#hivescum-class
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that darktide hours?
As back in 2023-2024 i left the game on the check the shop every 1h
Before itemization changed
:),
still in Uprising UwU
I wish i had the time to rack up way more hours than i currently do
yep yep
š¶ š 
played alot when the game came out and even more when the talent tree update and now just everynow and then
one skin i really want from the game and that is a red blood skin for the knife
Man I can't tell when my stimm is ready to use again.
How do I set up curios for my Hive Scum?
at least two toughness curios
or, maximum meme
go all stamina 
2 different mods for it
one is better than the other
all stamina is always the way
what does the switch mode on the needle pistol do?
the blue causes targets to explode
how about the default?
less toxin on hit target but do aoe explosion when target dies
different mark has different explosion effect
sadly they are same
although they are different Mk
the default is more for single trget dott damage
okay thank you! do you guys have a list of general effects to disable on disable sceen effects mod?
2 toughness 1 stamina then? What perks?
Toughness, health, stamina
Gunner x2
Toughness x3
Health x2
Last 2 whatever u want
dont need gunner if you dont get hit nor let them hit you
by the time they released your existence they are already dead and that thought was from another gunner across the map
We should be able to wall jump and do a flip š
Chem gernade nerfed </3
Oh snap, patch?
literally just as i logged off
Seems like a buff
lowkey kinda massive
devs lowkey said "you can have .05s more dodge time than psyker"
āRampage!ā no longer makes the player āexhaustedā after use, the ability now simply ends.
No pickpocket changes?
This is how you get ants.
Nah rampage buff goated
Just the first change seems absolutely goated in terms of viablity
If SG simply gets to exist so should ramp
they also made unload refresh so they are just making hive scum overall more active i guess?
A shame
Rampage chads stay winning
I donāt think this actually makes melee hvsās ceiling that much higher
But floor is way higher than before
Tbqh with you I just think it was unjustified to give rampage nerfs while SG exists as it does
The ceiling is obviously unchanged
Ranged scum is very opressive tho
But you're not detrimented now
The rampage changes!
It'll make rampage feel better which is nice
I had to stim to fight off the negative effects.
I think this is simply overall scum buffs which is crazy
Toxin build is now marginally more useful
My fellow drug addicts I believe we are winning
I might have to get that toughness penance now.
Toxin build was on par with ranged
Idk tho they kinda like, orboburus'd it and now it seems like chem and pocket are going to be run together
Channeled aggression buff gud
Makes swords more viable on hvs
Meta build ran pick with everything anyway
more so they just let you dump a bunch of stacks early with pocket
Glad one class gets to use them
exactly
Im glad the fix here was "make hive scum consume even more grenades" 
Now we just need a chainglaive
Playtesters: "No" 
Didn't notice it had mobility.
Looking at the pool of weapons each class has. They decide quite of bit of stuff.
Remember the enlarged poxburster radius that slipped through?
No pp nerfs genuinely crazy to me, infinite ammo lives on
Ew okay so now dependecy tank build can kinda exist because uptime > cooldown now with regain
No dependency change either yikes
Youd really think playtester decide a bigger radius?
Not by making another class as op lol
"It slipped through"
They need direct proper nerfs
Do I gotta change my builds now.
Fatshark implements things independantly from playtesters
Yeah well, apparently they're getting it via scum op
I donāt think melee hvs at the same level as psyker tbh
Ranged hvs is psyker tier tho
Its kinda hard to fight infinite cleave + insane amps
Agreed, and it isnt getting touched
No, it got buffed actually
Unload got buffed
Aye, thats what I'm saying
oh hell
bubble tank build is actually insane you can just eat damage for entire stim and after bubble breaks you can eat an entire pox auric
I mean fuck it right
Or lack thereof
let everyone be psyker
So tanky scum is going to be a thing now?
