#hivescum-class
1 messages · Page 172 of 1
new patch, audio borked, movie at 11
Are the gunner/melee seed still a thing in havoc?
I keep getting carapace hordes with no rotten armour
Scab shotgun seed has bulwark crusher maulers too
Reaper plasma all range elite with rare melee elite also a thing
Evidently they were stoppable
does this cosmetic genuinely bother anyone else? because it bothers me
mucker is bothered by something that is in 40k
peak hive scum performance
can someone give me a hivescum build for fast movement and good crowd control
Love it, correct amount of body horror
Anyone have a good devils claw build for the hive scum?
.
Not sure if I should put toxin on crit on it lol
If you check the pinned posts look up the shivs build by epic cole
@woeful hill you run DC scum right?
MGR:R pack for Rampage! is done
for all the 3 people who would even download it lmao
If you run it with tacaxe mk7 with brutal momentum it slaps at being mobile yet good at crowd control. Push attack into heavies
If it in a real game, you would not drop the first mauler smh

Its an audio demo clip
it makes me uncomfortable, as it should
There should be a mod that let us play custom songs when rampage and desperado is active
I saw his double barrel build with the DC/Desperado but not rampage
bro you wont believe what ive been posting
thats not added in post

Ik ainz posts DC scum clips pretty frequently so I figured id ask
the peak for rampage
poggers
General release
Yee I love his builds
Me too LOO
I just know I don't die and I kill a lot of things
I like the brain burst on it more than the shards ones
He's also responsible for my wrist being broken from running tacaxe on arbiter
Tbh I use TAxe cause it reminds me of Wolfenstien 2
Relatable lol
Billy running around with his hatchet
Idk what my favorite is anymore
The more I use the more most of them feel the same
Jesus
Going back to my other classes
I can't manage my dodges
Because they don't recover as quick
this is exactly why I don't run Jittery lol
my favourite is a tie between relic blade and evis
Every game that let's me kill nazis is a good game
videogames that feature killing nazis is a training for us to do in real life
I still gotta beat those fucks on one life mode but the courthouse terrifies me
Best I've done is the runner up diff
2 fucking games in a row and teammates dodge a crusher overhead into me
i just need to level one more weapon and i can quit maining scum
gonna move on to levelling vet instead
yes
You got a build for it?
I must see the dc
DN scum
Danggg
I put down the crate every 15 sec so I was immune to blight
Tolerance build up ass stim effect
Light Heavy light light repeat and/or parry
I killed them
Badass
Hey guys, shiv+needlegun with rampage, I'm running 16% toughness relics with 5% toughness, 20% resistance bombers, 20% resistance gunners. Is that a dumb idea? Am I overlooking something important about hive scum? 😄
oh really? Heck. that's awful haha
Its like how shotgunners arent gunners for the purpose of gunner resist also, iirc
Would be news to me
No, applies to their grenades too
so did that get fixed?
Wicked, ignore me then @rain ravine
the impact of their nades, or also the fire/tox that comes from the nades?

i feel like it's necessary to ask
So assuming it does work, would this be a bad loadout for my relics? Or am I dumb potato?

Both
incredible
consider running toughness, health, combat ability regen on all three.
fatshart managed to do something right
No 3x Revive Speed? Blasphemous
haha
Tbh I run 3x toughness 3x gunner resist and 3x health
Across every class besides psyker
Ik health isn't like, ideal, but it's defo saved me before.
It definitely USED TO only apply to the sparta kicks back in the day, but iirc it's been fixed for quite a while now
triple dipping resist has severely diminished returns
yeh
I'm very aware
like how severe o.o
hey i run ability regen smh (even though i should run something else probably)
Not really true
Resists iirc go 20%/36%/48%
it just doesn't work the way people expect it to work
This is not how it works
people just assume it's additive
Multiplicative
well its multiplicative with eachother instead of additive, so instead of it getting better it does not have any diminishing returns
additive would be exponential returns on the dr
yeah max is 49%
Ability regen, toughness, stamina regen, ally revive, gunner resist. Any are good. Small nod to sniper resist if you lag a lot
i was trying gunner + bomber + flamer but just went back to gunner only as it wasnt that impactful
i think gunner is the biggest one ngl
Each still makes you x125% more durable than the previous, it’s not actually diminishing returns
x0.8 DR is equivalent of x1.25 hitpoints
Diminishing based on the numbers you see
As in you wont get +20% EACH, it stacks in a different way
Yea multiplication just is not diminishing returns
if DR were additive you could stack 100% DR and become invincible, but fatshark would never allow something so imbalanced to exist (ignore pre-patch blue stimm rager in tox gas)
Multiplicative stacking always has diminishing returns, cause something something math numbers. 1 resist per enemy type is usually enough
2 if it really grinds your gear
in regular play srue in havoc i think triple gunner is way better than other options
i usually recommend at least two gunner for havoc
That’s just not how diminishing returns work
yeah they're just so threatening
I like that everytime your pfp updates theres a little more detail
it technically isn't the same, das why
I'm very curious how you define the concept of diminishing returns
when you are talking about reduced damage, the less damage taken is linear formula, reduced damage taken is exponentatial. because with 20% flat dr you go from lets say 1000 to 800, that is 20% less damage taken, then adding another 20% flat is from 800 to 600, e.g 25% less damage taken, another 20% fat is 600 to 400, e.g 33% less damage taken
Ik, but I've seen it swap 3 times and it gets a little more detailed each time.
Good novelty.
where with each step being 20% less, it is always 20% less
Each x0.8 DR is equivalent of x1.25 hitpoints, you’re not actually losing any durability because each application is always x1.25 of the previous value
and never goes towards infinity unlike he first one
You can write it as /0.512
But remember that number is being multiplied onto damage to determine how many hits u can take
What ultimately matters is still, how many hits u can take
yea its always 1 / 0.8 , so 1/ 0.8 / 0.8 / 0.8
And in the case of triple stack, you have x1.95 the hitpoints
"of the previous value" when the values are diminishing means your multiplier results in diminished values...
