasn't an infantry autogun with a double digit power level
Low level Scum can go down quickly if cornered
Which i find to be a bit of. Struggle at times
Leveling Hive Scum was horrible until I got the full version of Desperado
(it probably doesn't help that everyone is leveling up the really hard to play class at the same time, ha)
Oh yes it does, some classes are so much different than max level
I got my first keystone and wow thats a game changer for survivability
Still fragile but not killed by stiff breeze
And monster killing power
one thing everyone can do to make low level suck less on a second character: upgrade your weapons to 100 power with 2 perks and 2 blessings before your first mission (no mastery required, just currency from your other characters), and when you unlock curios, buy one from melk (or brunt if a refresh just happened) and upgrade it fully with max minor perks
you bypass the unlock checks for vendors when skipping campaign (which you should absolutely do on characters past your first, it's 18 missions and an excessive time waste)- you don't have to skip the prologue, just the campaign
Prologue for Hive Scum is like, two lines of dialog and then the super basic combat tutorial lol
yeah
Oh huh
I skipped it lol
it's just a cutscene + the sefoni basic training
you can replay the basic + advanced training from her
it is slightly different than on other characters but just for like, the ability and blitz
you don't unlock meat grinder tho until level 2 which is very funny
Oh right. Yeah the cutscene you probably already saw if you watched the trailers
Do you still go through the prison ship escape when you make a new original-class character?
for psyker, vet, zealot, and ogyrn, I think so?
not for arbites or hive scum
for lore reasons tm
honestly it'd probably be better to give it as an option, it's nice to have a tutorial mission where you fight against enemies trying to kill you and can see how that fares
They "should" add a prison ship escape sequence as an Arbites, but you are a guard trying to get out
one of the backstories is actually that you served on that ship iirc
and one for Hive Scum, but it's a ship that crashed into the Hive City a very long time ago
imagine instead of you saving zola for arbites, a random reject saves you and guides you to escape with them
that'd be kind of cool
random vet going "hey I don't want to die here, and you got locked in this room somehow, whatcha say I let you out and you let me escape with the rest of your group?"
event is live
It was rough on 4 not fully leveled gangers
Basically just summons a boss and a horde, apparently can spawn right on top of daemonhost spawns
How do those numbers work?
Is it kills from of the shrine mobs?
So you can find books and altars
Books you just pickup and altars you activate to summon a wave and boss which once you kill it then you go back to the altar and finish it. Books give a small amount of points while altars give quite a bit more
Also theres 0 indication if someone has alway interacted with it to finish it or if the wave hasnt been fully killed
Had a cute session as an Abarties with a Scum player. We went back and forth with them trying to suck up and me responding with, "Adequate shooting... creep."
how does one see through this headgear
One of zealots is a blindfold with parchment on it
One does not
Drugs
Faith
Simply have more faith in the emperor's guidance
it seems to glow yellow when it's done
🤔 or maybe I've just missed when it's been finished interacted
Does it not glow when you start the wave
hm, I'll play a few more games and pay better attention
the boss summoning seems to be different from other events tho, I've seen twin + captain
I know you got to interact twice basically, once to start it after killing the cultists then once again
I think the boss it summons is just random
I've seen plague Ogryn, chaos spawn, captain
older events couldn't summon twins is what I'm saying
Yea guess they expanded it
Oh and I've seen daemonhost
Which does not despawn once it kills someone it'll pick a new target after doing the kill downed team animation
Once I unlocked the needle pistol though boss damage was good without the rockets
For some reason weak spots affect the poison so if you mag dump it into a weak spot it's like mega bleed
played another game, and it seems like the event progress is awarded at the start of the wave? we never got to re-interact with the things after the waves, so I'm wondering if we missed points or something 🤔
yeah that's a specific mechanic of the needle pistol
A poison directly injected into the brain acting faster isn't a totally ridiculous thing
Well not just faster acting but stronger and same duration
I think it's a good mechanic, otherwise getting crits and weakspot hits wouldn't be rewarding
Good mechanic, just weird based on irl logic, a deadly toxin kind of kills you all the same once it fully circulates around your body