Itās a small but questionable buff to ranged hvs
Always was tbh
And a bunch of pretty reasonable buffs to melee hvs
No pp nerf is genuinely crazy tbh
But they didnāt nerf psyker, didnāt nerf ranged hvs
Prob no time
Melee scum is held back by its melee weapons
lol just run Rashad
Depends on your taste
I'm going to be OD'ing off my stims now
I think shivs are genuinely that good
25% toughness on top of 51% from curios
Rashad is rashad
and 20% replenish
so thats like a total overall buf of like what 22% toughness affectiveness
Despite the patch saying the contrary, when I stay still or dodge while under desperado I do not activate any ranged dodge talent and blessing
only when I manually dodge melee attacks
a bug? heresy
Wait fuck
I might want to take cheap shots for Rashad now??
they basically decided "you know how psyker can just spawn toughness, yeah fuck it uhh hive scum can do that too except like uhhh idk make it like 4% below psyker stats if you use the meta tree and itll be fine"
I think its defo a more viable option
The loons who run crowbar probably want it too
This game is missing the plasma pistol.
They said 10~15% strength, not damage
If itās really strength then its actually worth picking for quite a few weapons
You think they're gonna nerf pick pocket at this rate
Aye, agreed
Both axes, both chain weapons, crowbar
I think it already leaked it code so im surprised it didn't get nerfed
Wouldn't nerfing pick pocket hurt chem builds?
It would hurt every build cause PP is a default talent cause its so op
But it seems we have 2 resourceless classes now
Given how many players are greedy with taking all the ammo, I think we deserve it.
I am the victim.of that
Hush now
Alright looney
Definitely need that in havoc. Holy ammo economy is rough
especially when you use the attack speed stim and rampage because jesus christ you attack so fast
scum would still be able to regen ammo with melee kills and have desperado infinite ammo
There isn't a more worse feeling than playing normal vet and the flamer zealot takes the ammo
I guess the other changes weren't ready to go
Apparently not
or theyre brainstorming on how to nerf ranged scum
these are probably just ideas on a pinboard
I will scum if that happens
Combat blade. Bonesaw. D. Claw are all quite insane. IMO
They can't nerf it too hard. Still got to sell that dlc.
Arby nerfs were warrented though
bonesaw is unusable until you run a bunch of cleave stuff
Iām liking this toughness replenishment change. Healing crates!
I will heal the world
2 point tax.
toughness replenishment is the same as restorative verses right?
Arby "nerfs" were mostly bugfixes
also a flat 20 toughness reduction
(this somehow ruined the class according to people)
Oh no, 200 toughness instead of 220
okay so big wait
Arby is fine now. They just crying cause they have to try now.
targetted toxin and tank just lets you lowkey eat bosses now
most arbitrator players i see wouldnt be able to hold up once the team dies
Dog or no dog? The no dog ones I see go down so fast.
both
most i see have dogs
also burst of energy now just refills most of ur toughness w/buffs
Dog is way more relevant since shock mine nerf. Also rotten armour rotated out
very goojf
I hate rotten armor...
anyone else no longer gettign a voiceline indicatign you used rampage?
I dont think it happens after the first one
ah wdym it was good fun too see your most strongest weapon feel like smacking a tank with a wet noodle
Don't forget the elite buffs back in december.
Yall better be careful complaining about rotten armor they might add this event to the fucking pool next
elite resistance?
wait the crusher buff
They doubled their health.

elite resistance was a modifier they added a while ago and removed couple days after
not sure if it was before or after talent tree update
but
3 brain bursts for a single gunner on auric
Havoc is just unfun now
wait did they add a recent patch nerfing stuff?
we can form a new meta...
buffs
when and where cn I read it
Fatshark forums or on steam page
use meta skillset instead of meta builds
did yesterday, not today
New patcch new bugs 
always ^^
can someone explain the new nimble to me?