Ok so is this increasingly higher durability
Because this is the EXACT same thing as DR
It’s just expressed in different terms
Every perk gives me additively more hitpoints than before
How much toxin does saw apply on light / heavy swing?
Does this mean I’m getting more from every perk
Even though your logic says it’s giving me less every perk
every step increases your ehp by 25%, every step is 25% more ehp
Not quite... Subunit and overunit multipliers work differently
that is not diminishing
Sorry but this is the same thing, really
It's not
If you’re unable to comprehend it, stop trying to pretend that you do
it do not calcsthe same way as increased damage
for example
that is actually diminishing
because this is 20% less damage taken every step of the calculation
The irony
Thanks! So 3 with talent on crit?
I've been a data engineer for the past 17 years, data analytics is literally my job, but explaining subunit multiplication and sliding windows over discord is not
What?
you get diminishing returns on the number that shows up for DR, but not durability
that's basically it
the question is which metric is more important
i have been poe player for like 7 years, less damage taken does not have diminishing returns :d
No it’s not even diminishing returns there
It’s just expressed to look like one when it’s actually not
Basically, multiply by less than one, number goes down, diminishing returns in absolutes. Multiply by more than one, number goes up, aggregate gains in absolute.
x.8 and x1.25 going the other way does not stack the same in absolutes
😨
what
what do you mean "going the other way"
you mean division? or something else
i think hes just talking about number itself not the actual result of the formula
which is completely pointless
No, i mean reducing damage received by a subunit and increasing effective health by overunit will not be the same
uhhhhhhhhh
is multiplying damage received by 50% the same as multiplying effective health by 200%?
if not, why?
I have 2 gunner resist perks and one bomber resist on my curios.
you get 25% more ehp every time, it is the same
is multiplying damage received by 25% (multiplying by 50% twice) the same as multiplying effective health by 400% (multiplying by 200% twice)? if not, why?
An attack deals 10 damage to you, you have 100 health, you can take 10 hits
With x0.8 DR, that attack now deals 8 damage, you can take 12.5 hits (+2.5)
With two x0.8 DR, that attack now does 6.4 damage, you can take 15.625 hits (+3.125)
With three x0.8 DR, that attack now deals 5.12 damage, you can take 19.53125 hits (+3.90625)
In this exact scenario described above (which is how multiplicative DR works), you gain increasingly more durability if you think about it additively, which is the wrong way to think about it
And, the thing that ultimately matters from stacking DR, is to be able to take more hits
i like ur disco ball
You cannot judge multiplicative stacking from an additive mindset
Because it leads you to wrong conclusions
Like believing it to be diminishing
Yes. What diminishing returns means is that the first curio takes dmg down by 2. The second one takes damage down by 1.6, which is less than 2... Which is... Diminished
The concept of diminishing returns applies to absolute numbers, not percentage
How come a thing is diminishing and increasing at the same time then
yeah he's just talking about the actual number
don't worry about it, you guys are using different definitions for the same thing
i was in the pool
He is just wrong tho?
You simply cannot view multiplicative stacking as if it’s additive
It’s how u get wrong conclusions
he's not wrong, he's just looking at a number that is less important in the context of the game
Because it's increasing by less than it did in the step before. This is called a slope. A rate of increase. Mathematically it's a progressive step function, and the steps are ever smaller, thus.
. Diminishing
Diminishing does not mean zero
Means less than last time
So yes, 3 is gonna give you more than one
But not 3 times more
Hence, a diminished value
i know this isnt true but does anyone else feel like the hive scum does talk very much, i only have 100 hours but the psyker lines feel iconic and like i was constanly saying something
3 gunner resist curios gives you 3x the "extra time before death by gunner" that 1 gunner resist curio does, so in the sense of "how much more durable am i vs gunners" it does not have diminishing returns
but it doesn't give 60% gunner resist, so in the sense of "how much does my gunner resist go up" it does have diminishing returns
Ok so the same effect is causing increasingly higher durability than before as I’ve illustrated above
So it’s not diminishing, it’s actually increasing
But again this is the wrong way to think about it
You cannot view multiplication as if it’s addition
grizzly doesn't care about how durable a gunner curio makes you against gunners
No, it's diminishing return of increase. A nonlinear growth.
he only cares about the number
its not increasing, its linear, if it was additive it would increase in value
Then he’s just viewing it wrong
that's not for us to decide
Sorry, I'm not getting payed to teach data analytics here.
everyone values things differently
I don't think anyone is really "wrong" here.
if he values the number over durability, then so be it
is this the drugs from hive scum too
Never enough stims
yummy
I think you both are looking at this from a different perspective of what diminishing actually means in this case.
you can't argue or have perspective on maths right? you're either correct or wrong
Diminishing would have been that
I put one DR on, I can take 2 extra hits
Another DR, I can take another 1.5 hits
Another, I can take another 1.2 hits
This would be diminishing
you can twist numbers pretty easily if you don't agree on definition
e.g. is going from 10% to 11% a 1% or 10% increase?
you have 100 ehp, with 20% less damage taken you have 125 ehp, that is 25% more ehp. now you have 125 ehp and you get another 20% less damage taken, you have 156.25 ehp, that is exactly 25% more ehp
i think you guys are missing the point, grizzly doesn't care about ehp
he only cares about the total gunner resist number
Like I said, I've been a data engineer for 17 years, diminishing returns has a formal definition, it means a very specific thing, and progressively applying subunit multipliers will always have that characteristic. I'm just being nerdy about it
While yes, technically the actual number of resistance you get is diminished, in practice, that value doesn't mean the benefit is actually diminished.
