#hivescum-class
1 messages · Page 90 of 1
wth
Probably took them all of their lunchbreak to make. 
Ok thanks boss
the scummer weapon blessings overall seem pretty mid
Yeah but i get the feeling there's something about the way blessings are set up in the backend that they legitimately hate working on
No but seriously it would be nice if every weapon had unique blessings that fit the weapon, even a single unique blessing would be nice to see.
It's always a pain in the ass
what do you think how flawed is this class
btw, does Sticky Hands actually increase recoil? Saw it floating around somewhere
idk if true or not
(on uzis)
it doesnt
thanks
I should become a VibeTiders and spread all kind of zany misinfo.
theres a lot of mechanics and design decisions in the tree that basically warrant another go in the easy bake oven
Here's a sample:
- Rampage gives 80% Rending when standing still but nobody found out because nobody is standing still.
- Desperado is BEST on Vigilant Autoguns.
- Toughness Stimms buff boss damage, secretly.
mostly things like pickpocket and vultures dodge needing tweaks, and the crate, stim, and chem dep getting a very hard pass
the Special kit sucks that it does not give you a stack of alchenical dependency just why
thatll get fixed later
its not intentional
but when it does get fixed the crate and chem dep still dont mix well
how so by desperado with vags?
it would be so cool if they fix that this week
then I can swap my tox/bleed build to chem dep instead of Adrenaline
where is Gun Psyker Enjoyer
I must thank them for this bleed/tox shivs setup
it was too fucking fun
i have stockholm syndrome from arbitrator and expect things to be ironed out within next month or two and just expect classes to release with atleast some broken nodes
cuz the core of chem dep gives ability cooldown reduction
but you get your ability back when you get a stim, which youre using crate for the stim effects
so whats the point of the core of chem dep when the bottleneck is the stim
they dont have antisynergy anymore when the bug is fixed
but they still dont have synergy
gives the whole group attack speed
how does the chemical dependency keystone give the whole group attack speed
Is there a scum melee with actual stagger that's not crowbar
chainaxe lmao
dclaw on parry lmao
the arby still has a dead keystone they did nothing about 
the crate but f that cause i use the stim before to get my dependency stacks
Everything returns to tacaxe
pa/heavies stagger ragers and maulers out of all of their attacks
slaps you with the stub pistols
and taxe with bm and hyperviolence goes more stupid than me
that keystone is just a design issue so it doesnt matter if it works correctly or not
Hammerblow
which one
Here are the 4 new blessing that are unique to the scum weapons
Isnt hyperviolence bugged?
Terminius warrant. It's dogwater.
Born in Blood ain't unique.
youre thinking of hyper crit
Wrong; shock & awe isvon Thammer
Superiority is on force swords
superiority isn't unique either
what's the other blessing other than BM on taxe again? Also the usual Flak/Carapace right?
(assuming that chem dep is fixed to work with crate)
but the crate needs the stim to give those effects
chem dep gives the crate faster, but not the stim
headtaker
I hope they'll go and remake it eventaully.
Okay so its only 1
wait holy shit you may be able to pull off bm shred
itd be worse out of rampage but better during it
hm
i think ht would be more consistent
Consuming stimm while using the crate should be fixed
Shred also plays nicely with the toxin on crit talent but not sure how much that's good
yes they knew it before launch lol
itll happen soon
the crate consuming the stim was literally added on nov 27th
i used it only for the penance normally i run either execution order or forcefull
i think you can afford to lose bromentum on tacaxe with the cleave nodes since tacaxe isnt cleaving that much anyway with bromentum
Yeah same. Did penance, never used it again.
Oh ye btw Cole; try Dclaw with hammerblow on rampage; you stunlock maulers & put them on the ground 
Can interrupt crusher overheads too
im not doing that
my fav scum path is the gunslinger beside nade there i take rocket launcher instead
You’re loss; i have a build that is soo silly it works - will take it to havoc 40 once i climb up there… again 
Use mk4
true
we need to nerf psyker
Mk7 unironically is the worst cause no carapace combo
give me my dot sword
like siennas firesword
light heavy light light heavy light light heavy
i have that mod
heres an example
this red line is the radius
i died to this burster
in the very next frame
yeah same
Its… worse than light loop on mk1 
and Ive seen others post such things
but FS says there is no change to bursters?
SUSSY
BAKA
Sus 
Might be server issues then
are the differences really that big, i use mk4 on veteran plenty of times for flavour and style but its not like you're really doing much to carapace with any of them
i think there is some big with char size or something
dclaw?
Looks like latency issue
yeah dclaw
Maybe they changed the server logic for aoes
On HS it makes alot of difference
Cause you spam lights on rampage
... since duelsword change why even using dclaw...
huh????
Scum dodges being bugged dogs being bugged bursters bugged
because i use other weapons than the dueling sword? i use double barrel too on veteran if that irks you
over plasma gun
yam or colke
true i should just do ds4 on scum instead
Push attack light light
do u have a rampage chem dependency build
As in; not good enough in comparrison; corrected myself 
Or push attack heavy light
I dont run dependancy
I use adrenaline
i use axes, chovels powerswords... anything that can deal with armor and by guns i use bolter, autogun and lasguns
parry light light results in a parry, stab, then overhead
crit-build chem tox mk4 devilclaw
this crits just for chem stacks and ignoring the armor bounce off animation
Def been seing a rise of the devil claw once again
Or try mk1’s light att loop; with the att spd from rampage you… delete everything
Like srsly
i dislike Shotguns beside the slug or precision arbiter one in this game
only thing is I vastly prefer the extra dodge mobility on the shivs
What i use but mk1 instead; better single target dmg
or I would go mk4 dclaw
Used that before until i tested other marks and stumbled upon mk1… shit is underrated
the mk7 light combo is very very similar
The most difficult part of climbing back to H40 are the random crashes where we get removed from the mission while still missing a deployment charge afterwards.
yeah, hive scum attack speed makes all swing patterns moot, you just spam lights to victory mostly
Mk7 has 2 vanguards; mk1 has 1 in a loop
@compact oyster what's ur adrenaline rampage build
As remember that is
and youd be light spam for group clear anyway
doesnt matter if it only hits one guy, I swing 4 times in a second
At the gym right now so ill post later
kills u.
Yes but mk1 offers faster single target dmg due to that
so is this a ui bug or is the crit bonus actually not there
Another day. Another hope of a patch that makes Chemical Addiction trigger off of Stimm Supply!
Thats why mk1 > mk7 for HS specifically
what are you doing single target damage into for that long with all of these buffs
boss
Wonder, has anyone tried combat blade on scum yet?
He's just hacking away at the boss
mk7 has the significantly higher parry damage and better post parry attacks
yes
yah but i dont have to interact w the parry mechanic
parry and get launched so attack wiffs
Im sure combat blade would do very well if focusing on all the dodge+crit talents
parry but a poxxie hits u in the horde and u eat a full attack
you’re asking yam????
It’s all about the timing 👌
how compared to shivs
press parry and because this game just kinda stinks w detecting inputs sometimes nothin happens
you have block frames for .2 seconds after the initial hit
nah i haven't yet, i might try to use the push stab knife mark and make a rampage build
Actualy when i was leveling scum dclaw was quite useful for its parries
but idk yet
if u parry most bosses they push you away from them
that has nothing to do with what i said
depending on the angle your attack will almost always wiff
Its Dclaw lmao; as for parry ye but sometimes its better not to risk an overhead parry when you face multiple threats at once; sometime its better just to spam & dodge
overhead
oh so crushers and maulers?
Does anyone know whether it is a bug that there is no crit bonus or if it is there but not showing?
It’s what I’ve been thinking, plus as much as I like shivs, combat blade is still so fun to use
just spam heavies with a weapon that doesnt have only cleaving heavies like the mk1 does
you can only lead a horse to water cole
This penance is gonna fuckin kill me
Use tactical axe
Tried it; it wastes your rampage if you have no chaf to hit - that augment would have been soo much better if it wasn’t not working below 50% timer
I got it in 3 missions
have a low viscosity so you can stim frequently
@cedar cairn Reminds me of the Gunlugger Penance.
Use taxe or hsword
Didnt mean to reply to you
Go away stinklord
Noobato missclick
Also what is the difference between critical "hit" chance and critical "strike" chance if there is any?
Kinda confused by some of the talents
Ok thanks
Fatshark just cares about its community and so, they write horrible text for their talents, blessing and so on, so a thriving community of people explaining shit can blossom.

