#dark tidings (Darktide for people in the searchbar)
1 messages · Page 46 of 1
Yeah but at that point might as well add space marines to darktide
Skittari is safe bet for a next class though, easy skill tree focus between ranged, melee and support
Kroot and Votaan mercs could also both well
Thats a pretty big leap from sisters of silence to space marines
I mean sisters of silence are rarer than space marines arent they?
yeah no sisters of silence are too high powered
even sisters of battle are a step above
Weve certainly done things saints could only do
Either way there are a ton of options that fatshark could use
Imperial normals cant channel holy relics
i just hate the feel of the charge :(
yes they can
don't charge it
it's different on a gun vs magic powers
if theyre named
i don't know why
that's the secret to plasma gun
LMB is what you should use 98% of the time
the 2% is when you want to shoot through a wall or god themselves
Or six crushers in a row
also the LMB version can't explode you, instead you vent enough heat for another 2 (?) shots (at max stat involving that)
I forget what the actual cleave is but its functionally infinite
Ironic since they want to encourage RMB charges but LMB spam is still the way to go
6 crushers is 6 carapace which as far as I'm concerned is like 6 gods
yeah there was gonna be a patch nerfing LMB and buffing (???) RMB at the time dueling sword got it's parry but the plasma gun dodged the changes
I assume because RMB is so bad in average case and that's what the gun tries to trick you into using, it deflates the public perception of it
Votann have a size issue though, while non human xenos like kroot and corsairs need whole new arsenals and rigging while posing minor and major lore issues respectively
Votann are human height
Votaan in their suits are like 5ish feet, theyre short humans not ratling height
Ok nvm me then
Around the same height at shortest height option human
Definitely a lot of work for either models but doable for potential dlc classes
Votaan have uh melee cthonian berserker? to pull from too for a more melee build and laser axes are awesome
As for the lore, radical inquistor C'est la vie
Grendyl has to be on the radical side to be as old as he is
Kroot, from a technical standpoint, are no harder to implement than the Ogryn, but I agree it's wildly unlikely they wind up anywhere close to this game
Augmatics would not keep you alive for 500 years unless you went like full tech priest or biomancer psyker
(As in, they both have wholly unique animation and model sets from the rest of the classes)
I mean we have Ogyrn
Yeah thats what I'm saying
Pulling way from when I read eisenhorn but 500 is like really old but doable on rejuv treatment, but like its our equivalent of being 100
Getting Kroot into the game, from a technical standpoint, is not impossible
But like
We're not getting kroot lmao
They can only add so many human classes dammit! Let me dream
I want it too!
But it's not happening
lmao
Thing is that Grendyl was old when armaggeddeon happened
Oh til, then yeah he's on something
Yea he was an established inquisitor during armaggeddeon
Clearly he's an omega level biomancer which is why the rejects dont explode standing next to a beast of nurgle
didn't some of y'all here suspect that he is/is stuck in the ship?
My guess is he's fused with the ship in some way
Isn't Grendyl like stiff arming the captain lady into using her ship for this
Never see him so its been a common theory I think but doubtful because it's a rogue trader ship
Like it's not his ship no
Yes because the ship, the lifeblood of a Rogue Trader eg Brahms, can't work without Grendyl for some reason
And this happened before Brahm
Being able to strong arm a Rogue Trader, people notorious for being free at all costs, into using their ship as a captive I think it goes beyond mundane strong arming
And there's a magos we basically never see karib constantly eating a ton of resources to research something for Grendyl
I guess my perception of things is distorted because the other main 40k game I've played is Rogue Trader, where you get stiff armed by a high ranking inquistor into doing stuff despite being a rogue trader
Yea you do but you're the ultimate authority on your ship even if you're coerced
Just from the opening intro Brahm seems sympathetic to what Grendly is doing
Brahms just straight up not in charge of her birthright at all
I can't tell when this happened but trials has a line about how Brahms really wants to leave the systen with her and would do anything to do so but laments she cannot while Grendyl wants something on Atoma
Whether it's like she was on board at first then developed regrets or wanted to leave at first but convinced to stick around I have no clue
Inquisitors interacting with Rogue Traders is weird because they are nominally on similar power levels and both can have the legal right to shoot the other so you end up with a "I need a favor" kind of detente
Calcazar has a lot of personal power both from being a Lord Inquisitor and also having a huge network of favors and forces under his command but even then he can't ding the RT for having Yrliet around since they have a big sheet of paper saying its legal
I think she wants to have power over her own destiny, and the types of her freedom that she can exercise are more limited than what she would like
ie she runs missions not because she has to or anyone wants her to, but because she wants more agency over what's being done with her ship
also what grendyl is doing and what grendyl says they are doing are not the same thing so I'm wondering if she's more sympathetic to the latter than the former 🤔
I'm interested in what the fuck grendyl is actually here for
Whatever it is, its deep in the Underhive
I honestly figured Calcazar just didn't care
Given
The cast of the upcoming Inquisition game,
Based on context clues from Zola's and Brahms's memories, I'm reasonably sure Grendyl has either fused with the Mouringstar bodily or, worse, uploaded his mind to the ship
It's important to note that not even Rannick, his Interrogator, has seen him in person
Not once
Zola's memories confirm that
Not all Inquisitors are radical in that fashion, though
"Inquisitors? In my ship computer!?!" It's more common than you think!
Oh yeah for sure
But like
||Calcazar...........||
true 
Or who he is
I suspect the story will end with tertium being leveled or becoming a forever war
Both endings are very 40K, there will be no heroic triumph, tertium will barely be standing by the end
What if Grendel made himself into an AI?
What if Grendel is dead and Rannick is puppeting the robot so no one finds out (because Grendel made a lot of enemies so he probably won't get reassigned)
You only see the back of Rannick's head during Grendel's "I am a Warrior" speech. Just saying
Rannick is competent but he’s not that skilled of a chess master to pull that off
Brunt is Grendel
Listen to the mortis trials.
Rannick is maneuvering every faction in the Atoma system to join together and fight the chaos cultists. Factions that are normally kill on sight with each other.
I believe in the theory that Grendyl ||is Swagger. ||
so true
Grendyl is a Necron Lord who impersonated the Inquisitor as a bit but it's now too awkward to reveal the trick so is trapped maintaining the facade
Rannick gets his assed reamed out by grendyl for sucking shit during the arbites intro. Its just two of them alone in a room so its not a performance for anyone
Maybe he, uh, likes to roleplay with himself? That is pretty damning evidence though
The Adeptus Arbites enforce the Lex Imperialis – the Imperial Law. Utterly unforgiving, they persecute heretics and traitors throughout the Emperor’s realm. As an Arbitrator, you are a warrior of the Emperor’s justice, prosecuting crimes against the Imperium with disciplined zeal. Restore order to Tertium with your Cyber-Mastiff and a deva...
It's clearly to trick Hadron since she has microphones everywhere
I have bad news for them about Rannick not failing grendyl again. The gameplay depends on him never succeeding
no i think we're not failing grendyl by keeping this going
Grendyl I think is either going to remain immaterial to the Rejects' path, or Tertium falling serves their ends somehow.
ust had one of those havoc games that reminds me why the mode does actually fuck
twice we had to run around panicking and kiting a hexed demonhost while also killing all sorts of other shit
and we pulled it off and it feels fucking incredible
That rules, what kinda composition were y'all running
Oh, fun fact. Other Hive Scum's Stimm Packs will trigger chemical dependency right now
think it might be intentional
it feels very dumb though
imo they should have just made expending a stim in stim supply give you a stack of chemical dependency
Yea its very weird how using stim crate eats your stim
Kind of the way to get stacks of chem dependency fast is to stim first then drop crate
that no longer does anything special dependency wise
since you get dependency stacks after you touch your dropped crate, but only if it consumed a stim (according to patch notes, didn't test it)
it lets you share your stim and start recharging it faster so I'd say it's still worth
from my playing, you do get the +50% toughness on stim use even if it's in a supply 🤔
but there's some weirdness where you can drop your supply but not actually touch it and it won't apply until you do?