Yea so he’s just viewing the entire thing wrongly from a point of additive thinking
yea hes completely ignoring that the result of the formula goes towards infinity so the number naturally gets smaller
It's a weird case of numbers vs actual practicality.
but the actual increase to your ehp stays the same
what im getting from this is that we need to nerf inferno staff
96 nerfs to psyker yes please
if it was additive, first time it would be 25% more ehp, then 33% more ehp
96 nerfs to inferno staff specifically
If I may get slightly more nerdy about it, the actual effectiveness of it also depends on granularity. How big is the hit vs your healthpool. Meaning, if you can take .9 more shots or .3 more shots is, in practice, the same thing
what the fuck are we talking about
Nah, to psyker in its entirety
nooo that means inferno gets less total nerfs
quick maffs
basic maths that some people dont understand apparently
if you look at this graph, you'll notice that if "output" is "gunner resist", then gunner resist curios do give diminishing returns
Elementary grade 2 mathematics
but if the output is "ehp against gunners" then it's linear
3x gunner resist and go
its that easy
so you want psyker to no longer be viable even in auric? sounds a little unfair...
wrong reply
yeah malice only
What if I like to get shot?
I'd say it's not so vital anymore with the dodge linger applying on ranged, but if you play havoc stacking gunner at least up to 40% will make you have a better time
go %60 if possible still
That's what we're talking about right, though? The choice between 2x and 3x gunner res?
Not necessarily.
I just run all three because its more dr, even if not a lot
Seems fine you are a large land predator after all
I expect that dodge linger thing to be tweaked soon enough
and I don't utilize sprinting/shoving enough for stamina to matter
No, just that how it works
and. . . hivescum gets infinite of those anyway
with recent experimentation, %40 stacking gunner, flamer and bombers have been a real solid pick for me
Probably just eat a dozen salmon and walk it off
It's more a debate of what diminishing actually means in regards to gunner resistance on curio perks
bro u missed a great time in arby chat earlier. they were trying to teach someone addition and it just wasnt working
Oh, how 60% GR is, in actuality, 48% or whatever
it's been a long time since I've done the math
I like to get shot by lower calibers so i can build up a tolerance to higher calibers. Microdosing bullets
Bro building a lead immunity
dodge linger for ranged was just a test change from fatshark and will be maybe removed in the next patch(es), iirc.
me tester, I know
a test change, in the base game
that has now slightly broken the base game
well as far as survivability goes they dont have any diminishing returns and that is the only thing that actually matters
masterful gambit
fatshark: we're doing it live
yeah can I get that in a damage reduction viewpoint for my ogryn brain lmao
Why not test on the live build? Players are beta testers that pay us to work
Triple gunner resist means you have almost twice your current health/toughness vs gunners and reapers
I have been quite enjoying the linger change, I think it feels op because negative dodges aren't getting punished on linger time
and on scum especially with tis but a scratch, DR is also technically multiplier to how much value you are getting from % based recovery
if negative dodges actually made your dodges worse you'd feel it
they do
and by a noticeable amount
not the linger time
I'll be real. They can keep it like this but change it so the linger time is affected by ineffective dodges
you can infinitely dodge at -7
ranged dodge linger isnt affected by negative dodges
You can infini-dodge ranged right now... Broken as fuck
and not take a single range bullet
its any dodge
Going from 0 dodges to -1 is a massive difference in mobility
Dodge linger is unaffected by effective dodges
You can quite literally dodge ranged fire infinitely
an easy way to look at gunner curios is, assume you had 5 curio slots instead of 3
if they were additive, you could get infinite ehp against gunners by just taking 20% gunner on all curios
if they were multiplicative you would get 3x ehp against gunners because each gunner curio makes you 1.25x tankier, no matter how many gunner curios you already have
With ineffective dodges
Because they never bothered to do anything about that interaction regarding when dodges become inefficient
oh, yeah sure. I just hate how slug like negative dodges make the pc
Mobility yes. But they fucked it up and even ineffective dodges apply the full ranged immunity
Don't get used to it
if the negative dodges punish linger time
we will have a way better experience in terms of balance
You'll actually be incentivized to watch your dodges.
Here's hoping that gets fixed asap before we all develop bad habits
Or just, revert the change and make it not work vs ranged like it’s been
dodges have been very lenient for a looong time, would be good to see them be important to watch again
Or, do both
You always were but now there's a huge benefit to actually keeping your dodges up
Revert dodge linger vs ranged, scale dodge linger negatively past effective dodges
Both at the same time
That would require skill as software developers and proper code management... These people are testing experimental base systems in the live build then go on vacation
I don't necessarily think ranged dodge linger needs to go, it can be reduced to a balanced level and punished accordingly to your dodge counter
Thankfully I'm immune to learning the mechanics of dodges because I'm an ogryn player
I just press space and don't get hit
I'm SO glad ogryn can't be body blocked anymore
Specifically do this for psyker pls
I like the idea of dodges being gigabuffed against ranged as long as you keep your dodge efficiency up to be honest.
me just sliding forever anyways
i like when the behaviour is actualyl consistent instead of inconsistent nonsense, but idk how would they balance the linger being consistent properly
sliding not having a limit always made me kekw
slide upstairs like the chad you are
Also something I can't learn because dodge sliding on ogryn doesnt like. . . do anything
Just make it that you only have that linger while you still have dodges.
and some muscle memory won't be unlearned when swapping characters
it actually does I see some pickaxe ogryns utilizing it really well
So dodges are consistently able to evade ranged fire until, well, they can't anymore.
They can add dodge linger vs ranged to ogryn as long as they nerf psyker, that’s all I care
yea that might be decent mayeb, just stragith up disable linger completely when you run out of dodges?
Meaning you now actually have to dodge within reason to get the most out of them.