In some context it might mean melee or ranged crits
Used that with mk4; it makes you lose your rampage faster if you have no chaf to hit due to windup
in the context of hyper critical where it says critical strikes it only works on melee crits
They may also create talents that disable your toughness regeneration talents 🙂
crit hit is just increasing your crit chance with everything
Hyper critical on stub pistols would be genuinely insane
the st combo is also light>heavy>light on mk7 so if you wanted uptime on crushers thats how
That talent is extremely conditional, while it can be easily kept up all time on a havoc game, is it really worth the trouble of bothering with its gimmick?
is there a lore reason why my teammates on tank mission can't horde clear any of the armored groaners
Is the context with float like a butterfly the same?
Seems like a melee talent from the image?
looks at the suboptimal weapon choices
Same reason that the scab gunner calls the artillery instead of the bomber smh
its there to give some big juice to weapons bad at armor when you need it
@radiant cosmos There is a lore reason, its called skill issue.
Strike is implied to be a melee attack but they're not consistent about it
Its an option; i found mk1 light spam better due to rampage extension which is the core of your melee power + you save a talent point for smth else
If it had no limit for timer then hell ye but… it does and its bad due to it cause heavies are not fast enough to keep you above 50% if you face many elites which you cannot cleave
Awesome
Because they're not consistent about anything
float like a butterfly applies to all crit chance
That’s a big fat lie and you know it
They are very consistent at being inconsistent
He got you there
Vultoprene?
Sorry for all the questions but it's kinda hard to make a ranged crit build if I have no idea what the words actually mean.
is hyper critical still disabling your toughness gain from precision violence?
yeah it is
which meele or gun from hivescum do you want the most to get a buff no general weapons...
good thing I took it off
Yup
"vultoprene" is the name of a fictional drug, like "super cocaine"
No offense but is it really necessary to understand every gaga word you come accross
critical strike chance just means crit hit in all cases where you get more crit strike chance
its just hyper critical wants to be weird and specify melee hits by saying critical strikes
Thanks for the explanation
critical "strikes" lol wtf fat shark
If you think about it top right stim lab is flakka and bottom right stim lab is speed
but anyways, I dont feel any noticable difference without hyper critical on my melee build so
attack speed and toughness, my beloved
I would take more attack speed, but I think I hit a cap at some point
Base stamina & rampage are usually enough; no need for more 
The noticable difference right now is that it disables Precision Violence and Voice of Tertium.
Huh, for some reason swift endurance stacks in match is 8 but in meat grinder, it's 9, I have +3 stamina curio and +2 on shivs, that's the amount that was shown when I had +2 stamina curio too
base stamina isnt enough on the tacaxe for me
It feels so weird to use the bottom right branch, since that means you'll only be stimming while your ability is on cooldown.
Weird how our abilities don't go on cooldown until after it's finished.
yeah, I use the attack speed stim to cover for after rampage ends and I am still in melee somehow
real and true
I dont have any +3 stam curios yet
I dont havoc though so that is probably limiting that anyways
So, 1x Stamina and 2x Toughness?
The classic 
I see.
Everyone has their preferences; i prefer not to die like many HS ppl do & i stack toughness 
You and me both, +3 stam gang
Despite the best stamina synergy i still did not even thought of using even 1 stamina curio… yet atleast
this is valid, 2 toughness with +toughness on curios is enough to get me to 180 toughness in aurics and i feel its good enough for me to not fold
Cause toughness is king
Won't need toughness if you don't get hit, right? 
you lose 1 stack as soon as you are not at completely full stamina from what i've tested
oh forgot to reply
here
Hey, you seen the build I talked with you, don’t discredit stam Willy!
Ah auric; see i speak from havoc standpoint but valid take 
so without stamina curio that i refuse to use because i dotn need it i just dropped swift endurance
i want to actually play havoc tbh i need to start doing it
Thats correct; you need that extra stamina so you can sprint faster to your grave