Dont you still share your stim if you have no charge then drop stim crate?
my reading on that was inconclusive
some people say you do, some say you don't
I do know that that will increase the cooldown of your stim vs dropping your crate
I'll test it rn
dropping the crate resets the stim cooldown back to start AIUI
I do not have a darktide crew to test if you still share your stim via stim crate if you have no stim charge
yeah which is better than it being active for 15s blocking cooldown reduction and then going on cooldown
I am loading a game rn
but also I figure I can use the stim, wait 30s, then drop the crate and see if I get it again
chem dependency is not demanding enough to merit that kind of ability juggling imo
especially if sharing the stim buff doesn't work if your stim is expended when you drop the crate
I'm not sure I follow what's the issue
They fixed it so when you use the stimm crate you get the buff (if it uses the stimm). But now you also get it from friends
which isn't gamebreaking just weird and probably not a good direction to go in balance wise (encourages stacking the same ability and keystone) and is a super spaghetti implementation
it does not seem to, you still get the base effects of the ability and a lot of visuals tho
but it does not really matter in many cases because your stim can easily come back faster than your ability and now there isn't a reason to use your stim over your ability (other than maybe wanting to save the corruption heal for later (?)) [and technically you can dodge your own stim supply's dependency stacks if you aren't in the deploy radius]
I think always using the crate over stim is the point of crate dependency combo
it's a feature
Crate dependecy combo?
using the crate on scum gives you a stack of dependancy
Chemist hive scum looks fun, love dot shenanigans
Will probably get the class eventually but want to refine my fundamentals first
after the tree changes its a lot easier to get into lower levels
It's to stagger the buff with a longer CD stims so you can have more uptime on the buff while having stronger stim and Chem dependency stacks
As Chem dependency fully upgraded can give 20% crit chance and TDR with the 60s stacks
it's pretty solid in aurics rn
although i do take the rocket launcher over the chem nade on my tox build since it seems a bit redundant with the supply crate explosion
Big thing is chem nade lingers for a lot longer
Rocket launcher is pretty fun
Ive been using it in auric trials in hopes I get nade regen to just spam it
Aurics?
the highest normal difficulty
essentially the damnation difficulty but with the hi intensity modifier built in
auric trials would be that difficulty but in mortis trials, an alternative gamemode
Eh, tox grenades do a lot more compared to the supply pack explosion. The build with a single point in stimms for <15 second supply packs is pretty funy (and a great way to get the acvievements, ha), but 5 seconds feels like so long lmao
I think (?) it also has extra properties like the needle pistol's alt fire explosion
I do think that build is kind of okay (and was before but was more annoying to use) with dependency since you get 50% toughness back every crate drop which occurs more often than every 15s
The explosion isnt really the selling point just a nice to have
I don't know if it is good, but it is silly
Yeah, but you can build around it to have explosions very often
Which is funny
It does mean the Chemical Dependency cooldown bonus is a waste though
(I don't think it applies to stims?)
it's a waste when you're using stim supply basically no matter what
Its kind of optimal if you want max support to your teammate as the crate buff lasts for 15s and the crate for 5s
unless u want to use it without any stim effects tacked on
Yea its an odd design
the 15s crate build is atrocious for support since you can only buy one node
Theres also the talent to get stim cooldown on kills
yes that's part of the build
Can you drop a crate and then get it back immediately after stims cooldown?
semi immediately
it needs to expire
so you'd need to proc enough of the % reductions to get it back within 5 seconds for it not to work
Oh, I mean like if you have a 74 second stim and a 60 second crate. Can you drop a crate at 60 seconds and then 14 seconds later when the stim cooldowns?
Not that an unenhanced crate does a whole lot out of narrow situations
trying to figure out if that'd be good or bad for allies
on one hand, placebo crates, on the other hand might group them up for your real crate
getting an extra chem explosion might be worth tbh
It would help against beasts of nurgle or the twins and other corruption situations I guess
yeah corruption cleanse and immunity is very niche but very powerful in that niche
But I feel it is one of the most situational abilities if you don't take an extra point in it to get the stimm effect upgrades?
Its why its crate using stim is a stickler for me
You have to do stim first then crate if you want them separately for chem dependency with the talent that makes it last 60s
wdym
it still shares you stim base, it's just bad at it
Wait, really?
and also your allies wouldn't get the buffs
yeah they have to stand in it to get the effect
Oh, I am dumb. I am not sure why I thought the opposite lmao
the upgrade makes it linger for 15s after they touch it
Is it confirmed somewhere you need your stim charge to be active to give it to others
there's plenty of combat abilities which receive massive benefits from talent nodes though
I am confirming that I tested it and the people I was playing with and they said I gave them a ton of fake crates haha
I played placebo stim supply and stimmed myself before dropping the crate every time
I see, still fine not every crate needs to be with a stim
also you don't get the benefit as far as I can tell if you drop it when it's on cooldown and your stim isn't active
I do want to try out a stim labless crate as the base games stims just seem overall stronger to share and chem dependency CDR would be useful for stim crate. Also being able to share a med stim with the party in an elevator seems great and for like 4 scum pub games no one else can use stims
I played alongside a friend using that and there are some issues (mostly just relating to pubs)
ie you will often want to med stim everyone while not in an elevator or airlock (some maps barely have any) and they will stare at it and refuse to stand on it before it expires
and a lot of the strength comes if you have an ally handing you a stim so you're not limited to 1 stim and having to find another
or if you want to use your ability but don't want to waste the med stim you found
CDR is still useless for the build because gaining a stim through any means (picking it up, getting handed it, but not swapping stims (?)) resets the cooldown (unless the crate is on the ground)
dependency is also gonna be hell because you will need to use a ground stim every 90s and they might not spawn that much/other people might take them
like you're basically guaranteed to lose stacks during holdout sections where you can't find more stims
I think all 3 keystones are great they just don't work in certain builds
What are the difficulties again?
uprising, malice, heresy, damnation, auric
every mission has a base difficulty
then it can have modifiers
What’s havok? Thought I heard of that as a difficulty
notably damnation missions can have the same (? it might have changed) net difficulty as auric missions if they have more modifiers
havoc's kind of a side mode, beyond difficulties
havoc is an alternative game mode, it also uses those difficulties
yeag
it has a ton of penalties and failure effects (kind of)
you can't play havoc unless you've completed a maelstorm
to my understanding (for i havent played it) its regular missions stacked with modifiers to make it harder
which is a special kind of mission with silly modifiers
Havoc 1-20 is like not as hard as auric but 20+ is when it gets harder than auric so its the de facto end game difficulty past auric
there's a havoc level (1-40) which has mostly-hidden modifiers
and then 1-2 special havoc modifiers and optionally a normal mission environmental modifier
you can find maelstroms starting at heresy
notably havoc 1 starts in like, malice or heresy
you will skip to havoc 10 (maybe 15 now?) if you complete an auric maelstorm instead of another maelstorm
im too scared to touch that terminal
https://steamcommunity.com/sharedfiles/filedetails/?id=3375980903
here's all the hidden modifiers but imo don't worry about havoc until you do some auric maelstorms
the most scary thing about havoc is dealing with party finder
because it's exclusively premades
Even then its more of an inconvenience
Notably Havoc 21 is when the base difficulty swaps from Heresy to Damnation meaning all the base HP and spawn rates jump up massively
Ive done pub havoc games with little communication besides like switch auras or maybe swap builds if theres a duplicate
1 havoc a week isn't too bad and gives a ton of plasteel and diamantine
yeah that's fine, but uh
people who have never played a havoc queue into havoc 30+ games a lot
or at least try
so if you're joining you probably don't see that end of the host having to turn down (or ignore if they keep applying) players who couldn't survive in auric
the expectations of how hard it is aren't established very well until a person does a few games
well i suppose i do need my plasteel to fuel my hive scum addiction
we could do a havoc 20-ish if anyone has it rn?