I dunno man I run into the ranged blob and get all the toughness I was missing back. I will admit this only holds up so well in higher level havocs because the damage output on ranged enemies can and will instantly nuke you
psyker is completely balanced and fair, no need for any changes! ||(I'm being held hostage by a conclave of smykers and purg spammers send help)||
Yes it does. You do an uppercut with your pickaxe
Shit rocks
lmao
Not even lmao its a feature, shit's awesome
U can honestly fix psyker’s dps pretty easily, just give every enemy significant warp DR and make soulblaze tick rate slower
This is the simplest and most brutalist way to do it
Or go the hard way and do 96 nerfs proper
i'd rather them just deal with inf cleave so it doesnt increase with intensity as much
also lower the stacks against on perilous combustion tbh
Psyker doesn’t even interact with cleave mechanic
that's a huge part of why psyker is so busted right now
oh also obviously remove scriers quell
It’s not really “infinite cleave”
eh its close enough 2 me
Nah could honestly just make tick rate way slower
Infinite cleave is blocked by carapace
Psyker isn’t
You can’t manstopper through bulwark shields but u can just m2 + m1 on psyker
do flames not get stopped by bulwark shields? i havent used inferno in years
What gave you the impression I was only talking about inferno
idk thats the biggest nerf target
Biggest nerf target is psyker in their entirety to me
i do wish stair sliding increased your speed and distance of the slide
we all know fatshark is held hostage by psykers
ive seen enough buff scriers gaze
Another paragraph for SG, why not
ok so I'll try to demonstrate what I want for soulblaze by drawing an epic picture in paint here real quick.
Instead of this current curve (blue line), I want a curve that looks like this(red line):
max stacks should still do significant damage but rampup should be weaker
with considerations on how easy it is to stack soulblaze
Ok then every enemy gets x30% warp DR, soulblaze tick rate changed to 3.0s, psyker gets no dodge linger past effective dodges, uncanny strike up to 20% melee_rending at max stacks (max tier), psyker gains x125% damage taken above 50% of max peril
Done
Balanced class now
reducing the blaze tick rate is also an idea
5 nerfs
U can unironically take what I just said
Put it into live
And psyker immediately becomes a proper class
wouldnt just the uncanny nerf there be enough, idk much about psyker builds
dots interacting with rending/power/any damage buffs should be gone for dots to be properly balanced imo
not just soulblaze
Rending affecting dot is not a horrible idea
Uncanny just needs to be way lower
And be melee_rending
warp dr is silly i'd rather them just make warp stuff not scale forever
with enemy count
Btw this x30% warp DR means if ur warp atk deals 10 damage, enemy takes 3
i tried so hard to not mention inf cleave cause its technically not that
yeah thats just stinky too
nuh uh
i want at least the main target im hitting to explode
pretty funny that realistically uncanny needs 2 nerfs
not affecting dots and not being a silly high number like rn
ok thats 2 then
They invented that when they were changing zealot’s FotF to not work with anything but melee
surely they would buff bleed if uncanny did not affected dots at all right :d
Nah no need
does bleed fr need uncanny
Green
i mean i think the linear scaling with stacks only makes sense for tox, should be like that for every other dot too
just maybe needs to be tad weaker
or needler/shiv special should get nerfed
as other than those 2 its actually somewhat annoying to stack tox properly
oh every youtuber has said that getting over "max" stacks was a lot of extra dmg
but looking at soulflame looks like its lower
you cant get over max
its hard capped
they might be talked about different sources of stacking like soulblaze
where each way its applies has its own cap
but there is a total cap
Soulblaze’s problem is that u can apply it to a very large group of enemies at once and killing them can also spread soulblaze even more
like holding second cast you can get maybe 13 then with venting shriek or the aoe talent you can get 16-19
It snowballs very quickly
yea its good. thats not a problem lol
and i dont think chem stacks can go above 30 right
right
Max is 30
Every dot represents 1 stack
I don't want to reignite the conversation, but the common wisdom was get 2 resist for each type you care about. It seems like you don't actually lose effective value for taking the third resist curio.
Especially on scum where getting caught out by specific effects is unusually harsh, it's worth taking 3 resist curios of a given type?
I mean, on scum it’s not even worth taking resistance if you run Desperado 
i think with tis but a scratch triple gunner resistance can have some potential but 🤷♂️ and i def dislike bombers enough on scum where i would consider triple bomber too :d
i think the game is too easy to bother, might as well just go CDR and extra base toughness no?
since all the talents give percent back
I run triple CDR, triple health and triple toughness on 3 toughness curios
well dr is also boots to the value of your % toughness regen right
so same same
but yea i also just do like 1 gunner atm and rest toughness/health and cdr
for the stim, is less volume good?
well it lowers cd so depends on how you value uptime over power right
i had like 75-80% ish uptime with 45s without crate so thats what i generally run, e.g 50%
and with crate i run 100%
for also ~75-80% ish uptime
im guessing the % is viscosity?
yea
I’m greedy so I max it out lol
Yup
I use it to offset the weakness of not being in desperado with 0 melee spec, or just turning myself into an A10 strafe when desperado is up
the str branch is generally strongest on almost every setup i think and rest is a bit step below
Don't play havoc in EU rn guys, literally everyone is useless
Yeah rending stim is lovely
well probs not gonna get many useful people that are still playing at midnight xd
well once you do your one havoc 40 whats the point arent the weekly rewards just based on highest level reached
gonna try triple these for memes
Nah, you gotta keep one at 16% so you can blame the fact that your build isnt optimal when you lose
Does bomber from curios apply to tox and fire bomber?
Like tox gas and ground fire
Only if they’re from bombers
And flamers are the same?