It's much better this season, you'll love it 
Last season was cancer
Last I remember, you died many times on a normal auric game with 3 toughness curios, HMMMMM
Can do tonight maybe? I’m 31 tho i just did a 30 after reset rank
I'm at full stamina though
thats odd then
What's weird is inventory stats mod says the same
BS is the main killer for experienced players 
What if dual needle pistols
that means 3 toughness curios is better than 2, because if you're dying a bunch with 3 then 2 is gonna be even worse!
that or a teammate purposely setting you up to fail, XD
Like FatFish accidentally breaking the game and now poxbursters will hurt you even outside its radius 
sweet thats good to know
I got tired of the super long slog matches last season
you can get +3 on 400 curio?
Ay; one teammate dodged into me while sniped and the sniper shot overpenetrated & hit us both; the dodge spd on HS can be a detriment

Any +3 stam below 410 is fake
Remind me to do that to you next time we hit a havoc game 
ah that explains it then
okay so something fucky is going on, in meat grinder it says 9 stamina, in hub it says 8 like matches do
time to bring my ogryn back into havoc and see if i can't make some space for the scummers so they can scum all over the place
Rotten armour my beloved; when game was actualy challenging
Skill Check modifier 
see above, your 400 curio isnt actually +3
Legit one of the most devious bugs in the game
I don't know why it hasnt been patched in months
this would be cool to do, still need to do an auric mael to start higher than h1
I thought it was tedious
💀
bad kind of challenge
Minding your business, silent netter from behind the horde. Or teammate dodge baiting a crusher overhead into your back. Or being grazed by the single pixel of your heel inside a barrel detonation your teammate set off yeeting you into the warp. Or pox bursters trying to show you their dance moves instead of detonating, resulting in a chain detonation instantly vaporizing you. Or 5 mutants playing catch with your ragdoll. Or a single gas bomber that your team refuses to shoot or acknowledge as it fills the entire map with fart gas.
havoc is most interesting when the difficulty spikes are immediately threatening but dont take 5 business days to work through
many BS things
like twin spawns are a great example of a good difficulty spike
TFW no CC
you are immediately in danger but they dont take ages to die
it has to be 410 gear score
This will be a challenge then!
it's shows +3 stamina at gear score 400 but it's actually giving you 2 stamina
it rounds up to +3 in the UI and in the meatgrinder
but it rounds down to +2 ingame
Yeah like why
Oh fuck that, why is it doing that?
because fatshark
You never played auric Mael?
your stamina curios need to be 420 rating to actually stay +3 stam ingame

or 410 idk
420+
i did but there was a long period of time where i wasnt playing darktide where the patch to boost your havoc rank for completing an auric mael happened
Love the twin fights. When both sides can die from each other easily makes the fight more engaging.
is there similar rounding thing with toughness btw? because i've seen both 16% and 17% on 410
your stamina must be swag to count
410 and above is true +3 stamina
this was my craziest match ever lmfao
it's tedious even with CC
IIRC 410 is real
I play ogryn, ofc there was CC
At least i had this extra one then, thanks for the explanation
Bless 🙏
love my ogryn bros, best teammates
Yeah it's a silly stupid bug
wtf though, is it not just three levels then? how does it scale?
Glad you dont have to go back to grinding melkcoin or praying for shop
Stam is the only one that acts funny like that
Saved 🙏
All other HP and toughness curios are as advertised
And there's no hidden bonus wound from a 430 wounds curio lol
That's nice to know
running stimm supply and using Vultoprene II and Spur V because Reflex would give team mates reload speed and recoil reduction but I dont need it and I need to be just that little bit petty and selfish
If only you could get +2 wounds
Honestly, a 0.25 wound perk would go well
anyone want to play havoc or mael?
Martydom zel would have been better
People who run wound curios on non zealot classes are wild af