sadly i cant seem to run dry on diamantine, 10k and climbing
Hive Scum has depleted my diamantine mostly cause im empowering all good rolls I see of weapons I wont use bt I just want at 500 just in case
my ordo dockets finally dropped below the cap for longer than a few hours 😌
I also burned my ordo dockets upgrading all hive scum weapons to like level 12 at level 1 using greys from brunt
i suspect with this imperial amount of game having its gonna take actual effort to dry those reserves out
esp. if you add havoc to the mix hahaha
If I get back into havoc im gonna hit that cap again
you'll probably hit the cap again anyways now that all your things to spend ordos on have died down
Ive just been burning it all on giving every class a 500 power weapon of every kind no matter no unlikely ill use it
the only passive thing is if you want to swap weapon blessings and perks
why only one :3
Evil suggestion
I have a 500 power viligant autogun on psyker
but not duplicates of other stuff
and there's a ton of weapons I didn't like the combos of/pitch so I didn't get heheho
I used to have like 3 knifes so I didnt have to change the blessings so I get that
I did recently make a minmaxed 500 weapon and then decide I didn't like the combos after :agony:
I still do buut I used to as well
pov: didn't realize damage was the dump stat
it shouldn't but rounding jank could be happening
you might be thinking of the talent that does that (give an extra ranged dodge)
I guess its not a weapon with a dodge breakpoint
are there any? 🤔
Needle pistols have always been a pet 40K weapon for me for whatever reason
Flamer has a dodge breakpoint
Goes from 2 to 3 if you don't min it at 60%, I forgot if it's 61% or 65% mob
trying to test it but darktide isn't letting me equip the loadout I put the flamer I'm leveling on lmao
huh changing the emote cosmetics did fix that issue 🤔
dodge limit didn't seem to change both on the game's weapon info view or on my modded hud ingame view
How do weapon stats work?
Each weapon mark has 5 categories that have a range of bonuses, the range can be from 0-100 but the roll only ever can hit 80% and the total sum of the 5 rolls doesn't go over 380% (like 4 80s and a 60)
Damage for example has a fixed component then the damage stat adds a 0-80% value to that fixed stat so in practice a 0% damage weapon still does like 60% of max damage
If you mouse over the bars in the inspect screen they tell you the ranges and what the rolls landed on
this is an example of one of the hovers (with a mod to tell me what the stat is at 60% roll and 80% roll so I can see the end ranges better)
The 0-80% stat values is a very weird type of futureproofing. I wish they hid it from us until it became relevant
yeah please just fucking let em hit 100% lmfao
there's at least a mod to make the bar go from 0% to 80%
mods: making darktide less jank one infinitely small qol at a time
what does the percentage stuff mean? i'm having trouble understanding it
It's how far the bar is along from the minimum values to the maximum values
(It's not really a proper percentage)
So like, if min damage was 100 and max was 200. 50% weapon damage would be 150.
I think it is linear? But some stats (dodge amount in particular) have weird breakpoints
I’m definitely still learning all the stuff in darktide, still struggling on higher difficulties too
Fatshark likes their poorly explained mechanics
they cant keep getting away with it /j
Taking a break from hive scum and played some zealot, its like night and day difference, I might just wait to see if more fixes or changes happen to Hive Scum. Certainly makes the event a lot easier
hive scum weak or just better for your play style?
What builds have you tried?
Assume all the current meta ones for hive scum
Zealot not dying every 90 seconds is a super stimm
Veteran seems to outdo hive scum in a lot of ways except for being a bullet hose while being tanky
I've been having a lot of fun with pickpocket primary builds outside the event but every event altar feels like a high % chance for me to be caught out with nothing to kill (especially during captain fights after the inital wave dies)
also poxbursters are brutal rn
except?
Veteran can't match like dual autogun spam when hive scum has pickpocket, veteran can't turn any guns into a gun they use constantly as in like don't ever touch melee.
they can't turn any gun, but recon lazgun + kraks is a no melee build
and if you put shout on it it's still super tanky
The guns it can bullet hose are like ammo efficient ones like helbore or plasma gun
Hive scum can turn infantry autogun into a bullet hose if they kill an elite while for Vet they have to use certain ones
dual autos with vulture dodge is an extremely effective build that is extremely hard to kill
and generally very effective at everything except killing armor
Arbites id say is harder to kill
is vulture's dodge a specific talent? or just using dodge
Yea crit gives immunity for 1 s
it's a node on the vulture keystone
total damage immunity on ranged crit for 1s
with no CD
ah that one, I had forgotten the name
so you just spray autos and are never hurtable
Except during reloads
I think hive scum's speed also makes them fairly resilient
yeah, and melee immune slide node
ah
I've been running the rending stim and magdumping crusher's faces
Im not saying they have no good builds, but the other classes builds tend to outdo hive scum while not being glass
also valid but can opener crowbar is always available
tru
i think the biggest thing is that hive scum is incredibly good to have against large amounts of ranged
Psyker is also good for that and gives it to your team via bubble
which is not an uncommon situation
I think most of the infinite alternatives tend to either lack speed, ranged, or clear
bubble is good but it's surprisingly bad in some situations because it doesn't actually last
and the infinite alternatives are like
vet with laz weapons and staff psyker
also hive scum imo gets better relatively as you play higher havoc
because all those safety nets everyone else has stop working/reduce in effectiveness
so everyone is playing like hive scum lol
"oh if I fuck up once I die? yeah join the club"
that's one fuck up every 2 minutes
also in high havoc you often are just pinned in a position where you get killed again anyway
I am aware but I am responding to this statement
zealot's relative survivability also does spike, it's true
I think bubble is also impacted by the best staves with it being the ones that farm melee enemies for warp charges
which tend to make the bubble user themselves not actually focus on ranged enemies so you still need someone to actually kill them
but like, hive scum's weakness being that they require extremely tight play just doesnt' matter as much as you get to difficulties where everyone has to play that tight
and they output a very useful amount of damage, don't require ammo support, and can provide significant team advantage if specced for it
also their blitzes are all really good
Not everyone has to play that tight, some classes require less tight gameplay at havoc 40 like arbites and vet
Ogyrn
as someone who regularly plays havoc 40 those guys still die really fast if you slip up
arbites and ogryn in particular are vulnerable to mass ranged fire, which is the exact thing that hive scum is very strong for countering
Yea but its not like theyre going to be as squishy as a hive scum
it's a good synergy
Darktide's one of those games where you gotta not blink for 35 minutes because that time it took to sneeze 4 pox bursters came outta a door
no but they also do a lot less sustained damage
Esp with the weird stretchy poxwalker explosions right now
or at least, ogryn deals a bit less sustained damage and needs a constant stream of ammo stuffed down his throat
and arbites deals notably less sustained damage
hive scum is great to run with an arbites or ogryn because they free up ammo for them and also cover a lot of their problems
it's extremely synergistic
of course, arbites has plenty of burst damage and good cc
including aoe with dognade or dogless shock mine
arbites/ogryn can block for scum and scum can deal with large amounts of ranged shit preventing ogryn/arbites from moving up
but the raw ammo efficiency is worse
as is the overall damage number output
this is why darktide is a team game with four players, of course
i am theorycrafting that the present Meta Team is probably arby/vet/scum/psyk
So tank builds don’t work in high difficulties?
scum has very valuable things to offer, and in return needs buddies to hide behind with rare build exceptions
tank builds do work but they're very specific
specifically you want the shields
if by tank build you mean "can absorb hits" then the answer is no on high havoc
getting hit is just crippling no matter what
but tank disruption or full shield builds on ogryn/arby work great
How do you use the shields?