Only if the flames are from flamers
I keep telling ppl trust me ill never die again when I get my last 17%
When I got it my toughness didnt even round up. 133 to 133 😭
Anyone been doing well with combat sword? How do you deal with carapace?
Devils claw?
Yeah
Either needlepistol or if youre in rampage, heavies/parries
The rending node it has makes the carapace damage explode
Middle for melee builds always
adrenaline boosts melee very hard
25% melee damage is quite a big bump baseline, and since damage is multiplicative with strength like from rampage, it's REALLY noticeable
Hmmm I'll have to look at that a bit closer, my monkey brain has always seen 15% crit on chem dependency and ignored everything else haha
when i pop my stim thats pure melee buffs and rampage ontop of adrenaline NOTHING can survive the BLENDATRON 1000000
Scum gets 10 base, 5% from a stat node above stam attack speed, 20% from dodge, and 20% more from shred which youll be nabbing on dclawn so youre regularly at 35-55% anyway
i love scum melee
Hive Scum
Anyone make use of the Horizontal Heavy Shivs?
Probably not worth sacrificing the anti armor capabilities
Since you already shred hordes
Me personally I’m a stabby shiv enjoyer
yea
same
it be quite fun
i'm enjoying my stimm supply build quite a bit
melee buffs for everyone
💉
Since playing Hive Scum I've been worrying my girlfriend by shouting out "DrugsssssYeaaaaa!!!" or something similar
drugz
Even Nurgle can't handle a good crystal
what's the st combo on the devil's claw 7?
How do the Dual Autopistols compare to Shredder Auto or Braced Autogun?
the scum pyramid :d
About the same as the Shredder, better than the Braced
more fire rate and longer reload vs shorter reload and more crits. Braced auto is supposed to do more damage per shot but its not really a contender with the shredder and dual autos.
shredder is a bit better into carapace with 30% rending (15% from desperado + 15% from stim) due to higher crit rate from cavalcade
its not a huge difference though
I have chem dependency on my saw build, but I also use it with stimm supply, not rampage.
Has really good synergy with sample collector since you put toxin on every enemy you kill, and saw does have a finesse stat for better crits.
Agri braced is actually not bad.
What's our best can opener melee weapon? Like, for Maulers and Crushers
Mk I shivs + rampage and brittleness stimm, pretty sure.
Probably knife and shivs.
Appreciate it
Though it's notable that needler is an amazing anti-armor weapon. 3 needles will get a slow kill, 5 will tick faster
Great vs monsters too
Needle gun is a really amazing sidearm for a melee build.
I'm asking for a ranged build, but good to know 
knife probs best
If you want an anti-armor melee for a ranged build, shivs are probably the best option, tbh. You can throw 2 toxin shivs at a crusher, kill it and get those 2 toxin knives back.
Toxin will speed things up a lot.
Awesome
yea with the special i guess shivs tad better than knife when you dont have needler
I didnt know you get 2 back on ogryn enemies, that's great
Ogryns carry 2 metal toothpicks in their back pocket in case they accidentally eat one.
bag full of rebar for ogryn as ranged wep
Rebar javelins.
actual rain world gameplay
Just give ogryn bag of friendly rocks as a ranged weapon.
And a Christmas skin for the bag for Emperormas, or whatever they have in 40K.
Big friendly ogryn sending gifts to friends and foes alike.
Shouty gets a big friendly rock, and sparky gets a big friendly rock, and spiky ones get big friendly rocks to the face at a 100 mph.
my rain world gameplay was a lot of getting jumpscared by pipe lizards
and being terrified of everything xd
funny
and then not even completing the fuckin' survivor playthrough because my thallasaphobia scared me out of doing the underwater section once I got to shoreline
dont rember shoreline needing much deep diving
might b a path without any
though some sections defo have you being above very deep water....
I swear when I did shoreline I had to go through underwater tunnels
using the dumb little fish things
yea u don need to go too far down into shoreline tunnels usually
having to go down into them at all was fuckin' me up man
its joever....
Is the dump stat for the Crowbar Mobility or Defenses?
either is ok
hive scum has crakced stamina regen so defense dump (mainly affects push cost) isn't as big of a deal
Speaking of thalassophobia.
Subnautica is a thing. I think I raised the water level in that game by like 50% from all the times I pissed my pants when I looked down and didn't see the bottom, or saw a big scary fish.
Imagine HS with bolgun...
people with thalassophobia would defo hate rivulet playthrough lmao
getting hit in melee seems to both reset the melee combo and make the throwing the stimmpack stick
what is up with that
any non-unique weapons the hivescum particularly likes?
unrelated, what the fuck
is it possible to do a pistols primary build
wwhat the fuck
the stub pistols i mean
Related what the fuck is your ui
fuck you :3
we play too many mmos
usually we have more redundacy on the screen at once
If I could move stuff around i'd totally run it
you can!
custom_hud is the mod
custom Hud lets you do that
like ok id clean it up a bit and move some stuff
the ring huds for teammates is cute
but ring hud around the crosshair is so goddamn ugly
its front and center how is it unreadable
also yes the doubled stam is something we should fix but like hey redundancy
How do you see things
I see it when watching streamers play MMOs pretty frequently especially PvP
Theres so much in the way
pure skill
they'll have a few button in the exact center of the screen so that they're easier to click
and they don't need to get freaky with binds
that's fucking abominable ngl
tbh i actually have the ring hud mod, you can make it bigger and space the hud out from the crosshair
it's quite nice actually.
and also like
i couldn't use it like that where it's literally hugging the crosshair though
the center of your screen is the exact last place I want to be obscured by UI elements?
what the fuck even is the bottom circle
its just the hive scum experience™
its NOT EVEN CENTERED
controversial take maybe
nades
it's a solid fucking bar
Oh you mean
the big one is health/toughness, the smaller partial one is nades
Oh that's your health and toughness
cllearly this is a sign that fatshark was onto something when presentign stats as vague bars and nothing else
because it's full
i use slightly modified crosshair hud, kinda like the minimalism
also toughness
??????