If only they accidentally made 430 wound curios the coveted 2 wound curio 
Mutie DR perk on curio also adds 50% DR against all bosses.
Im curious whether Fury or Wildfire would be better for despacito but Im really enjoying Fury
Unless learning the game i would say stupid
Marty zealots weep tears of joy as they can equip a second toughness curio
it scales like any other stat, with an invisible "stat bar" going from the lowest parameter to the highest parameter, visually displayed by the rating score. on stamina the lowest parameter is 1 and the highest is 3, so there are multiple steps along the rating score that have the same value. OR SO YOU THINK. but under the hood it's actually doing little increments like 2.1 stam, 2.2. stam, 2.3 stam and then rounding up or down according to its own logic
and for SOME ungodly reason
I usually run one on most characters for the hell of it, honestly
No reasoning
Just Cause (2 for the Xbox 360)
the rounding logic differs locally vs in-mission
Ive met a couple people who self admittedly say it's because they expect to go down but like...homie...an extra toughness curio would help you not go down in the first place
We've been lied to by the psychkanium
Preach it
All of the numbers are floats that scale with each point of rank but then get rounded at some point after being calculated. It's also why you can end up with a 61% or 62% weapon (with all others at 80). Those actually give you the extra stats btw even though they are rounded up
Degree in Ogrynomics paying out
fun fact: the old combat team senior developer for fatshark also worked on vehicle physics for just cause 2
That...explains a lot

GRAPPLE HOOK OGRYN
he left fatshark about 2 years ago and started a new studio that worked with arrowhead on the patch that introduced the illuminati squids
they made the voteless hordes
but also coincidentally introduced their first car
That's awesome lol
Of course we cannot ignore the formula Brunt uses to roll your weapons:
I suspect he got to work on some vehicle physics again
his name is Mats Anderson, really cool guy.
The forumla I use to buy them
Brunt hasn't come back because he is too busy brainbursting heretics with math
and here
Would be more viable for sure
is a formula
If only… 
"Reduce threat level while sprinting" and "dodge melee attacks while sliding" feel kinda nice when you're carrying an objective item.
yknow
no good deed goes unpunished
im out here mulching with scum dclaw
someone drags a burster i cant push into me
now im at 5 hp and less than 1 wound
2 ppl go down
and as im picking them up
get checked nerrrrd
the other teammate shoots the barrel next to me, instantly killing me
And then the enemies decide to clip through you and you get stuck surrounded by a horde 
Dodging melee when sliding makes Hive the best Carrier of Tubes for objectives
RED BULL MENTIONED VERSTAPPEN MENTIONED GEKOLONISEERD
which taxe mark for bm + hyperviolence light spam?
nothing can interupt you
Ive had teammates running on HD2 turret code
Santa dropping new fears in the chat for Christmas.
Thank you Santa, very cool.
They pivot 45 degrees and shoot the barrel beside me
Makker
half of the reason i play HS is the dodge melee while sliding as i spam slide a lot :d now onl if they added phasing as well instead of threat reduction for reasons that would be nice 🙂
phasing would remove one of the only positioning concerns that scum still has left lol
but maybe it would be fine if it was only non-elites like ogryn barge
honestly giving hive scum the ability to pass through mobs with their dodge would be amazing
Scum made me miss how Arbites and Psyker just dont give a fuck about bulwark shields
when I see more than one bulwark, I pop a blinder
cries in soup
team cleans them up
Honestly it's nothing that poking them and kiting them for like 2.5 seconds until the team mulches them cant handle
But they RUIN THE VIBE
das toch godverdomme mooi
simply lovely
Mr E released a video showing bursters and captain gas mines having more radius than they normally do this update.
Honestly feels like things kinda hit you from farther away than usual sometimes.
Oh boy wtf
How many bugs does this talent tree have?
I didnt even notice tbh
And another question what is the max ammount of toxin stacks i can smack on an enemy?
Like 30, I think.
Damn thats a lot
aah another game where poxbursters just decided to kiss me on my cheeks instead of getting pushedbecause of the threat reduction, time to remove it for good im tired boss
Just shove it them dodge back and shoot it
Max stacks toxin does A LOT of damage per tick.
Needle pistol in normal mode stacks it really fast.
He's trying to escape the frame.
cant shove it if its not targettign you
Yeah burster explosion radius is definitely larger
literally impossible
So i can pump 30 needles in that mf?
Of course u can
no need for 30
U can allways shove it
No, you only need like 4-5 max if you do headshots and/or crits.
on headshot it's like 6 stacks
Im a bit confused with the toxin
for the worse mark at least
Mk2
6 on a headshot and 7 on a crit headshot very nice
mk5 has better single target (6 mark on weak hit, 4 otherwise), mk2 has best AoE (its special propagates toxin, but 5 stacks on weakspot hit, 4 otherwise)
Classic barrelmancy

Thx i think ill pref mk5 then tbh
if i remember right
@vocal saffron 😘
Needle pistol applies multiple stacks on every shot.
I think the bone saw only applies like 1 on hit, 2 on crit. But it also does a good chunk of direct damage, unlike the needle pistol which is all toxin damage over time and barely any direct damage.
I use it for crushers and ogryns mainly and bosses
I see
its 6 baseline on both, +2 on weakspot and +2 on crit on mk 6, +1 on each of those on mk2
Old news; hotshot does not increase your cleave on melee
right
why would i put hotshot on a ranged weapon
How busted that would be good lord

and expect it to work in melee.
@main trellis It exists in Mortis Trials, in a way.
but thats just 1 shot difference to reach 30 stacks so it deoesnt matter that much really
and then you can just keep 30 forever with melee after
true, if you take the bleed + fire perks
Cause before helbore users would put it on so they get cleave for their melee; shit has been patched for a long time now
actually not sure there is a perk for bleed on ranged
And it is every bit as disgusting as it sounds
That exists more than my teammates