I’m a little surprised no zealot or ogryn but I guess their roles can be covered
Vet has quite the sustained damage
so the shields can block ranged fire, which is a big deal, and also ogryn if you plant the shield can just straight absorb all attacks coming from the front, which can really help
and they're also fairly good killing weapons
you could swap vet and zealot or maybe psyker and zealot but the zealot is in a weird place right now in high havoc where chant is not as good as it was due to less CDR availability
there is also an argument on some mods for a specialist monster remover zealot
having a thammer zealot as a fallback on Rituals can make a big difference lol
Just in general for havoc with all the monstrosities
but right now zealot is kinda being held back because their meta role (chant support with high CDR) got nerfed, their damage wasn't really increased a ton to compensate, and their blitzes are kinda bad
so you're either running throwing knives and using flamer/bolter, which is good but not as good as say, veteran grenades
or you're running grenades and being the lowest priority pick for grenade picks
because the grenades are both kinda meh
No regen hurts a lot
zealot is still the best at staying alive but your relative contribution to success took a big hit
I like the ripper gun but that thing has range ans ammo problems
yeah ripper gun needs some love
can opener ripper still has its place but that's so hyperspecific and the ogryn has more than enough melee options to just crack armor the old fashioned way
Butst on hip fire makes cleaning up so inefficient
ripper as a whole package is probably one of the worst guns in the game right now
down with the vigilant autos
I’ve always been a little puzzled why FS is so afraid to give the rippers a reasonable ammo reserve
They're really good per ammo and if they actually had a decent reserve you could use them forever and Ogryn can't have nice things
The hit mass buffs to poxwalkers on Havoc really ruin them for crowd clear unfortunately
3 cleave base on a ripper is 3 poxwalkers normally at 1.25 hit mass and only 1 poxwalker at 4.05 hit mass on Havoc 40
maybe it's just my build, but i definitely feel like my shiv scum is better at chewing through mixed hordes than my zealot, at the cost of tankiness
it's no flame psyker, but like, what is
tbh my favourite zealot build is the chorus spam still
arbites has pretty ok damage output, but nothing on the level of scum. i'd say shout/squad leader vet is still pound for pound the most valuable build i have
i feel like gunlugger ogryn is just conceptually flawed and has been totally left in the dust between vet and scum
this is how I feel about zealot rn
I do think the bonk loadout is worth if the bonker can reliably kill bosses before they do anything
playing with .5 of a player but no bosses and stealth revives is a good deal imo
but it's challenging to bonk if there's a lot of stuff around blocking it
I think zealot has always been the most easily replaceable in havoc even before the changes, just a lot, lot more forgiving than the alternatives
before the changes you were generally taking either zealot or vet, but vet is now a lot better and zealot worse
so it's firmly vet as a pick
because before it was always a pick of "some support, some damage, and gold toughness"
maybe I overvalue survivalist but I feel vet has always been a 'even if they contribute half as much the support benefits are required'
and balancing vet's superior support against their fragility and relative damage issues
compared to zealot
same with psyker
but now vet does more damage, their support is even better, and zealot is worse at everything except staying, personally, alive
veteran brings a nontrivial amount of support literally just by being on the team and not dying, thanks to the ammo aura
and the specialist boss killing setup
I haven't found vet to be as fragile as people claim but I think I overbuild for survival
also haven't been to 40 since vet update, only like, 37
this update is not so bad, rotten armor is out lol
they still haven't fixed the bugged early triggering rituals though
yeag
which is annoying as hell
I had a funny build that worked well against rotten armor
the secret 4th keystone: throw 5 buffed shredders per encounter
i rescued 2 horrible situations in a 35 just recently via the method of running away while throwing grenades and firing plasma backwards
and have everything spend 2/3rds of it's time on it's ass while clearing chaff for dodge room
but I just wish they'd fix those fucking rituals
oh, and I guess zealot has some use on this set because of Gross Booger Pools
but scum can cover that now too
the corruption clear you mean?
yeah
Shane I like the heavy guns
hmm. i'm curious whether the aspd/rending stimm might have a role at havoc level, given how frequently it can be spammed
also pseudo-gunlugger ogryn with the rumbler is still very good, it's just the specific burst limiter override active that sucks
or even the CDR one, that would be pretty valuable spread across the entire team i bet
btw, is the smite heavy attack interaction worth exploring at all? The 'electrocuted targets take % damage' node seems like it would make that interaction worthwhile but idk
Plasma vet and shield ogryn are the builfscmy brother is interested in, but he was also hoping for skitari
well lucky for him, those are both really good builds
How are the eviscerator and chain axe?
both are fun for different things
eviscerator i think is a great generalist big weapon
its rev mode is good for single target shredding, its normal hits can crowd sweep with a few combos, and its heavies are good at handling single elites
the chain axe is broadly similar, but i like the version with rev lights to just stun lock zerkers
gimme a big chain axe...
unpleasant discovery: exploding poxwalkers reset the count for Serial Killer if they kill anything
Eviscerator kills bosses nicely for practically 0 talent opportunity cost
Like say running FoF/Chorus and not Martyr
Also great safe horde clear with strong stagger
yeah eviscerator absolutely wrecks bosses and can do it with Fury of the Faithful too
the sawcharge tech does something in the vicinity of 15k damage on weakspot hit
what node is serial killer?
i assume a scum node
Is that the latch the saw then charge thing?
yup
normally FotF only makes the initial impact of the saw attack crit, inherit the rending etc.
but charging after you latch makes the entire saw inherit the 100% rending and makes it all crit
including the damage at the end
FotF is so janky
Does it still have the effect of causing ranged attacks to all crit?
nope, that got removed a while back
huh, weird that it still works that way with the chainsword after charge then
thankfully(?) it's a penance not a node
Eviscerator for people who havent used it in a very long time has lower "friction" to the animation so its smoother and faster
man, every few months i think to myself 'i should try an assail build' and everytime i regret it
what builds where you using and in what difficulty? assail has come a long way lately
uhhh, force greatsowrd, voidblast, with telekine shield and disrupt destiny
i've seen assail do good work, but i cannot get my head around my blitz being 'gun 2' i think
yeag personally I think it might be a bit wasted on voidblast and shield because those cover a lot of the scenarios where you'd want to use assail
I think it works great on gun builds to alleviate ammo needs and provide some clear
yeah i did think about a double barrel/assail build
but if you have voidblast shield u can kinda just. walk at enemies shielding and blasting
and the cost (peril) will come out of the same cost as voidblast
assail needs... something
it has very tough competition I think is the problem
the problem with it is that it is an extremely generalist option on a class that tends to prefer a bunch of specialist tools
brain burst you throw on a staff/gun to give it more dps when you're not using your blitz and also an infinite range slow option that works on armor
smite you pick for chaff clear and making space
assail you pick for midranged not-armored clear... which isn't a concern on a lot of builds either due to shield or having the range already
yeah and psyker is never gonna be anti-gunner like vet or (now) scum
or at least not as good at it
even then brain burst is decent at that and probably more useful the rest of the time too if you pick both of it's nodes (faster charge after combat ability + instant cast on damage every 12s)
like popping a shield and then spamming out brain bursts on the gunner line
bb is half-decent on a shriek build since you can spam both of them very easily, but otherwise i wouldn't use it for anything besides picking off annoying snipers/bombers tbh
or just rely on kinetic flayer to proc it
yeah it's amazing even if you never use it
because it uses itself lel
and every use against most non-ogyrn enemies = a perilous combustion proc when that thing dies
I'd say give assail a try with gunker and empowered psionics though
it won't be Amazing but it should do decent
Even brain pop?