redundancy!
why do u need every fucking ui element like three times
do u have eyes
do they work
yes, but again, mmo gameplay, so everywhere We look we can see our resources
bro id have to remember which bar is which every time i looked
🤷♀️
this honestly isn't the most egregious version we've had
it's also not the most egregious I've seen personally xd
there will always be worse.
i've seen modded games that don't even look like darktide anymore
tbf I love the circular team bars, thats my favorite part
now that's scary stuff
like I use pretty basic setups for MMO hotbars all things considered
considering removing the ringhud ally readout but they shows when people are dogged is fun
2 extra bars
yeah I like the default UIs of most MMOs
liking default uis is almost as heinous
also its not centered because it shifts with the crosshair as We sprint around
still beats having a million addons
no
it ALL Shifts
and the bottom tough bar is ALWAYS off
nah just ring hud shifts
the simplicity makes it easier to read
do mmos really need 300 abilities its scary
yes 
I think I have pressed every button on that hotbar for a reason at LEAST one time
some more than others
and they're actually ordered as such!
I liked lost ark. you had 8-9 buttons.
zamn
I have important buttons anywhere from 1-6 because it's easier to press
7 through = are more situational buttons
lost ark was defo a videogame
the raids were nice... everything else was sort of the stereotypical KR MMO slop
my favorite part from trying it was how the instant they started making the exploration area actually interesting they just slam you into endgame and daily quest slop
the characters looked nice and you could dress them up fancy
the *INSTANT you are no longer in the shitty generic fantasy area that sucks and is boring
you are told "stop exploring go grind"
agonizing
this is detracting from the actual question though
what the fuck why did the mutie literally crawl out of the cogs
revolver-only hivescum surprisingly good (in quickplay auric)
with the braced version for free magdumping
almost guaranteed ammo back on pickpocket elite/specialist kill, hard not to get the kill when you are always dumping the entire thing
that gun is SO BAD
what nodes does Vulture's Mark want
works on my machine
The double back is killing me man
how well would this work for a stub pistols build
Dude
basically the entire game with revolver (only did 1000 melee damage), not only did I obviously get the most specialist/elites considering using an infinite ammo revolver, but also somehow got the most horde clears by tiny margin
I remember one of my hugest miffs about the early revolver was how its damage could reliably one-shot shooters
On the body
If you hit the arms, it would not be enough
Because shooting the arms had a damage reduction
Because of course it did
still does!
and honest to god I still want it removed
I know 
it's a horde shooter there is zero reason for the damage model to be that complex
the dual stubs are so objectively shit but then you do this once every minute or so and its kind of worth it
Dumbest thing when you're not exactly going to be concerned with micromanaging chest-height hitboxes in a game where you kill hundreds of enemies in 20 minutes
Reminds me a bit of reaper carapace tidbits
Though gladly the weapons that generally are concerned about that are the ones with such a volume of fire, that the reaper cowers before dying
I have shot tox bombers with a fully charged helbore IV shot
while in executioner's stance
and they have not died from it
so many times
because of the fucking limb damage reduction
Dual stubs being just a reskinned revolver because you still dump your entire magazine on like 5 enemies
Except now you have 14 chances to miss instead of 5

And it has no bullet magnetism

any non-unique weapons hivescum particularly likes?
axes
Doing taxes
Combat and tactical axe are the best performers for scum
dclaw sword...
taxe sounds v fun
Whats the taxe tech? I never enjoyed using it
like moveset?
yeah or a build? Feels kinda wimpy when I use it
sec
might be using the wrong attacks
Thanks, ill give it a shot
chain sword feels good with adrenaline frenzy 
combat shotgun goes pretty hard too tbh
Agri braced auto, Vraks IAG, shredder, double barrel, bolt pistol 
decided to stress test it and hopped into a auric maelstrom with my 300 rating heavy sword and 400 rating revolver, braced revolver hivescum works perfectly fine (Killie)
need to fallback to melee only when there is nothing but pure horde and that's pretty uncommon + who cares its just normal horde
give me another mark of these, but the spin is both guns at the same time and gives you 3 seconds of 30% faster fire rate
What does the spin even do
basically a charged shot
increases accuracy, crit chance, and stagger of the next single shot
finesse(?) and accuracy
Oh
style on them rotters
I just think the guns look cool
with a specific timing
So that therefore negates all negatives
I want the cool spin, but a bit longer, then a big fire rate buff as you just start blastin
if it had more overpenetration maybe, but the fire rate is very slow on the spin shot if you are chaining
how about spin -> auto burst fire of like 6 (both guns shooting 3 times each) shots
so you use it to snipe ot to cheeky kill a single dude for funsies
yeah thats the idea, you do a cool spin, then shoot fast for a bit
Every spin causes a minor suppression
Because you trick the enemies into thinking you're going to shoot with one
But shoot with the other
Like a lil funny guy
having a massive suppression buff on the shot would be nice
spin pistol to parry incoming mauler like the dark souls 2 scimitar parry
as is, they cant solve crushers, so you are using them to deal with specials as a side arm rather than a main desperado weapon
I use them to headshot from afar
the john wick two tap after pistol spin parry
I've actually used them for horde clear, i think the trick shot penetration goes pretty far
kinda like a pocket bolter
they have decent penetration base into horde
the clip size makes the reloads pain over time, but still usable
thats with speed load and the 30% talent
yes cant imagine using any of these guns without the maxed reload speed ups
overall cool guns I like, but cant use because I dont want to be caught out with no answer for crushers
shredder and vraks autogun can both base line it, but we play scum to dual wield and be cool
might use em on my melee build for a bit, for funsies
I do run sustained fire on them, as they can really make use of the smaller bursts with the low mag size
I just take a melee to deal with crushers. Stabby shivs do ok with the special
Run and Gun Dual autopistols feels so EVIL with desperado
I use Caxe with skullscrusher and thrust on my desperado build, just Spam overhead heavies and watch them drop
This is what I immediately noticed with the spin move and god it feels like shit sometimes when you just get aim-punched off target or your own dodge screws you over
They got Run n Gun built in, silly goose. But that accuracy bump is still prolly nice for bursting distant targets
My beef with the spin move is that it feels like the window to fire the gun changes
Sometimes I can click as the character is about to point the gun forward, and sometimes it just doesn't work
I noticed that gets worse the longer I hold, so I end up having better results tapping the special and tapping the fire button
I've been trying the dual autos with blaze away and pinning fire. It's fun.