You only need a few melee attacks to make everything fucking die.
hive scum with the silverballers
Mortis trials are a joke lol i had a game yesterday where my stun nades healed 30% health so i was immortal
And then i also got more grenade regen 
Like bruh
shouldve seen launch mortis with ogryn boxes
Heya scum, what drug are we poppin today?
Oh and i also dont waste ammo on a crit imagine that with desperado lol
Slowly getting used to the Dual Stubs, but god DAMN does taking out a rager and the gunner behind him with a spin shot feels good
i had that
I just shot like 60 rounds nonstop with the stubs
Left me oblivious to the crusher behind me tho 
i had no ammo cost on crit + desperado ramps up to 200% damage in 5 seconds + apply minor stagger on ranged hit
i actually stunlocked the daemon host with the double autoguns
Damn, I need to see that build
Yeah mortis trials are just too easy
You can also make them create psyker bubble on impact

the tester title is uncolored
and more
and people dont know about it
yeah i know
there is a new? blessing that applies 70% brittness for grenades' explosions
your so washed vamp
that was the first time it happened in game
you cant even beat hard mode twins
Chungus boi moment
@lethal quartz how do i take it further
My job as a servitor would look like this
i want to bait this guy so hard
btw, for crowbar, defense or mobility dump?
if combine didn't wake me up for havoc
also i hear it has shit cleave, is that true
i'd still be in bed
Pull a prank on him. Deliver a pipe bomb to his mailbox
no
defence
if someone woke me up to play havoc i would beat they ass
defence is just push and block cost iirc
I'd like to think defense? As your defence on scum is mobility right?
Yeah about that… if you get 75% mob you have extra dodge…
So 75% mob 65% def is the best
That goes for many weapons with 4 - 5 dodges
Combine: "Wake up, weekly reset just happened, get your ass in havoc"
UI does not show it but you can dodge 1 time extra before you lose momentum & jump
I like how chunky the crowbar feels, on the alt hits.
I got grenade regen for the rocket launcher in trials, shot a rocket right between two mutants who were near a teammate, and despite both being very close to the center of the explosion, they just didn't die.
Discovered it yesterday; there are many more weps like that; lemme find it
Sorry buddy I only let ring leaders in my games
If you get enough att spd you spam lights
Push att is also goated
this is a desperado build so i get none unfortunately
lmao noob
well, i think i'll use this only against crushers actually
Looks like we got an confirmation that the burster range was stealth buffed during the event...
i only let dedicated adepts into my game
Push att into lights/heavy will be nice
thanks babe
Question
Which Hive Scum personality do yall like?
outlaw
outlaw
Here is the full list of weapons that benefit from having Mobility/Defence (Hsword only) not being 60 dump and instead being 75% and then another stat being 65% in order to gain 1 extra dodge (and dodge distance if we consider constant dodging until you lose momentum & you jump instead of dodge);
Chainsword (probably not worth it cause every other stat at 65 would be a downgrade)
Bonesaw (i would drop Critical Bonus; you lose 1% crit chance... and like 1% crit dmg...)
Combat Axe (probably not worth it cause every other stat at 65 would be a downgrade)
Knifes (probably not worth it cause every other stat at 65 would be a downgrade)
Crowbar (i would drop Defence; you only lose push cost)
Dclaw (i would drop Cleave Damage; you only lose minimal dmg on enemies that die fast anyways)
Hsword (i would drop Cleave damage; you only lose minimal dmg on enemies that die fast anyways)
Shivs (probably not worth it cause every other stat at 65 would be a downgrade)
Shock Mauls (i would drop Crowd Control; you pick Hammerblow blessing anyways and 1 point of impact does not change much - cleave loss is minimal and can be endured)
Force Swords (I would drop Warp Resistance DUH)
Power Falchions (I would drop Heat Management DUH)
Shovels (I would drop Defence; you only lose push cost)
Who knows 
All i know is that my ADHD ass will murder me cause i would get all those on all classes…

@lethal quartz i found out what to say
btw blessings for crowbar i imagine are can opener and opportunist?
these blessings are kinda garbo
superiority is a pretty long lasting 37.5% power
since its like what 7s and falls off one at a time
thats actually a really good blessing with the elite density we have
finally tried rashad, jesus christ dude
it always has been but it was only on like the force swords which were overshadowed by stuff like crit blessings
and uncanny
It also procs on Specials - you will be killing dogs and mutants in melee once in a while
And toxin can proc it if you have crowbar out
not on a desperado build
in that case probably can opener and take a swing
There are push blessings
the push attack in the beak mode is for safety which is what your melee is for
so uh, i love mods
i just carried a team of scums with stub pistols that I could just flick fullauto whenever
really, take a swing?
on a desperado build
Push att is very good for defence on crowbar yes
60% weakspot damage
yea
thats not bad at all
that would be a top pick for vet shovels if it wasnt competing with decimator, uncanny, and skullcrusher, all stupidly strong blessings
just like my favorite blessing mercy killer
i am
im playing dclaw hive scum
and dealing a lot of damage
my scoreboard is fucked up
cuz i didnt have ovenproof which is where most of my shit is
try chainsword at some point
bounty hunter
ooooh ive needed an excuse to use hwsord again
Are you trying to tell me that Hive Scum is a Glass Cannon without the Cannon?
wasn’t in h40 doesn’t count
Psyker is a Glass Cannon without the Glass 
onlu noobs play H40. I play H50.
It is
can't wait for tanner to debunk cole's really bad demonstration clip
I'm waiting for them to kiss