Ah, no. Plz...
dodge ranged for .35s total
i encountered the greatest bug known to man kind and idk if its possibly getting that bug again
straight up was flying
no tangable affect on melee because you either move out of range or not
ah gotha
Toughness stim changes 
I love teleporting in the 2019 error code
if a psyker breaks bubble while ur running full toughness build you can tank pox buster after pox buster
wasnt teleporting, like i was swimming in the air
The only class were I have to be careful about dodging too hard or watch myself fly off the edge.
was the most funniest shit i encountered
I went to like a fucking PU like i blj'd
With max toughness and defense stim you'll generate 42.975 toughness per crit with precision violence lel
Weakspot crit*
bubble is giving like 19 toughness a proc right now wtf is going on
Regain or Tank node?
how is hive scum supposed to die pre-havoc 2
Tank
Gonna try it out.
regain is lowkey kinda bad unless you wanna deal with forever cd
like if you just look at the tree a 10% amp to toughness gen is overall an increase of +180% toughness you can regen (based on all nodes)
lowkey unload is kinda meta
you can just spray and pray infinitely no?
is cheapshots worthi t now
noh
is it better or worse than backstab
i'd prefer backstab if only because it's actually a decent choice for bosses
but not enough of a decent choice for me to really say it's worth having
Backstab is terrible. Needs a rework or removed
let gimmicks gimmick
Definitely more viable. Scum has a hard time staggering in general.
This talent goes way up when there is a arbites/shout vet. Maybe with blackouts
Thatās fine but it drops all its stacks after 1 hit. Just give it the zealot back stab treatment tbh.
Strength vs dmg is huge
Path was saying cheap shots for combat axe maybe
Backstab is huge. 50% strength is no joke and there's no duration on it. The stacks stay infinitely until you hit something other than a backstab.
and a psyker, and an ogryn
huge until you miss every goddam hit
So don't miss?
And your attack speed is already ridiculous with dual knives. It takes little to no effort to build stacks and maintain them.
Use the dodge distance thing and start learning how to run past mobs that are aggro'd onto your teammates.
Cheap Shots being str is a lie
not a new player but when using knife i can for some reason not use the mk3 knife, miss most weakspot hits
Treat it like the DS thrust.
my mods stopped working do i need to update them or osmething?
Yes do the loader thing after every update
the hwat
Hotfix included
i got mods like a week ago
How do you load your mods? Same process. You have to reenable it
Funny thing about strength on rampage scum is that you get so much of it that occasionally the extra from cheapshot would actually equate to lower numbers than +damage
(Not that strength wouldn't still be better)
oh throiugh the files got it
thought id have ot update every single mod and drag a new file for them xD
That would be time consuming
dont use dueling sword
Hmm new vulture dodge on Uzi =always dodging? Lol
Well smaller hitbox itās now a sniper lol
way i play is very aggressive and dont have time to hit precise hits
Skill issue? Itās okay the mk 6 blade has more variety
been using that mark
Wait it now buffs melee? Hidden mod
no, it's what they are still working on
Oh. Good. Scumās keystones all pigeonhole your builds. Except for chem lab
but yes, it was already previously changed to all damage rather than ranged only on development/test build
Rampage already felt better in melee than zealot to me except for one shotting bosses and then they buff it 
God bless, next they nerf it to the ground 
Anyone else noticing a couple of specialists and elites getting stuck in place?
Where is this? I read about Vulture's Mark not Dodge 
Undocumented vulture mark change?
So Regain or Tank for defensive stimm on Rampage Melee?
Tank seems stronger by the looks of it
quite sad when you run into a psyker using full meta build and still out damage them by alot with the trauma staff
Youd get that if you teamed with me most likely, i have played psyker 2 years ago and since returning about 5 games
speedloader probably still not worh on needler due to the range limitation and short duration
the blessing that is
Gonna try max stacking DR and toughness on my melee hivescum on alternate build
Btw any line about pickpocket?
just the various previous potential nerfs
Neither
Defensive branch is turbo dogshit
They got buffed now
Whar
Basically fixing every problem it had apart from the fact you are using a defensive stim
Now it gives toughness replenishment
And the values got increased
rampage has gotten the greatest buff known to man kind, no more exhaustion
And 100% rending uptime
I'm still second guessing having the stim for a momentary defensive buff, but it's much more competitive now
where did you get these notes
Patchnotes of the latest patch
Cheap shots is an actual talent too now
So what's this class' best melee options? I saw combat axe mentioned.