I understand its entirely a gameplay conceit though
Its just funny to point out
Well, faster acting in that it kills them faster, ha
The needler is so inaccurate D=
General Bug Fixes
Fixed an issue with talent trees being wiped for some classes (will unfortunately not fix the trees that have already been wiped)```
Dang, if only I'd waited a day before logging back in, haha, at least the hotfix should fix it from here
Yea I redid almost all my builds hoping characters I didn’t log into are ok tho
I can't even tell if needler is accurate, there's so little visual feedback I just have to assume it's a weak spot hit if it ticks a lot more than a body shot
It's an absolute beast at bosses and hordes though
On the one hand Hiver fun…on the other hand good lord glass cannon is apt, and I hate early Darktide leveling
Wonder if that’s why the train boss went down so quick. That or all four of us using shivs
Me and three randos all happened to be Hiver
Might be rockets
Early levels it's kind of your only source of good boss damage
Needler does tick down HP very fast
I didn’t see any rockets in use 
Might have been needler or some cracked toxin build
I wont pretend I know any builds
I think it does do damage independently cause if I needle a boss another hiver has needled it basically deals double damage
Whereas like bleed is 16 stacks max despite the sources
it is pretty nasty, esp if you roll a twin or a demonhost with a group supporting them
yeah, beast/spawn is easy enough to deal with. but the gas bombers in enclosed spaces are murderous
anyway, here's a driptide post for my vet
Here's the fit for my new Hive Ganger
Regenerating blitz just feel a lot nicer in pubs
dog bomb is basically a recharging shredder grenade, very solid for horde clear
I'm half tempted to buy the cosmetics for my hive scum to hide the Grimdark Bralette
You can always tell if you landed a weakspot hit by the hit indicator that pops up around your crosshairs. If the indicator is one line it's a hit, if it's a double-line X it was a weakspot hit. If the X is yellow it was a crit.
The needle gun is pinpoint accurate.
I guess I just have bad aim. Is it still hitscan?
been noticing when i use the hive scum bonesaw i sometimes get blue hitmarkers even though it definitely wasn't deflected by armor, what's the deal with that
are they light blue? 'cause that's a new feature they added
i think so? i generally get them when im bonesawing through hordes with scab bruisers in em
they die just fine. hence why im confused
What is the light blue thing?
scab ragers and scab maulers both have carapace + flak
it's possible that you only get the light blue indicator when you hit the carapace? which would make it seem inconsistent
Oh that's why the dual stub pistols still chew through the maulers despite the blue hit markers
yeag it's not representative of how much damage you're doing total but rather how much damage you're doing vs a foe without armor
like the tac axe has killed crushers moderately fine with light attack spam for eons, it's just it kills your ears because it's reduced damage and renders as blue hits heheho
maulers and especially plasma gunners don't actually have super high hp also so you might need less total damage than you'd expect
some attacks actually do Zero damage on carapace without crits though
it's per weapon
yea could be. the bonesaw's diagonal swings make it hard to get consistent headshots in crowd combos so i often end up going through bodies rather than just heads
if there's a mauler in there the head level would have carapace anyways
sometimes I try to cleave a bit lower to hit the flak in those scenarios (but it's often difficult and doesn't benefit every weapon)
The atonement event is pretty hard, right?
I was not ready for how brutal the enemy waves can be and how easy it is to get penned in by enemies
I feel like it's one of those events where coherency is super important
It's an event made harder if you got not fully leveled hive scums and more than 2 per team
the thing about the event is as far I can tell you get credit for shrine as long as you survive a set time beyond the activation
when it makes that "ding" sound
so like, if you just care about event progress you can get owned by shrines all you like as long as you get credit
This being also a free weekend. I feel like I should get extra aquillas for having to put new psykers who want to melee everyone.
W/O a build that helps
I just broke out of heresy jail so luckily I will be avoiding that mostly
not as bad as "I want to shoot everyone and will take all the ammo and turn it into poxwalker and poxburster kills only vet/zealot/psyker/ogyrn (it's universal)"
mini mid level havoc jumpscare
I don't do this nearly enought but <@&1042950387478560878> Anyone up to maybe clear the atonement and get some acquillas?