More pure dmg, less crit synergy
Still great 
fuck yes
Chadsword
btw where was it confirmed that poxbursters have been stealth buffed
can we put them back
I would show you how I solo H40 with grey weapons and no talents but alas, the dog ate my SSD.
this isnt fun
Now try mk1 light att loop
Working hypothesis is server delay since it doesn't happen with the Solo Play mod
You won’t regret it 
What about nimble is bugged right now? Is it the 25% extended distance or 50% considered dodging? Some guy said something about it in my last run
makes sense
@main trellis alright i finished an auric mael
@near vine At worst, it doesn't seem to do anything, it certainly does not reduce the dodge distance.
Changed John-Scum into Girl-Scum.
Oh no!
how many times is he gonna change the title of the video
ive seen like atleast 2 different titles with this thumbnail
Click bait but does bring up some technical problems rn
Such as bursters and barrel explosions being bigger
A/B testing probably
He may not have total control over it
Does Voice of Tertium proc when Chem Toxin kills the enemy? (Replenish +8% Toughness on Ranged Kill. Elites and Specials instead replenish +15% Toughness.)
E.g. hitting an Elite with Needle Pistol, but it dies from Chem Toxin
chem toxin isn't a ranged kill
It's not, and I couldn't find that it worked that way. But just never know
For example In Your Face does work with Chem Toxin
that's probably not intended lol
so does quick and deadly
Mister E believes in engagement maxing which is fine he's a youtuber but sometimes it goes wrong like his "Hive scum ranged needs help" video so he deletes it
Is it worth having a long lasting stim or is it better to just have it on 15 second duration when using chem dependency with maxed out chems? Running 50% visocity for the hive scum stimm btw so I'm sitting on 44s cooldown.
Exactly. So why it's reasonable to ask since things don't always work like one might expect 😅
i don't use long lasting stim anywhere, point tax to send your stim from 15 secs to 20 secs while not decreasing the downtime of your stim
the video was deleted???
Wait he deleted that vid? XD
Yeah i felt like somethings off with bursters
I can't find it or he changed the name and thumbnail
Got clowned on too hard
Glad im not the only one
but only when you hold your gun out
in your face increases ALL damage while your gun is in your hand
thats how it works
thats how the zealot ranged talent works too
Yeah fairs been thinking so as well and feels like it handicaps chem dependency in a way with how you HAVE to get enough kills to make it work if you go with maxed out stimms to get up to 4 stacks.
your stim doesn't start recharging til your stim is over
Don't understand really why it was somewhat of a good idea to have the cooldown start once it's duration ends because it forces everyone to just use stimm lab at a weaker state if you wanna maximise the benefit of chem dependency.
balancing reasons
otherwise you could have an almost 100% uptime on stims and the crate
i use a 71s stim to supernova in situations where i need it and still use chem dependency and just keep it at 3 stacks
on a rampage build
chem dep gives a hefty 90s - my maxed stim has 70s cooldown. Its fine
I use 4 stacks + 40 sec cd stim
Maxed out stimms cut that duration down to 60. While giving you a max stack of 4 instead of 3. But either way noted.
Need those extra stack stats!!
Just wanted a general quick opinion and some thoughts about it.
whats even the difference between needle pistols btw
Well that is the idea. If you want more buffs from chemdem you need to curtail your stimmy.
I see.
i personally don't think 4 stacks is worth it and i use a stronger stim
same
i don't even run sample collector either
once you reach 3 stacks you get like double the amount of time to stim to get back to 3 stacks
so like a 180 second window
But I am Luminous being. Wise and old.
Amongst heaven and earth, I alone, am the Honored One.
4th stack gives permanent 10% cdr, tough resist, and crit and you have more damage/rending throughout the match. I need it
Imaginary Chem Tox: Purple
5% tdr, 5% crit and 10% cdr isn't bad for one node but it's a monkey paw curl
you have to sacrifice other things for this
I don’t use it cause builds are already short on talents
I could never sacrifice my +80% Coherency Toughness gain
😏
To sustain the 60s stack duration. Your stim needs to be what, 50 seconds with getting tox kills In-between?
15% crit, tdr & 30% cdr is enough
so true king..
Does Vultures Mark work with the Needler?
it's worded differently
Where as, the 3 stacks is just. 75 seconds iirc?
75 secs doesn't work without sample collector
Full stim effect for cartel stims.
Or you can be a lunatic and not take stims
you need slightly below
Stim cd is 44 sec if I remember correctly if you just go one line
45s
Plus sample collector makes it really easy
Sample collector can turn a high Cooldown stim into a low one
sample collector also has less of an effect the smaller your stim is
1% of 75s is bigger than 1% of 45s
If you kill that is; there is always a mean purg slave in a corner waiting to steal your precious CDR

i've been taking pocket toxin to path down to dependancy instead of sample collector anyways
Okay
because i use blackouts
I take both cause blinders are better
god dammit it woulda been cool if using shred instead of headtaker on taxe could be the play cuz of rampage giving 75% power that you could get away with swapping power that isnt so scarce anymore for crit chance
but no
power still wins out even against armor which is the situation where crits carry the most weight
oh no
no- zooka gets refunded if you kill special
Mah man 