Combat axe, shivs, tactical axe
Been liking Tac Axe a lot
Bros are EEPY on the devil claw
Shivs amazing too, Rashad feels unhiveyscum as bit slow
Taxe alt attack just for stagger?
Hypercrit does big funny
Yeah apparently it can even stagger mutant
Sorry, I am a crowbar enthusiast
At least I've been using it correctly then.
I wish crowbar and bonesaw were better, worthwhile options
I kinda just spam lights on heads, feels a bit weak against crushers but still kills them eventually.
Same
Makes me sad when the class uniques are underwhelming.
Taxe relies on uncanny strike to deal with crushers
I've mainly been using bonesaw on chem build.
25% rending from rampage does lots of the work
But yeah, two thirds of the melee uniques are kinda trash
Wish there was a (indubitably op) perk on the crowbar allowing you to derank the armour of the target you hit with the special attack. Like you hit carapace and it becomes flack
Crowbar alt attack is very satisfying animation-wise.
But also slow as balls
If latch attacks could scale with melee attack speed it would be way better
For the way melee meta works where you really don't want melee animations keeping you in place too long
Would be nice if such moves gave nice big debuffs for the team to abuse.
They should just up the speed instead
It does with Can Opener. But still, as Buff ilas said, it does too slowly
Crit?
No wait i was thinking of the shovel
Anyone tested if speedloader only procs if you directly hit the enemy with needle pistol? No aoe shenanigans
Tac axe is ok Vs carapace tbh
Middle of the road iirc
Tbh as far as Auric bonesaw seems fine?
It's not shivs but shivs is shivs
Purple mode is pretty good on bosses but I guess it's Just Another Brittleness really
But like if you slap a burgle on the ass with it a few times, you and your team end up ripping it open from the front np
Why am I so unlucky in this game. 
"My build is weakest dealing with carapace, but I'm sure someone among the team can handle that."
Matches with a team that can't handle carapace
Bonesaw is "fine", but its not good
kinda interesting they buffed rampage by removing thr negativ
No more exhaustion after rampage? Melee builds will actually work now!
The fuck? Melee builds on Scum are top tier regardless of the debuff lol
Melee builds were already incredibly powerful
neat buff
they always worked
here i go stabbing again
They were, sure, but hey, less drawbacks are always neat
I wonder what data they pull from because there's always a diaconnect between top players and "everyone else in the game"
Idk i kinda liked it thematically
now i have to readjust muscle memeory to stop going full defense mode after rampage ends 
Do it anyways 
oh its obvious they probably found out that most people were eating shit after it ends
Rampage's debuff had an effect on how I played for like the first day I used it, then I was just like "oh, you actually don't have to care about this" 
See thats the fun part... I know already 
i hope they shange two of the keystones
By any means I hated rampage before so ill actually use that on a build today, over the chem stash
scum got buffed real
more toxins on your nades
you could alway offset like all but 1 downside with stamina stim
I mean i guess thats fair, not even an issue now though
i think adrenalin frenzy needs a change
Lule, no changes to Desperado, VD or Shitpocket. Fatshark really terrified of reviewbombs huh
i though they would reduce the cap of Pickpocket to only 10-15% or make it meele only
Rumor mill says there are changes in the works for it, just surprised it didnt make it into this patch
Either way, ranged Scum needs its shins broken
and what is vd?