If you’re around in about 4-5 hours I’m down
Gotcha, I'll check back with you then.
I can do at least one now but I'll get randomly interrupted at some point beyond that interruption passed
@dawn totem what's your friend code?
are the random trash mobs exploding on death from the needler? Beacause it's getting kinda annoying getting blasted back like a barrel when youre trying to fight them
Yea thats one of the mods for needler
Explosion on kill or higher damage chem toxin is one of the needler marks
The other mark is area disperal which seems to just make a big buff that spreads the chem toxin?
no that's the old event modifier that got turned into a base game feature, cranial corruption
it was a thing even before hive scum came out
it is the worst
some enemies just have this now
the same way that moebian 21st infected can randomly spawn now
bound by duty patch note where it appeared (link)
idk if the needler explosion also has friendly fire knockback tho, but even without the needler it will happen
Oh huh I thought that was havoc exlusive
Thats probably it then needler explosion doesnt do knockback at all really
I think since those were seen as the easier havoc modifiers they thought it was fine to add to base game
thank you!
but. it's the easiest because it can make crushers and other enemies have infected heads instead of armor
as far as I can tell the version they've loaded for the event only changes the heads of random poxies
which still imo makes it easier as long as you can account for it because you can pop one and kill all his friends
it's a thing even outside of the event
I have also seen cranial corruption crushers recently but I can't remember where
Is it just a modifier for mission types or just completely random?
seems random
Oh interesting
so basically if you have someone with ranged hordeclear in your party you will randomly get knocked back
since it meant for example unsuppressible reapers
it isn't that bad because all the other enemies also get knocked back
but it can probably kill near ledges
oh I'm glad no one is playing a new class with ranged horde clear then
it being random poxwalkers mostly is pretty like, this honestly makes things easier mostly
as long as someone doesn't pinball you into a hazard
nah it's mostly just annoying and 1 in 100 times it just instantly kills someone
For all intents and purposes I havent been recently, lot of hive scum ive queueed with that have gottlen to heresy or auric went melee or stims and melee
like canceling attacks randomly is a big downside if not a noticeable one
I love the double barrel now with desperado and bonus ammo in the mag so it's a 3 shot
I've had it destroy a few of my power bonks as zealot
and weapons with super long swap times get even more effected iirc
oh another question, for the double barrel the alt fire increase in damage is just firing both barrels right? or is it a different scaling
It fires both barrels at 25% more power with shorter range and wider spread and more cleave
If you can line up the shot so it's all enemies in the grouping it's a big win but usually they're not that dense
I've still been spamming it on scum because ammo econ doesn't matter and the one blessing that increases reload speed if you killed an enemy with it's alt fire
yeah that seems like a good combo
Yeah arbitrator can use it good too with castigator stance
Specifically on non-Havoc the double barrel goes from 3 to 5 poxwalkers deep (because of going from 4.5 to 6.5 cleave) on the double shot and there's a bunch of scab gunner folks at the 5 cleave mark where double shot hits 2 but single shot hits 1
Havoc 40 you only get to blast 2 poxwalkers deep either way since poxwalkers go from 1.5 to 4.05 hit mass
Arbitrator can casually get 10+ cleave on the double shot which means you can hit two bulwarks or maulers
For auric mortis trials I had a fun build of infinite double barrel with no ammo cost on crit archetype and mancatcher/crit on pellet hit and some talents to have 100% crit every double barrel shot
It wouldnt use ammo so reloading didnt matter if I kept hitting like 3 enemies
anyone down to tide?
i am
I can join after a mission if the party isn't full by then
oop can join now actually
I sent a friend code in dms
I'm available now if you are
Nuts, I'm sorry I missed you.
I'm still around!