you only pop 1 brain at a time
Fair, I found pop quite disappointing tbh
My allies often just kill the target before it pops
It's not super good without talents boosting it
the eternal psyker problem: how make blitz not suck
Without talents its of limited use. Nice with the flame staff so you can deal with stuff far away though
i recommend the pop on hit talent and empowered for brain rupture
I find myself mostly using my ranger weapons instead of my blitz’s
Enhanced Psionics Brain burst you can pretty much burst your way through Aurics; Havoc gets rougher with 8000 HP crushers
The option for if you dont want to use any of psyker's blitzes actively
Brainburst on hits
exactly, kill a mauler with one(1) shot from the shredder pistol because he got ruptured
Yeah with investment its solid
I think Assail and lightning are generally good
If you want penace then auric mortis trials has great brain burst perks
Assuming you get lucky and get them
The brainburst 10 nearby enemies on a brainburst kill one is very fun
Especially with the brain burst sets everything in the area on fire
Assail's weird because how much value you get per dart depends on cleave bonuses which isn't intuitive, it's nice to conserve ammo on gun psyker if you got a way to punch carapace
Oh yes the cleave on peril one is nice for assailt
does psyker even have any good anti-armour guns to pair with assail? You're think the double barrel would be good for this role but not really
closest thing i can think of is the bolt pistol i guess, and bolt pistol doesn't really run into ammo issues on auric unless you're trying to horde clear with it
Revolver
Gunslinger Seer is super fun
Revolver, Bolt Pistol, that's pretty much it for ranged anti carapace, it's easy to bonk armor with an uncanny strike force sword or dueling sword though if you wanna use shotty
Hmm, I think I like the autopistols better for a ranged hive scum. But the stubpistols sure make me feel a lot cooler
also I think you might have been right with your choice of keystone
empowered is worse for assail than I remember heheho
Empowered is kind of wasted on assail iirc
It just king of gives you More Bolts
Which you don’t really need
Both of the others are pretty good imo
i remember empowered being the pick for smite, but not really anything else
i mean you could use it for BB if you really wanted to since it improves the charge time but probably not worth it imo
BB empowered is ok but I remember it feeling really janky
Like you need to maintain high perils to use it because it doesn’t increase perils on its own and such
And the warp charges one is always there, boosting outgoing damage of all kinds substantially
yeah i have a very reliable and passive BB+shriek+warp charge build
that's the classic inferno + greatsword build
Assail really likes the finesse stacks from bottom right
I think assail+seer is a lot of fun
I had a semi-joke build meant to spam BB during to blow yourself up prevention period of seer's gaze
But it’s also playing on hard mode haha
World''s First Crystalline Will user
It works 100% of the time it works
another weapon with the Grenadier Gauntlet's gimmick would go hard
nah that should be a zealot weapon
Cawdor is zealot yeah, like how ogryn has gotten Goliath stuff
how would one pick up the darktide rejects role
I think it’s self assignable in #bot-stuff
Although the power saw should be scum and zealot
Does the warp ghost skill for Parker reduce quelling effectiveness?
Currently trying out a shock maul & shield/double barrel shotgun build for my Abarties
Is there a way to guarantee a weapon you want or just rng
Brunt's Armory, the other tab in the Requisition Vendor, let's you buy random grey versions of any weapon you have unlocked
Besides that, it's all RNG
iirc just passive quelling
automatic (with talents) and manual (with reload key) should be the same
Grey versions are worthless though, even like an hour after unlocking that feature
you can consecrate any grey weapon
so basically roll the slot machine till you get a good roll, consecrate it, and then sdwap in good refinements/blessings once you've leveled it
the only thing on a weapon you can't change are the end stat rolls
you can also buy the weapons consecrate them once and then sacrifice for mastery once you build a nest egg and want to try a new weapon but don't want to grind from low power/bad blessings/perks
At Hadron, as you increase mastery rank, you unlock the ability to spend resources to slot in non random bonuses and perks, as well as upgrade in rank as stated previously
So to start, you will be relying on random weapons but if you play a particular weapon type a lot you will be able to get exactly the weapon you want guaranteed with resource expidenture
Not necessarily guaranteed since you are rolling for stat spread
But you can roll until you get a godroll
Yeahhh there is the pokemon IV stuff
Always a super fun addition to any game it's in!
the chances for a minmaxed roll feel much higher than they would be with full random, I wonder how it works
Im betting its curved or something
I get a lot more 60/80s than in betweens and rarely see clean 70/70/80s
Going to have to feed weapons to ogryn grenade launcher then, want to try it Cyr game hasn’t given me any to use
It’s at 0 for a lv 26 ogryn
I need to wait for other players to log a character into the mourning star?
The secret p2p
It turns out that Jesus joins you for every game of Darktide
Is this DH unavoidable? Theres another DH and the room to the right
probably not but i havent tested it
I've read no but also haven't tested it personally
there's some dh that aren't super possible to get past if they're already half triggered so it might have been one of those
if the dh isn't at the exit to the other room you should also be able to loop around it
but even in this case, walking past as far away as the floor permits can get them super aggravated but not triggered depending on how much aggro they started with
The other dh was near the exit of the loop room
We did try to look for an alt passage for like half a minute but we partially triggered it due to killing some snipers near them and ended up just throwing everything at the pictured one
I'm trying to figure out if I'm missing a route or it was just not possible to not trigger one
it might have been not possible to not trigger it in your situation but possible to walk by it and only 50% trigger it if you went for it right away
Looking at the DH contributes to angering it so as you walk around the corner, make sure to look away from it as well..
Only if you have the flashlight on a gun set to ON
The flashlight amplifies it, but you looking at the DH also increases its anger.
The last or nearest person to look directly at it is a contributing factor to who it latches onto when it attacks, iirc.
Havent fought many demon hosts so far
Looking back at it again I think I misread the note about looking at it directly. Hmm.
Havent fought many demon hosts so far
They’re the witch equivalents roght? Best avoided instead of fought
Kind of like witches yeah
But you can’t really crown them
And there’s no special reward for killing them
They’re mostly an exercise in careful pathing and checking fire
Now this one I do know! You can crown them, but you need one of two weapons to do it.
yeah stealth zealot with the relic blade or Thammer can in fact just bop 'em
imo demonhosts aren't especially hard to kill they just have really annoying hitboxes and their aoe corruption often makes the team worse off if they're fought than if someone died (everyone who was close to the dh at like 60% max hp left)
there's also some old vet builds that can one/two clip them before this kicks in which also avoid corruption, they're probably stronger now but haven't checked
or a tank and the rest of the team try to stay out of the corruption aura
notably it's not just damage, suppression also sets them off
so snipers/gunners next to them can be a huge problem
(oh and there's also some event/modifier demonhosts that don't apply corruption but also don't stop after 1 kill)
Suppression is a favoured way to deal with those two problems?
no, suppression is a byproduct of shooting ranged weapons and some abilities
it makes some lesser and most ranged enemies stop attacking and cower/run to cover
but it also triggers demonhosts
afaik that's why like, blades of faith, brain burst, etc still can set the dh into the partially active state when they kill a nearby enemy, because they still have suppression despite not seeming like it
The suppression “hitbox” is just much bigger
<Male Agitator> Next time I am eye-to-eye with the enemy, I would appreciate some support
<Male Loose Cannon>
Lmfaooooo
lmfao
there are some golden interactions in the game
just sometimes feels like they're few and far between
i wouldn't mind more frequent chatter/varied chatter
also question on playing ogryn, if youre running coward culling, you're pretty much hard built to clear chaff right?
cause big stuff never gets suppressed
I think there's a problem where the most recent chatter that gets added plays over and over and over and over again while the old chatter rarely plays
idk if the old chatter gets removed or if the new chatter gets an absurd probability increase, but something is definitely up
I think it's flag based? So it could be the new stuff is more common because you are more likely to run into other people who haven't triggered the given dialog yet
It's definitely borked in some way
I think it was triggering on the same people but I'm much less confident on that part 🤔
I'll have to pay more attention
iirc dialogue is partly client side so there might be something in the code that could tell
At least we're past the days of "What's this I hear about the Cicatrix Maledictum!?!"