Vulture's Dodge. Puts you in dodge state for 1s on crit
... eh is unreliable
Between that and Desperado's ranged immunity it results in you being effectively immune to 80% of the game over the course of a match
Not healthy for balance, not healthy for the playerbase's skill level
they simply dont do any major nerfs
they did fairly simple nerfs on ogryn and people cried about how he's the worst class now
Feels like it an that why the endgame is "oh have some more Carapace"
this game needs a LOT of heavy nerfs 
Yeah... no it really does
yuh

u can still have fun without being god
Apparently not according to this current generation of gamers
Always did lmao, just needed to play safe after rampage wears off
So divisive lol
hd2 somehow traumatized millions of people and made them think nerfs = automatically bad
Missed the point entirely I see
Indeed, turddivers fucked up the mentality of so many people
See also every mmo ever
I remember the normalisation being put into WoW back in vanilla around 1.5 or something
The tears lmao
anyway the new hd2 stuff looks fun 
How many other abilities in this game tank your survivability after use? Like this doesnt seem that drastic of a change
tbh it was barely noticeable
Waos scum getting mega buffed xddddd
Not many abilities provide the power bump Rampage does either
i kinda liked the theme of turning into a literal blender then cooling off for a mere 6 seconds
Tbh this change just lowers the skill ceiling required for Rampage, which is a bit shit, but it is what it is
it never had a skill ceiling to begin with
u press a button and suddenly u deal 100000000000000 dmg
it was just cool theme wise
I'm more worried about cheapshots buff
hive scum buff real
I mean, yes, but also no. As you can see people are celebrating this change, because more than likely, they were getting thier shit pushed in by using it
Gun builds getting more degenerate
When they already were the most degenerate part of hive scum
Yeah, that was certainly a choice. We'll have to see how that pans out
How does braced autogun feel on hive scum?
Same as it feels on every class; decidedly meh
i really enjoy playing withg desprado players i can go make food hang out with the boys call my mom and say hi and come back to the win screen
Of course they give hive scum str nodes but they don't do the same for Zealot...
Where's my backstab/weakspot str node fatshark
Scuffs
its only for melee stuff
"All glass, no cannon" 
Can't wait to hit stuff better, love me pve horde game 
applying stacks to dead things 
im so suprised they got rid of exhaustion
Well, applying stacks to bosses, because yeah... everything else just does a die 
thats crazy to me
Yeah im kinda surprised by that too
I guess it's technically a buff
Fatshark has been spending time on reddit
People would probably question blackout and rocket launcher applying the same stacks if only chem was changed, methinks
Noone noticed it being the same before and noone had any complaints about it
It was only ever taken with Blackouts anyway, and even then, not all the time
3 quick plays into the train map back to back what is going on.
needler buff because they needed it
pocket toxin get technically buffed ok the 2 blitz that doesn't benefit much from it
so true
Without the subnode, Scrier's Gaze was considered risky
fym risky
Kill all psykers
People don't like that map?
The map is mid at best, but QPing into it means lowered spawns because its gonna be people running through the campaign mission tree, not the actual map
It's also a common way to cheese auric exemplar as the mission is so short, so it shows up super commonly in quickplay
Interesting.
It doesnt block any maps, it just removes campaign missions from the QP roster. You will just QP into normal missions, IE; whats on the board, or ones that started before a board flip
Ah, I see.
rolling steel h40 when
pretty sure backfill is still broken, so quickplay only joins you into missions on the board
as soon as they leave the board, backfill gets turned off
has been this way since the mission board rework
like 6 months
no idea why its taking so long to fix
Ahh interesting, wasnt aware of that. Still, no watered down campaign missions
yeah they can get boring sometimes
Probably doesnt effect enough people to warrant the time spent
its funny they give the same amount of dockets and xp as regular missions too
it affects everyone
They're so fuckin boring tho
so many missions get left with bots
that just die over and over
and no one ever replaces them
Nah I more meant that your average puglets are probably gonna wipe in the first couple rooms without a full team or whenever people leave, so its largely inconsequential in that case
oh i see
Don't worry blunts, we're more than capable of doing that to ourselves
Why are people complaining about the changes?