I just realized that you're probably talking about completely different guns. Thought you were talking bout scum guns as a whole
I'm not recovering toughness in the meat grinder from ranged kills when I get kills with the toxin of the needle pistol. is this something that will work in a match but not in the meat grinder?
check kuli guide
it stats that a DoT kill doesnt count
it needs to be a ranged kill
and DoTs arent ranged
sure but the ranged damage skill at the top of the tree buffs my dot damage 
which one
That is close range
close range is all damage within 12.5 meters

Yeah that specifically buffs all damage while your ranged weapon is equipped
Good ol' fs
ah makes sense
Yeah so if you were to apply dots with your ranged weapon then switch it won't be active anymore
was bouta say that it seems like I wont be getting toughness with the needle pistol, but then I remembered that it has the toughness on elite kill blessing. might have to grab that out of necessity
doesnt that one not work too?
no idea. I should be able to check
don' think it does
i use the evade shots on critical blessing and i kind of like it
but thats for melee build
yeah the elite kill toughness doesnt work 
Needle is not really a ranged build kind of weapon anyway
you can do most of mission with it tho bceause pickpocket totally isnt broken :d
naw its amazing on melee builds if you only pull out your gun to take out the odd elite or special
sometimes i just spam blue mode just because i can
was gonna try a sort of chem bomber build. I think it'd actually work really well, if I could generate toughness
granted, balancing factor
Yeah but you can also do most of the mission with daps, and much faster 
no, all dmg within 30m (max within 12.5m)
lol yeah but once you're talking desp builds in general the bottom floor is "op" lol
Love me 6 shot double barrel
I was thinking Quick and Deadly
not the left side node
well not rly because im still melee build
quick & deadly is also that
really?
it's near_damage
all near_damage is up to 30m (max within 12.5m)
yea just terrible tooltip as usual
was pretty sure that most "on close kill things" have the 12.5 range and the damage is the one that scales out to 30... unless i'm really dumb
oh is that the difference
code-wise it's called near_damage
in game they call it close
but they also say close ranged
which gets confusing
so I just use near now
also I uploaded relic blade's sections
sometimes we make english more confusing just because its easier to speak it in a certain way tbh
at least thats what i blame for like half the bad tool tips in these games
the other half are just bad sometimes lol
people seem to like it, haven't organically gotten clown award yet
post a link on one of tanner's videos
does toxic renewal (replenish toughness when a toxed enemy is killed by a melee attack) give you toughness when a teammate does the melee killing?
nah
I could ask
The problem is the difference between
Close range
And
Close-Ranged
That isn't made very clear

well previously fat shark would just say Close Damage for all damage
Yes
and Close Ranged Damage for gun damage
would be appreciated. might be the only way needle pistol can generate toughness without rampage or stims 
they're the same thing
it doesnt even say close-ranged just close ranged so it is even less clear xd
all are near_damage
Close Quarter's Killzone on Veteran, and Point Blank Barrage on Ogryn respectively
the difference is usually conditional
as in, which attacks can benefit from this buff
honestly i stopped trying to figure out things too much in tide games, i find that if i understand less and just vibe my way through it i just end up less confused
Well, no.
It is very obviously one is damage within a range, and one is ranged damage within that range
But not that obvious
bit of a reading check yeah lol
code wise it's just near_damage, then it checks for which attacks can get the buff
ex: dum dum and fire frenzy are both near_damage, tooltip says "close range damage" for dum dum and "close damage" for fire frenzy
but they are the same thing
Yes but not the same as close ranged damage
quick and deadly is also near_damage and tooltip says "close ranged damage"
again, same thing
Near damage, and then checks for ranged
no, actually
Damn thats some spaghetti
dum dum and fire frenzy check for if you have ranged weapon in hand (so it only works while u have a gun in hand)
quick and deadly doesn't, so it just always works
This is why I prefer vibe
damage_near applies to all damage (think of it as global damage) but scales the bonus based on distance from player, retaining max within 12.5m and scales linearly down to 0 at 30m and beyond
hive scum's in your face has both far_damage and near_damage, both only apply while ranged weapon is in hand
zealot's anoint in blood is also near_damage, but only while ranged weapon is in hand
this is not even close to the most spaghetti code FS has
I've seen far worse
I think kuli asleep rn
maybe

is it a bug that stimm supply uses your custom stim
dont think so. there'd be anti synergy if it didnt
no, the ability doing what it says it does isnt a bug
me read agane
k, me understand
I thought it always copied the stim, regardless of stim CD
it does if you walk out and in to the circle
it'd be pretty cool if it didnt consume the natural stimms though. I get that the natural stimms are stronger than the special stimm, but it doesnt feel like there's enough natural stimms to justify stimm supply without the special stimm, despite the use of it with natural stimms being the coolest use of it 
if passing stimms wasnt such a nightmare to pull off maybe it wouldnt be too bad
thatd be gamebreaking
med stims
med stims for sure would be
you should be able to pick up map stimms while your own stimm is recovering at least, like you either have the stimm or not
there'd need to be some alterations, but it'd be so much cooler if you coukd actually rely on using natural stimms to any extent. right now you cant. it's like taking field improv as an ability instead of a talent. sure it's good, but you basically just replaced your ability with a niche clutch
or this, yeah. this shoukd just be default. let me carry natural stimms while having a special stimm. we already figured this out with Vermintide, just double tap the stim button fir the second one 
1 slot would be fine as well and your own stimm could simply just pop back in after you use the picked up stimm if it recovered from cd
im so frustrated we moved on to another class so soon
that too. so many ways to do it. and they just, didnt. what they did probably took more effort debugging too
still feel like Vet and Zealot need some work 
vet stealth ability still makes no sense to me ngl
it needed like another half year in the oven
we're about a couple years too late for that dude
its in the game, so itll stay that way
nah can still use some work, just comparatively less
Let me pick up any stim to instantly refresh my stim cooldown. Put it In a node.