Zook that man
what the fuck
Cole, I used the build pinned for crowbar by you. Why’s it feel so weak compared to the desperado one? is that just where it’s at?
cuz its just that fuckin OP
ooops all SHOOOM
Buff rampage ?
A single Trapper getting the zookini.
las thing a trapper sees
Umm; use headtaker & shred? I know bruhmentum is good but is is better when you just spam your way to victory anyways?
rampage doesnt need a buff lol
Buff crowbar?
brutal momentum and it interacting with hyper violence makes it fucking obscene
Rampage needs to not have 4 nodes attached to it
Maybe the rending node needs to have that 50% gimmick removed/reduced; other than that its good
i use this setup and i think for my purposes i only have 1 flex point and i put it in coated weaponry
Yes
Well we gotta buff something
Might as well be rampage
Tox damage too while we’re at it
buffing isnt the solution to everything dawg
Hmmmm that’s true
they should make stimm supply synergize with chemical depednency, its complete nonsense that it doesnt
pickpocket and vultures dodge are a huge factor in why the other build is so much stronger
Man, the cowboy revolver is pretty mid with desperado. Sad.
To be fair, I did good with the crowbar build. It just felt like things wouldn’t die when they should be dying
these two need to be adjusted in ways that keep their identity and reduce their power
They gotta buff psyker tho
Do you light spam in rampage? Do you use the blunt end or the pointy? For crowbar*
cuz currently those two just give you desperado outside of desperado
i do actual combos, and i do blunt end most of the time
no hyperviolence? why?
said combos are mostly just heavy light or light heavy tho lol
Where do you find the time for combos? Do you have any extra attack speed outside of swift endurance?
the combos on them are really simple
if you push attack, youll find yourself in the horde clear combo of light and heavy
not a lot of points to freely spread around, you could use hyper violence instead of coated weaponry but i haven't been getting much mileage out of hyper violence
and from the start, heavy light is the single target combo
the moment you move further than like 6 ft you run out of hyper violence
im glad they didn't overreact
you can change on a whim by just doing another heavy after the one in your combo and going from there
What do my fellow scummers think of this stimming?
It sounds like ASM simple
I play shivs/stubpistols with desperado
I can get behind that
I use HV with rashad and taxe because I juice my BM a lot but I was wondering about that talent and the bonesaw
Is that the toughness regen node? Take that out its not good haha
I have all of them online
because
But 4 percent reduced damage
terrible
It is. I thought at least a little less damage and toughness regen might be a good idea
that talent and the bonesaw probably wouldnt work super well, chem toxin kills will kill your hyper violence im pretty sure
It’s not toughness regen
i'm bad at math, explain me?
Yes
its only coherency regen
it's also coherency toughness regen
which is fucking dookie cheeks
i agree with HV being super good on rashad and would put the flex point on hyper violence with that melee, i used it before
The problem is also the wording. Can we just call it coherency regen
do you understand how hyper violence works
first off
nope!
so yknow how when you kill an enemy
theyre dead right
i mean, i can read the tooltip, but i'm very cynical of scum tooltips.
whoever decided it should be like that should get a raise for all the engagement that fucking side of the stimm tree gets when people call it bad
and you cant deal more damage to tehm
part of the damage you dealt was kinda wasted
right, so something about adding overkill damage to melee damage for a moment
like an enemy has 100 hp left but you obliterated him with a 500 damage attack
so 400 of that did nothing
Killing an enemy with any attack adds a flat damage bonus to subsequent melee attacks for 1s. The flat amount of bonus damage carried over is 25% of the difference between the enemy's health when killed and the attack's damage dealt. The active duration can be refreshed only if the overkill damage amount that is supposed to be carried over to the next melee attack is greater than the overkill damage amount that was carried over on the previous proc.
For example, killing an enemy who has 300 current health with a melee attack that deals 500 damage results in an overkill damage amount of 500-300=200. A quarter of this overkill damage amount is carried over, so the same melee attack would then deal 500+200x0.25=550 damage. Now, for as long as it is possible to accumulate an increasing carry-over amount of overkill damage (e.g. by getting damage buffs, by targeting enemies with low health, by switching from an attack with low base damage to an attack with high base damage, etc), the 1s duration will be refreshed and the next melee attack will be buffed accordingly. When the carry-over amount of overkill damage does not increase between two attacks, the 1s duration will not be refreshed and the buff effect will reset.

ok mr copy fucking paste
back pocket kuli yap
ok actually really happy w this look
Lara Croft
Basically hurt people hurt people
Lara Crack
Lara Craft
ok arctic monkeys
@idle lava Iam a lunatic then.
@forest escarp lmk when you finish reading this and understand it
Okay and that is bad why? 
...I think I forgot to finish my sentence, it was more of if running chemical dependency, without bringing your own stimm
My favourite part of scum is when you rampage adrenaline hyper violence with shivs into a horde and the sound design starts breaking
its disabled when an enemy occupies one of your slots
aka someone is aggroed onto you in melee range
Because as a Hive Scum you're never in Coherency