Don't forget the ratling racism convo every mission
Tbh I feel part of it is modern difficulties have so much shit going on the convos get interrupted
so the actual issue with chatter is that it's interrupted super easily
if any of the characters say something else mid chatter it's cut off
so if you use your active or blitz? cut off because of your "using this" voiceline
pinging? cut off because "TRAPPER!"
sometimes cut off because someone hits a barrel near you and your guy goes BARREL
and they don't resume afterwards
imo they should just make it so the conversation resumes after a little bit
The mourningstar mod that makes it if you go into a menu during a on ship dialogue it continues
Unfortunately it seems not possible to create a mod for in mission lines
oh that's an anti-me mod
I go into menus to skip dialogue
me kid had a good laugh at my frame perfect reflexes to cancel sephoni lines in the psykhanum
I wasn't even thinking about it
...I must sound very sour about this game whenever I talk anything other than gameplay but Sefoni really grates me
why sefoni in particular?
a good part of it feels intentional which fine I accept and respect
it's ok. sefoni loves you.
the effects layered onto the lines make it a bit of a brown note to my ears specifically
don't blame them for not being accommodating to people with the fuckin gene that makes ur ear explode
and then most of the time she has nothing to say really
the characterization is done in a few good lines and is then repeated in extra variations that don't land
I also do this because I have speakers and people enter my room a lot
Oh, things are probably bugged now where you use your stimm and then stimm supply to get the stimm buff twice. If you have practiced deployment and time things right, you can stack it thrice
I hope Abarties doesn't becomes an abandoned class because of GW interference
abandoned as in no more cosmetics?
Why is that a risk?
People are speculating that they don't have that many cosmetic options because of GW
Ah, yeah they have much less thematic space than the others
But there’s probably still a lot they could do within that but gw veto could definitely be a problem
Number of new weapons they could get though, executioner, grenade launcher, arbites heavy stubber, trauma rod and various generic weapons like plasma pistol
oh hey, it seems my intuition that tac axe will rock on scum was correct
love to see my underdog weapon pop off
though I think with the recent rebalances it's solid in general?
yeah any class with crit talents (e.g tox on crit) can run a solid taxe
i choose not to though
i feel a weird obligation to use the scum specific weapons at least for now
Using it with scrapper scum?
I've been wanting to try tac axe
I recall it having a really appealing blessing selection
I've been using chain axe and combat knife on scum
Chain axe for crushers and combat knife for the full rending via not nerfed uncanny strike for Chem toxin Dots to go wild
it's not the best but it's reliably good with any crit talents (esp those that boost crit chance)
Yeah, I've been worried that Abarties won't get as much weapons or be rebalanced in future updates.
it's probably the most universally applicable weapon rn since arbites gets it
I've been using combat blade almost purely for mobility on my 'ranged only' build
a lot of scenarios can be solved by sprinting out of the ball of enemies or flanking
Right now I'm trying to mix and match weapons with builds to see what works. Abarties seem to soar when dealing with mobs and with armored specialists. They're also really great at staggering almost anything
Right now I'm working on a shield maul/double barrel shot gun build.
I think it's also benefited from the shift to m1 spam (ie, a lot of talents don't get better with heavy attacks and thus encourage you to just m1 as fast as possible, which is good on the tac axe)
I'm not sure what the best option for dealing with crusher packs without blitz are if you go Desperado route
Crowbar alt mode feels too sticky to be dealing with more than one
I use rending desperado + rending stim on dual autopistols
not great but it works about as good as a mid-tier-at-anti-armor weapon (slightly better if both are active and there's other stuff to shoot to keep it going)
it seems to work fine with auric with an occasional boom bringer shot if my team isn't handling the crushers well or there's like, 6 of them and 6 bulwarks and I don't want to deal
Ah I was worried about that, not having stim effect up all the time makes it annoying if there's often crushers
And it seems the needle pistol doesn't proc vulture's mark unless my game is borked
unless it was specifically allowed to it shouldn't
same with bonesaw chem kills
over the next few months I expect every single talent that has a kill trigger to be patched heheho
It's odd cause they patched it to work with blinders and Desperado
yes
but remember this is fatshark
every single interaction will have to be reported one by one, they're not gonna remember others exist or go looking
(ie cooldown changes taking many patches)
I'll probably save those penaces for last then in hopes fs patches it
imo vulture's dodge goes crazy with autopistols
'cause do you really count as a glass cannon if you spend 80% of the time immune to all attacks?
and the remaining 20% you have the reload DR active or are sprinting around
You're just really bad a killing crushers without the stim and/or Desperado
it's fine, you'll basically die in one hit while you reload
Which crushers are the only enemy that can down you with vulture's dodge
I think maulers too
do they bypass it??
Yea
Yeah, crushers are the classes biggest weakspot
Is Vulture's Dodge all attacks or just range?
I guess I haven't really noticed because I don't get close enough to crushers or maulers unless I'm meleeing to save ammo / nothing is active so I'm just combat blade stabbing the crusher for the same damage as the rest of my team
all
They just instant kill you despite damage immunity except for if you have gold toughness
I've gotten stuck in hordes a few times and just kept blasting
I don't think the situation with crushers is really that grim though
with uncanny combat blade you're not really slower than the average pub at killing a crusher
just really uncomfortable when doing it
If I play hive scum I very much hope a random is a vet
For the nade supply box, kraks, and weapons that can easily kill crushers
and ultimately
if you're contributing an average amount at killing crushers
I don't think that's really a build flaw and more a lack of build strength
definitely not something I would want to do in havoc though 💀
no ammo melee scab only maels are fine tho because you tear through ragers and maulers and specialists (which is appreciated under no ammo) and there's still nade pickups
How many weapons have even been added post launch? And why would arbites be singled out as a problem?
Ogryns have time decent weapons for that like the pick
Well the vet supply crate providing nades is pretty great for hive scum who brings doombringer or chem nades
Also pickpocket procs with melee too
Youre just always fine on ammo
Huh, weird. Does that include regular dodging? (I thought Vulture's Dodge was a Dodge state effect)
I was more talking in the 'there's more crushers in this modifier' sense
Ah
vulture's dodge is immunity, normal dodges aren't immune to melee
I've also panic blocked crushers/maulers in the past but I haven't done it recently so idk if that's still a thing
I dont think ive ever tried, i just know you can parry crushers
Oh wait hive scum gets devils claw
I'm wondering if maybe gold toughness was involved and I didn't realize
each of the times I still took a ton of damage but decidedly less than my toughness bar so it didn't punch through
Actually my previous statement on crushers and vultures dodge might be wrong, I might be thinking of the melee slide immunity one, one of them youd expect to make you immune to crushers but it doesnt
Specifically the overhead, im leaning on slide since I recall something weird like crusher overhead is an technically an AoE not a melee
Huh, I really thought normal dodges had iframes against melee attacks
This is very fatshark lmao
I might as well test it now
I think they have reduced hitboxes (I saw someone posting attack hitboxes in the modding discord earlier and they have 2 zones)
this, haven't checked it out yet
https://www.nexusmods.com/warhammer40kdarktide/mods/667
'Red lines mean areas where player would get hit even while dodging'
this seems to mostly just expose that the crusher and mauler hitboxes are dumb and don't really have a smaller "when dodging" hitbox
tho maybe the colors were inverted at that stage 🤔
hm I think you might be right (or I'm getting really bad rng with my vulture's dodge)
immunity to the attacks to push you into overhead range do work though and that is really funny 'cause they keep trying to push you and failing
Ok I can confirmed you get downed with sliding melee immunity talent if a crusher overhead hits you
I just survived a crusher overhead with vultures dodge
Are crusher overheads a block or a dodge for most characters?