fine but could be much better. Zealot's skill tree offers practically zero playstyle variety beyond ability and blitz, and Vet has several milestone choices that arent worth considering or outright uncomfortable/boring to use
cant ask for too much game developing from the game developers obviously
would be rude
zealots skill tree is infinitely better in terms of picking and choosing vs before
like seriously
i actually have different builds for different weapons now
vs piety on nearly every weapon
stealth got an actual glowup and you see people genuinely run it on builds that arent just thammer boss cheesing or knife speedruns
oh I'm well aware. but what didnt change was the playstyle variety. sure your skill choices matter, but no matter the skill tree layout the playstyle is the same as if you had gone down any other path
I disagree
if youre referring to the fact that all of them are melee focused, thats really the point
of the class
zealot stealth is rly nice, makes vet stealth look even worse in comparison
what changes your playstyle is your blitz, ability, and weapons. the skills between make little difference in your gameplay
I dont mean that. you can do melee a lot of ways
majority of the time, theyre not supposed tio
theyre supposed to support the other choices youve made, like with blitz, ability, and weapons
therein making a coherent build
that one talent that gives attack speed on push attack is great, but you need to be actually doing that often to benefit from it
so its a talent you would take or skip depending on both your weapon chosen and your personal usage with that weapon
majority of the time. for Zealot it's ALL of them. even your keystones dont change how you play. they do different things, but in practice you make the same decisions in combat with each keystone. and Zealot, unlike other classes, is really the only one where practically none of your talents change a damn thing about how you play. sure most dont for most classes, but there's enough to matter for other classes
yeah in tide games i always start with "how i want to play" and build downward from weapons
starting from weapons i mean
desperation also is a damage bonus that relies on other choices youve made, how deep into stamina or the lack thereof are you going? on my thunderhammer build, im often doing sprinting heavies so im rarely above half stamina, so its just extra free damage, and since i want to maintain it, i drop stamina regen on my curios, so now i have a free spot. the build also takes that revive speed node during pathing, so i can fill revive speed in those slots and have extremely high revive/rescue/ledge/unnet speed which is really useful too
and thats the only build i do that on, because i dont have another build that spends that much time being at basically no stamina so i cant justify that build choice
and not to mention the backstab stuff
thats 3 blue talents that drastically change what the build does due to the playstyle i use with them
idk how you all concluded that a revive speed talent should be the center of the tree tho
to help others one must achieve balance in their life, find the center of themselves and all things
so yeah slap that bad boy in the middle
that entire middle section is pretty wack tbh
i wanted punishment to be on hit tbh
fr fr
100%
it should be like headtaker
stack per hit
it shouldve acted like a micro hammerblow
hitting 3 enemies to gain stack is so wack
when the game can spawn waves that fully mitigate it
all of those are things that happen naturally. all of Zealot's talents are caused by or modify things you were already doing regardless. you'll be more okay with losing stamina when you have desperation, but you were going to lose stamina anyway. the backstab skills are pretty much the only skills that make any sort of gameplay change, and the buffs are small enough, in addition to the aggro you gain by being in melee combat high enough, that a lot of time will be spent not benefitting from it anyway
compare that to Psyker with soulblaze on elite kill, kinetic deflection, converting damage into peril, immunity to gunners on crit, malefic momentum, wildfire, the two primary/secondary attack staff talents nobody uses; ALL of thise have a significant impact on your choices during combat, and all of them are blue. granted Psyker probably has the largest number of such skills, but the point stands that Zealot has pratically zero talents that affect your playstyle, and it's inexcusable that his keystones dont change your playstyle either
i think its ok for some skills to just be kind of bad choices in havoc but more than fine for auric and below... and i don't think that waves that negate it come up that often in auric
zealot and vet trees are both way way way better than before
but they still can use improvements
that 
you kinda highlighted the two problems that come with loading blue talents with such unique effects
no? a single scab rager/mauler pack is enough to kill its uptime, not to mention ogryns
psyker has tons of them
and they are either the most gamebreaking mandatory instapicks in the game
or no one uses them cuz they suck
hell man even shotgunners and bruisers for some of these weapons
perilous combustion singlehandedly destroys the balance of the game
damage into peril turns psyker into a tank
what's a breakpoint anyways
if the uptime makes a difference in auric to actually like... change the game then something is already going wrong tbh, like tide games aren't so reliant on stat numbers to care that much at auric and below because the impact in minimal
and the staff primary fire options are just the most nothingburger things (no cool unique staff primary attacks allowed, not in my game)
so like if your build is like anywhere in the ballpark of "ok" then you'll have enough stats to do what you need at all times in auric
even with some "bad" choices
I long for bolt staff
ur not gonna believe this but yes it would be a substantial improvement because it means u can immediately save 1 point on TWBS across basically all builds that take faithful frenzy
Shock staff could have been the beam equivelant so ez