When did we get the loner keystone.
HMMMMMMMMM
its pretty straightforward, i just hadnt really factored in the continual growth aspect of it prior
also, unrelated: lol
Then we have a different playstyle lol. Yeah i zoom around a lot, but I always circle back to my group XD
you know how BM works right
didnt he just say that hive scum ranged is weak
hmmmmmmmmmmmm
even 100% toughness coherency regen is not good, doubling nothing is still nothing
vaguely
HMMMMM
Who is mister e? I have heard conflicting reports about his videos
noted. Ty
Please do not trust steam forums
screws with how cleave works or something in a good way
a youtuber
He's a darktide vibetuber
So what you are telling me, is that you are
NOT RIDING HISTORY ON THE FURY ROAD?
steam forums are quite possibly the most unreliable givers of information
idk they have some good points
when you get a headshot kill, that swing ignores the whole cleave mechanic for the first 4 targets, including cleave damage
when you hit multiple enemies in a swing, it works down the cleave damage profile and it always has a pretty steep drop from target to target
its why when youre swinging through tons of enemies , only a few of em die each swing
Don’t trust the place where casuals lurk on every corner
so BM ignores the whole "enemies take less damage the further they were hit in the swing" thing for 4 enemies
so all 4 enemies were treated as if they were the first enemy and take damage accordingly
so if you one shot the first guy, you one shot the first 4 guys
Damn, that's, really good.
now take into account that the overkill from HV is adding up from target to target from BM
What blessings would y'all suggest with the stub pistols
heres an example of getting high overkill with a single target heavy attack then just using the raw HV boost to to carry a low damage light attack + BM to 5 more kills
oooooooh
i see now, thats pretty nasty then yeah
the overflow dmg grows several times faster
Is there any reason why shock and awe procs sometimes on my non-double hitmarker kills
because its just on kill
the 5 targets is on all HS marks? I thought it was only with mk7 H1?
its especially useful when fighting crushers or a boss cuz shit can just get in the way and die reliably giving a ton of extra overkill
it never says that
I'm too brumo coded
I mean, the proc requirements are specified on the perk, gotta learn to read my guy, lol
True
not to mention how absolutely FUCKED the elites will be in mixed hordes when you have HV+BM
Hives Scum having a few back stab perks is weird
yeah and then you get scenarios where the game doesn't show you when a blessing stacks or not
like deathspitter
stacks to 5 but game doesn't tell you that
Like why is ramping backstabs all the way down next to Vultures mark?? the ranged perk side???
There’s those that specifies everything, then there’s the hidden little details that ever so matter, but eh, it’s fatshark
praying for the day we get a good looking HSword skin
they have a threat reduction thing so I get the idea
imo needs to be replaced. useless in this treee
there was one 🙂
Oh yeah they have that sprint perk that does it
if ur referring to the Vostroyan one, I have it, and I don't like it
id understand if they changed it to include ranged too
that would make sense
that dude who said overkill damage was wasted damage has finally been vindicated
it'd be so great if it was ranged too
RAKING FIRE LETS GOOOOOOO
raking fire in talent form
raking fire damage + raking fire power
TOTAL SLUG DEATH
do you guys suspect hiver will take over psyker's spot as #1 class? with the needle pistol apparently doing more damage than flamer staff
evaporate that slug
also, what even is a sprint dodge??
Me on a Branx Ogryn getting 500 000 Overkill dmg: "What?"
it love that stupid blessing ngl
no
no
not with needle pistol lol
they might take top dps as desperado auto pistols
this
only thing that outdamages flamer staff on Hive Scum is uzi desperado iirc
Ah I see
I got a lot of flack last night for saying the Needle Pistol isn't OP
Never did advanced training in psykhanium eh? 😉 When you sprint with Stamina you can make all shots miss you if you're running mostly perpendicular to the shooters.
so the talent that increases the angle is really good
I haven't done it in ages tbh
depends on the context
i hate that this is a talent, should just be baked in
They should let scum dodge through enemies this will not be balanced
Angle is a nice bonus but for me what makes this talent okay is the fact it puts you in dodge state even if you're out of stam
yeah that too
and it is only useful in like 2 maps
so you can just run through shit
I straight up forgot sprint dodging because I tend to just, sprint and slide towards the enemy to just, kill em because I am greedyyyy
Eh
I fucking JUST WISH, hive scum had a talent to regen toughness from dodging, it would make so much sense
I use it all the time
not really, it's an efficient gun with drawbacks with high damage and long ttk. The thing that's breaking it atm is infinite ammo
it's one of those things most people use many times during each map but never notice
Hive scum becomes the tankiest class in the game
that would be busted imo
also Swift endurance being along the like ranged tree side is also really funny to me
hive scum already has like 45% DR and 10% TDR
25%-30% TDR if you include dependency
if you regen faster itd just be unkillable
Like buddy, what are you doing there surrounded by ranged perks??
it and ramping background just sitting tucked away near the vultures mark keystone is really funny to me
i really hope the tree gets a do-over, there's a lot of very questionable layout decisions the way it is. Also a lot of junk nodes
TREE RESET TIME
and a lack of a dodge - toughness node, as stated above 
I kinda wish you saw more like chem stack stuff at earlier levels
don't worry guys, in 2 and a half years it will be arby and hive scums turn for a tree rework
like f'rex you can't really make a good Desperado Chem Dependency build because you need so much stuff from bottom left and middle trees

i dont think he needs any more toughness stuff
other then it ALL being at the bottom right
I haven't even gotten back to any of my old classes because I went through all of them to resolve the tree resets
if he gets more he needs what he has already to be pulled back to compensate
so now I have to remake all of them, despite their "fix"
he needs better talent point efficiency, that would solve pretty much most of his issues
hive scum getting second wind would make him the tankiest class in the game
passive toughness gain
melee build actually feels so tanky because while you're in melee you have so much regen, while you're out of it, the random little hits are just regenned by the 30% regen on ranged damage
I do think a tree reshuffle would be nice, spread out the toxic perks too please like
the first toxic perk you can get is the exploding crack box
toxic elite playtester mindset vs proletarian tannerite lowlife gaming experience
honestly desperado scum is the first time ive actually felt justified setting up 3 new curios with a completely different set of perks
every bit of that sweet sweet CDR is money in the bank
Rampage Crowbar has been my favorite so far
most of my classes were already using CDR
CDR useless, just embrace full true seconds like a real man
i find i dont really prefer it over other things when talent-based cdr is so easy to take advantage of on most classes
maybe op deleted the comment in embarrasment
yeah sometimes stamina regen has more value, but it is my habit
its a lot of perks to stack for a few scant seconds, and even then some builds go off cooldown before their F is even over e.g. exec stance
i just put cdr, toughness and revive speed and forget
that plus desperado is literally immune to ranged damage so wtf do i need to stack gunner/sniper for
but im putting more thought into the perks i have on curios and hondo suggested i should use atleast one +5% health for poxburster insurance
Poxbursters feel like they have a bigger radius now,
as long as you break 100hp you're gaming
I can't prove it but I can feel it in my bones (it might be the meth)