ogryn I've found that dodge is kind of a 50/50
Dodge mostly
Exceptions are like I think shield blocks and parry via devil claw or dueling sword
I can also confirm (in vr training) gold toughness makes you magically able to block crusher overheads with 1 toughness remaining no matter how much blocking or toughness you have
huh, guess I had really bad luck then
have you been able to block them too? I can't seem to get it working in vr
I swear I've done it in the past
I dont think many of the hive scum gun get crits that much for permanent reliable upkeep on vultures dodge
At least the hive scum weapons, I should test the autoguns and shotguns
the talents tho are a lot
and the fire rate rolls a lot of chances
what are yalls blessings on stub pistols
base: 10%
float like a butterfly +20%
aura: +5%
small node: +5%
vulture's mark: +15% (you can get higher with dependency but then you can't take vulture's dodge)
crit stim: +15%
total= 20% to 70%
speedload, kicking run 'n' gun vs crucial roulette vs desperado back and forth
Imagine if they gave us a felinid class
Would that be the all woman class
I wonder how hypercritical works with chain weapon sawing, would be cool if it could speed up the stuck period
oh also hypercritical being in the ranged tree but only affecting melee is diabolical
I never would've caught that
Hyperviolence works with ranged weapons though lmao
wait, hyper-critical is melee only?
A claim I read is that it is a decent dip for ranged classes because it is a good increase to your melee without too much investment
Only Melee weapons Strike is the explanation (also someone filed a bug report and was told it was working as intended)
yeah scum can grab a bunch of talents that turn any melee decent as a single point dip from a ranged built
that part of the tree layout I like
no need to take the scenic route to un-pool noodle your melee
People expect sexy anime cattes but will instead get horrible freaks that become immediately beloved
felinids the musical
I heavily disagree because on ranged builds pickpocket procs are often more important than removing enemies and hyper critical only does something if it would steal a proc
I'd rather take 3x as long to kill an enemy than have it vanish without giving me more ammo when I desperately need it
it does make pathing easier tho because it's the central node in the ranged section that grants access to pickpocket vultures mark and weak spot damage though 😭
Hypercritical does not count as a kill
It just causes the enemy to instantly die but doesnt credit the kill to you if it died cause of hypercritical
Although honestly despite making it as a joke, it could work for a scout/sniper class to fill the role the rat lings do
what's a good ranged weapon for zealot builds? i've been using a bolt pistol for a bit and i think it's ok
I like bolt pistol
It kinda depends on what your melee isn’t good at
Bolt pistol is good, lasgun is… ok, braced autoguns are good
Flamer is pretty conditional now
i've been using an eviscerator
the bolt pistol is mostly for things i can't reach or shouldn't try to
revolver is nice and fast though it ends up competing with the bolt pistol
spearhead is my bread and butter
spearhead + thunder hammer
you look at things and they stop being things
v convenient
I personally enjoy heavy laspistol for the sprint speed stat to pair with slower melee weapons + good at specialists and ranged elites if you spam it vaguely at the head without much ammo investment
Psyker las pistol is a fuckin banger it got the magic shoove
I have been having super bad luck with Damnation randos today
Mostly because every QP is on Atonement
And every fucking time one guy hits the altar and at least two other people just fuck off to the corners of the map to get killed by the incoming horde
I dont think you have to stay in one place to get the event points
You can just activate and go
I'm aware
It's less "they keep moving" and more "They immediately run in opposite directions to die out of coherency"
Behold smiling pox burster
yeah quickplay is super rough right now for that reason
How much longer does Atonement last?
I don't have a working mouse right now and I'm curious if I'll have time to finish it haha
like 6 days
22nd?
It goes by pretty fast
If you survive the first shrine it seems to drop a lot of books worth a point then 2nd shrine larger books worth 10
I have not seen them drop books 🤔 and I keep thinking maybe I'm doing the event wrong heheho
Oh bad wording they don't drop books but high quality books spawn more frequently for each atonement you do
Oh, is that how it works. I don't think they explained it anywhere?
Unless it's a helluva coincidence they'll be fairly scarce if you just bum rush past them whereas doing every one near the end the books spawned are like all 10s
They didn't this is just anecdotal
the shrines themselves also give 100 points each (?)
Seems so
I thought it was do shrines get points and the other stuff was inscrutably random
On what, a trackpad or something?
communal pnet escort quest
or spam out malices with something that doesn't need as much aim
I'll scrounge up a spare
My mouse got RMA'd because the plastic started peeling?
Anyone else find the different Hive Scum aura icons hard to tell a part at a glance? I feel like they don't all need the three people plus the icon that differentiates them
In the grim dark future only space marines are allowed hrt
they are awful yeah, hard to tell apart even when looking closely
Darktide feels like the first game ive played where weapon swap speed feels important
Shooter I mean
Makes a difference with like plasma gun and bolter
As a Zealot I felt it with the lasgun too
I stick to pistols mostly as a result
full size Bolt gun on Psyker would be "Witness your BOOM!"
laspistol with force claymore scrier's is a stupid ass build it's great
Heavy stubber and club is what I’ve been using on my ogryn
Alongside box, taunt, forget the squad and lucky bullet
laspistol make bad men hot on crit
scrier make many crit
bad men extra hot
Alcohol can also make bad men hot
Definitely want t try the straight chemist scum build eventually too
And flamers
Shane we don’t have hand flamers and plasma pistols yet
Plas pistol is hard because you'd need to find a niche for it compared to the plasma gun
Hand flamer the flamer has huge setup time so I can see a way
But plasma gun already has relatively good ease of use
I guess you could combine it with a plasma gun nerf in that regard
it could have better mobility and/or be on a different class 🤔
but yeah that'd probably be best
I think hadron would blow a circuit if asked to give plasma pistol to a ganger
true
some of the ganger concept art did have hand flamers though which would be neat to have on both them and zealot 👀
I'm still holding out hope for more semi-exclusive weapons 🙏
Like handing one to a zealot is probably that scene where the zealot is pulling on it while hadron slowly forces herself to release her grip
I mean Hadron has to mod Shivs made by gangers
Plasma pistol could have a much lower heat capacity (like maybe a full-charged shot?) while being much more nimble. Though it would also kind of be competing with the bolt pistol and stub revolver
And there's Branx Shivs
Is the plasma gun still in the "too strong" category?
simple heat treatment and sharpening compared to giving expensive tech to someone likely to break it
imo competition within the pistol space is fine
there's already the bolt pistol/laspistol/stub revolver trinity with different use cases
and a plasma pistol probably would be class exclusive
It would be tech heresy for anyone other than a tech-priest to modify your improvised shiv
imo yeah
mainly because the charging downside is present but all the other guns have to aim/get other bonuses which effectively act as charging time anyways
Hadron already complains about working on our guns(that includes lasguns) and how it's beneath someone of her skill
and LMB is crazy efficient
Clearly the psyker should get a plasma pistol so they have two ways to explode
there's a mod for that!