<@&1042950387478560878> I am levelling a hive scum if anyone wants to join
Okay, I'm back. I'm hopping on
I could possibly jump in if you give me a bit
Is a bit less than or more than one mission of time?
ok so I don't think the shotpistol and shield are very good
but I love their vibes
Great vibes and execution
It's just the Exterminator is cracked
It's nice for dog less arbites so you can handle snipers without worry but Exterminator is way more forgiving with quick inaccurate shots so you don't really need time to take a good shot
the b ash for cleave node makes it bonkers
Also arbites has that damage max talent so snipers arent that big of a deal if they did tank a shot
is the exterminator the shotgun?
Yea the 2 handed arbites shotgun
you pay a lot for being able to shield and fire at the same time
in general i don't love either of the arbites shield weapons - the 2h shock maul is kind of a monster compared to the shield / maul too
with the shieldmaul, imo the way to go is to build it without even taking the shield into consideration, full offence
which is, okay that works, the flashbang and gunner blocking is a nice freebie with your decent maul
but it's a bit sad that investing into blocking is a trap
it works for facetanking daemonhosts and, i guess bulwarks or maulers if you need to? The arbiter can block the dreaded overheads, right?
but like, they can dodge well enough to avoid them, so why wouldn't you
the main thing i use the shield for is being able to safely charge into gunner nests with that talent
Its kind of overkill since arbites is one of the most tankiest for new players
Its incredibly easy to pilot and get higher end of the defensive ceiling without trying,
Shieldmaul is great for stagger and lesso the shield
shield heavies are the undisputed king of horde control but the alternatives are really not that much lower
and like it works out for ogryn because the shield bleeds so he can control and clear with the same move
I like the flashbang as a free mini arbites grenade since you can just stagger a crusher out of splatting a teammate that isnt looking at it
or just make ragers a nonfactor threat to your teammates
on that note, i've really come around to the blinder grenade on the scum too
fast as hell and staggers everything when you're in a pinch
I use it mostly cause everyone else is running gas nades so nade drops are nonexistent
As are vets so no nade ammo crate talent
What gets me is its not close range kills as DoTs dont count towards the 20
I went needler for a while and am very sure I did not do any nonDoT kills and got no blinders
Which is kind of iffy on a toxin build centered around stim crate and toxin on melee talent
which is very strange game design because like
Honestly I just think its an oversight
I think it comes from "easy to spread dots shouldn't be rewarded like getting in there"
but you're still concerned with these enemies while they take their sweet time to die and popping 20 groaner heads with your axe is an action as automatic and carefree as breathing
Well theres other talents like one that makes your blitz toxins so blinders can cause 3 stacks of chem toxins
Toxin stack on melee
Basically the entire bottom right tree
Its just in classic fatshark fashion, bad descriptions
Whether its intentional DoTs dont count or its an oversight, well never know unless it gets patched so DoTs count as close range kills for blinders
There have historically been weird things with DOTs so I'm inclined towards oversight rn
Yea im not inclined to say it's weird game design cause it's very very likely it's just an oversight that was never really relevant before
I think there was some similar stuff with... all of them
And that's before the really silly stuff like the bugged weapons which applied rending to bleed or the (now very antient) Athame Psyker exploit
A shame cause by the time they fix it then I probably won't be using them as I'm only using them as nade resupplies are highly sought after rn
And it's the only regening blitz
<@&1042950387478560878> That took a lot longer than I thought it would. Are people still doing this?
@worldly talon yes
good for them
good for them
good for them
The shotguns are kissing
Question, how do we earn those free acquillas for this event?
it's the final event reward, you gain points by doing the missions marked event and collecting pickups and doing shrines
So how're people finding The Emperor's Sharpest Piece of Pocket Lint? I for one love the poop knife and smelly nerf dart gun.
yeah the DoT is cracked
especially since the commitment needed to do a lot of damage is low
It seems very similar damage to needler
Which mag dumping a needler is real good for a non Desperado build
i like the poop knife on my Desperado build, handy when in a tight spot
I use it on a Desperado build it's got the highest low investment damage to Carapace
Since I usually just opt in for all gun talents for Desperado and only use melee to deal with crushers
Chainsword is real good on Rampage builds. Go fast and sound angry.
I should probably use chainsword with Rev perks to easily deal with them
Or maybe combat knife but I'd have to look at the crit talents again
I'm leaning towards shivs as my crusher killer for desperado builds for their special
Yea the special does good damage to crushers especially with rending, like 2 suffices which is probably the best a hive scum weapon can do
The 15% damage on full-stagger enemies in the top right of the tree is triggered by chain weapon sticky rev attacks
So in addition to swinging incredibly fast with Rampage and Adrenaline it has good single-target damage.
they don't seem to count as close range kills for speedload either which makes it very strange to have on needle pistol
I am wondering if it would be too OP to have close range dot kills count if you combo pocket toxin with it, but maybe they could specifically exclude dots just from that (because then you might be able to get a blackout back from a blackout that hit a ton of enemies and just keep spamming it endlessly)
Odd cause needle pistol is almost entirely toxin
I think its just an oversight they didnt test
sudden realization: i hope the 3rd class is beastmen
i want to punt people off bridges
Vermintide 2 Players: Look at us, were the beastmen now
Id be very surprised, beastmen just havent been mentioned in lore in forever
not quite
what I'm hoping for the most is more semi-universal weapons
like maybe a pistol flamer that both zealot and hive scum can use (they had flamers in some of the unused artworks)
Urgh. I'm not sure I'm good enough for Damnation and above to be comfortable.
It takes a bit of time and weapon experimenting on the psykhanium to feel pretty good about Damnation - busting a bunch of poxwalkers, ragers, crushers, and mutants are big stress tests
I'm usually the last man standing at least.
That's a win - no worries on difficulty, I spent a pretty big time on Heresy before working up to Damnation and Auric
I've been stuck on Damnation with my Veteran for a while. I'm consistently the last man standing and I usually outlast my teammates by a pretty long margin, but picking them back up makes me vulnerable and I usually have trouble clearing things out enough to get enough breathing room.
It's tough to clutch yeah so what I try to do on quick play solo is stick on teammate folks like glue and pick off folks trying to stab them in the back
admittedly i just went up immediately
difficulty was just for character level for me
d3 for sub-20, d4 for 20+, d5 when I'm 30 with a build I'm comfortable with and 400+ power weapons
Being on 30 and having access to oranges makes a huge difference too
I only broke heresy by watching youtubers or reading reddit postsand learning some things that I would have never learned on my own
Damnation I got over mostly by really mastering defensive options that werent tied to classes like dodge, slide, shove, push attacks, dodge slides, dodge sprint angles, counter certain specialists like pox bursters if you have 0 space to movelearning to clutch just by practice
Before havoc it used to be if you can beat auric with psyker without downing a dozen missions in a row you got a strong grasp on the fundamentals.
I'd say Hive Scum now takes the glass cannon cake
There's simple stuff the game never says out loud too like dogs and mutants take triple melee damage or flamers/bombers take double melee damage or that pushing the weak spot gives double the push power
Is there any enemy parts that take more damage from ranged than melee
I don't actually think so, in a win for melee
Yea melee is generally just better or even to melee for damage multipliers but well safer
melee is better damage in just about every scenario aiui, but range gives uh
range
and also suppression
which is very, very good for hordes
Yeah not having to walk up to a flamer or bomber is its own reward
Trapper and sniper too
Pretty much fast specialist kills in general, even letting them live 3 seconds longer can add up if you have a few on a the field and instant kill without needing to get close is what I mostly use ranged for outside of hive scum
Hive scum with the killing elites give 20% ammo is a game changer for using nonstaff ranged weapons as your primary weapon
I use it as a backup so I take the ranged and suppression immunity
reload once they unfuck it
because you spend uh
like 60% of your time reloading
but not atm
depending on your playstyle, the crit chance after melee kill is really efficient
so it could be good
but I'm going immune to range on WS + 20% CC on dodge
I'll swap the former to speedload once it works
all the reload speed stuff seems really good when you have desperado
or that mutants can't slam you if they charge you into a wall or ledge (they need ground space to do the animation)
or that you should push bursters (thankfully the hive scum calls this out, all other classes tell you to shoot them, optionally before it gets close)