Yeah there's a fix out but fair warning
haven't tried it yet but plan to later today
it uh, spams debug log messages and makes your game stutter horribly
It's at least a known issue so hopefully it gets fixed this week
I think plasma gun is also dodging nerfs because if you use it the way it feels like it should be used it is mid and can kill you
Most of the psyker weapons don't cause the psyker to explode at max perils right now apparently. This will also spam debug logs and eventually cause lag
Dueling sword parry does
As in supercharging the shot?
yeah, the RMB fire is more conditional than the LMB fire and has many more downsides
As in causes you to explode?
Yea
Oh, that explains the weird explosion i had earlier..
ie takes significantly longer, generates more heat, costs a lot more ammo, and can make you explode, for the main benefit of more cleave (which is good but makes it not something you'd use most of the time in lower difficulties)
I coulda sworn I didnt do anything
It is not supposed to do that, fs forum support noted it's not intended behavior
It's just supposed to be a normal parry if you're at max so you don't pop your head
That is hilarious but not great. Do psykers get an extra-special parry or does it just cause peril as a class-specific cost?
Special parry
It deals greatly more damage but costs 4% peril
Psykers just love getting extra bonuses on random weapons
Before the crusher buff you could like 2-3 shot a crusher but not sure about not now
Is there anything besides the Devil Claw Sword and Laspistol that has this property for multi-class weapons?
hm apparently RMB plasma gun is doing the same thing (just tested it)
stealth buff to RMB because you can keep firing it at 100% heat without having to play any venting animations like LMB 
tho I am trying it in vr with the no lag mod so I'll have to see if that still happens in a serverside game
They might use the same code, so it wouldn't be surprising if they have the same bug in the same way
They do use basically the same code
I’m not sure if they fixed it but for a long time you could complete psyker kill with death bomb penances with plasma gun
"don't need fancy powers to make a difference blow yourself up"
It was actually easier iirc since plasgun deathbomb does more damage
Oooo, knowing dueling sword has a special parry on psyker makes me contemplate making one
I mean, I'm not great at landing them on zealot but love the rest of the weapon
Works similar to devil claw but I'd say it's real generous
Just not as spammable
You can say against a monstrosity or Ronin just hold block then middle click to parry while holding block so there's no vulnerable time when you have stamina
If you know boss patterns just heavy poke during pauses to regain stamina
Really useful again plague Ogryn hit combo, 1st 2 hits of chaos spawn, and daemonhost barrages
imo it also feels better on vet and psyker right now since they have more tools to make it good at hordeclear/use other stuff forever for hordeclear + better finesse damage boosts
Some necromunda hangers have them
I've been loving it on Zealot but also am not doing/honestly don't plan on doing the whole Crush Your Nuts Hard Mode
I just wish the strikedown variant hit a little harder against armor
I prefer overheads to stabs for headshot stuff
A dedicated anti armor parry weapon would go so hard.......
duelling sword lol
Depending on the Gang, a lot of Necromunda stuff would either give teh tech priests an aneurysm or have the ganger have an unfortunate airlock accident so the tech priest can nick their stuff
Like most of the Van Saar options
That being said given you can already get the Omnissiah's blessing to stuff like a latrine shovel, a club made out of scrap metal, or a literal sharpened scissor blade
I don't think bestowing it upon a Cawdor-style rusty-ass jury-rigged crossbow is out of the real of possibility
This is true but you know what I mean
A Weapon That Doesn't Bounce Off With Light Attacks
Chainaxe my beloved.............
I'm still trying to find a good Chainaxe blessing spread
heavy attacks are supposed to be the dedicated anti armor attack but then there's tac axe with a worse armor modifier on the heavies, it bounces on lights more than the dueling sword does
IDK what it really works for, because I never use it
i feel like the bleed is too good to pass up on
It SEEMS like it'd be good at chewing through armor
But IDK if it actually is
The chainsword i just went full cleave on and it's hilariously good with CC Scum
Cawdor improvised guardian spear woukd be fun
I have no idea how they'd implement it
But i still want exterminator cartridges for zealot
Probably like the grenade gauntlet
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It doesnt if you take uncanny strike
Straight up ignores armor at 5 stacks and its just weakspot hits that are easy to get
before the dueling sword parry change they also had better armor damage on their heavies without uncanny strike, but now uncanny strike is kind of needed to do that
It is pretty much the weapon if you want this
Noted.......
A power saw weapon woukd also be very fun
Yeeeeee, I was aware that Dueling Sword can be built to chew through pretty much everything
Rather it would be cool to have one that is that way from like, step one
Like chain axe (or combat axe, alt crowbar, etc)
it used to be like that but it got nerfed is what I'm saying
I used to run no-uncanny dueling sword on zealot
Yeah 3500 HP crushers you could still poke through decent at 700-1000 HP a stab and now 6500 HP crushers take a bit more rending
iirc it's not just that, the dueling sword also does less armor damage (but this is totally undone when you have rending)
How recent is that change?
when veteran, psyker, and zealot got reworked iirc the crusher hp values changed
September 2025, when the havoc season with rotten armor and stims rotated in
Power Falchion / Bound by Duty update
Ah that explains why all my melee weapons felt like nerf bats vs them when I came back
Yeah not only did they bump up crushers but the whole scab line of folks got like a 33% bump
Metal Brunt Special: Ration Eater
My ogryn has the same tattoos
Apparently the point blank explosion blessing on the bolt pistol also applies its explosion radius buff to any explosive you you, regardless of if you have it out of not
Yup nice for nades and say doomringer
bolt pistol has been a mainstay of grenade printer vets for that reason
also - explosive radius talent on ogryn affects power maul melee blast
The splodo maul is so fun
Somehow i've managed my way into havoc with a knife and an infantry autogun
Both are excellent to be fair
hotfix
oh was the burster buff not intentional
yippee i will no longer be trown to my death by an explosion grazing my finger
imo it made it better to shoot bursters than push them when combined with the bug from previous patches where they bounce weird
which is hilarious because hive scum tell you to push them instead of shoot like all the other characters
good thing we got the heavy to shout I AM BULLETPROOF
Hive Scum vs Aeldari, who's more agile
it actually works on all non-ogryns
nice
apparently they were trying to make +dodge distance stuff not negatively impact ability to dodge (since you would ram into a wall and lose your iframes faster with only the linger benefit) so they made the dodge linger also immune to ranged which results in.... that
dodges go into the negative and become less efficient dodges, but you can still dodge essentially infinitely
huh
yeag when you stop dodging you get stuck for a bit though
I think other classes (and other weapons) running out is more noticeable also, you start moving at walking speed ish after a while? 🤔
at -3 dodges dodging is just baby steps with flair
Looks like from the comments/Fatshark Forums the fix for this is scheduled late January so super dodges for Warhamster holidays gifts
Has anybody esle been geeting stupid amounts of lag recently?
I was going to blame Cox but it always seem to just specifically be Darktide
Even Arma is running smoothly and that's something that never happens
Even in the ship I'm rubberbanding all over the place
For a minute when the pysker explosions were bugged that was causing match lag due to the debug logs and that's patched in today's hotfix; are you getting the match lag this evening?
No, I'm playing a zealot
And it's just like
Constant every time there's more than one enemy on the screen
it's not happening to me
Like to the level of having to click three times to get the double-barrel to actually go off even though it plays the sound effect every time
You know what's never going to happen
But what I super wish we get as a cosmetic set
the rest of the fit checks out, but the eldar chainsword is not making it in
Yessssss the best tide screenshot
I had a fun bug where there were four players plus a bot
Then the game starts and it's 4 players
bot someone dies during a loading screen that's how bad they are
Aw yea explosion hit detection is fix!