A chem grenade NERF(people kept asking for that)
A rampage buff(it clearly needed it)
Top left branch reworked(it also very clearly needed it)
who the fuck is complaining
On the actual forum and even on reddit, I see a lot of complaints about it being P2W which of course is just stupid
rampage didnt a need a buff but okie
Chem grenade was buffed by proxy. Rampage just got overbuffed and the stim branch is whatever, that should have been changed
ā¦. nobody uses it
Bruh 
i see it plenty
You're not serious
First of all I barely see scum, and if i do? they are a stim crate scum
what diff
top left was just stupid, rampage no exhaust is nice and i guess it was the only ability that left you worse off afterwards so aleast its in line with other abilities now
Ngl I didnt even know about it until after a week of playing rampage scum, dodge and left click spam worked fine regardless of my stam

but thatās what I mean. The exhaustion removal is a smallest buff they could have given it, but I bet itāll feel so much better to use now
Pretty sure id done havoc 40 on him before I even noticed my stamina was depleted after rampage, I never block
Yeah, basically. If you were competant it was a non-issue. This change is just to make it more palettable for those who would get rolled by the downtime
So 90% of players
i just dont have to stop running for like, 5 seconds now, as tempo in a h40? massive, regular gameplay? nothing changes really
Essentially its just reducing the skill-floor, which is not good given this was the one class that required you to have a handful of functioning neurons to play
Itās such a small change though.
At least if we don't count Desperado, thats exceptionally braindead
Definitely, I expected a desperado nerf/pickpocket adjustment
We all did.
scum already has cracked out distance on dodges you ideally never block on scum unless its to parry
Block, no, but pushing was still relevant
Idk how anyone can think the class is bad tbh, best nades in the game, vet shout cc and toughness refill, free stims on a low cd and infinite ammo all in the same build 
Out of all the abilities though, I have always seen rampage be talked about the worst. Hence why itās really not surprising to me that they tried a light handed touch
Rampage was by far my favourite from day 1 but im a melee player born and bred
I have never seen anyone mention Rampage being the worst...
I always do
i mean, thats why i ran blinders, free vet shout in a can for when my rampage ends 40 seconds later
Where? Reddit?
Yeah, thats why they're good. On demand CC on the class that doesnt have much CC
Yes exactly, which lowers the value of the opinion but it still means that people feel a certain way even if you wouldnāt agree. Itās also different if youāre a good playerāmost people arenāt good like that
You play high havocs? I see em all the time. Hell I'm one of em
Of course I do, but I scum so I usually take that slot and Im a crate user
That is not the place to look for opinions regarding what is good and what isnt. Reddit gamers are infamous for having below-average skill levels
probably because thatās the general pop man, and thereās more of them than us
I only use crate with 15s stimm cd for tox pools or gas otherwise it's rampage all the way
Good > Average > Bad > Redditor
I only use stim crate big fan of that side of the tree
Tried rampage on launch, hated it, now I consider using it
Me too, I have builds for all of it but honestly my least fun has always been rampage. Mostly because I want to use crowbar with it but it feels bad to me
Rampage shivs and needle pistol, creative build
Then how can you say you mostly ee stim scum if you're taking the slot
Rampage feels to be more of a carry class
Wheras stimm supply is more support based
Ironically, thats the best ability to get what little performance is avaliable out of the Crowbar
Because I donāt just main scum. I play arbites. And even the scum I see then, are crate scum OR their ability usage is so bad they donāt do much of anything noticeable with either their desperado or rampage
Full offense stim and rampage let's me get to downed teammates and pick them up sometimes on h40, everytime on any other difficulty
rampage is to occupy the spot of the zealot, crate to occupy the slot of ogryn/psyker and desperado for vet
Fair, even in high havocs o see that shit and psykers blowing themselves up too
With chem nades to let me pick the boys up and not get swarmed
Crowbar just isnāt it, which is unfortunate because itās thematically very fun to use and FEELS right even if it wonāt perform
Its a cool concept, yes, but it has a hilarious number of problems
Ye that's a good way to put it
A non-book zealot
Rampage is messi build
if you get revive speed on all 3 curios you can toss a blinder at your downed teammate and pick them up before the heretics recover lmao
Yeah it do be like that, Blackouts <> RPG >>>>>>>>>>>>>>>>>>>>> Fish-tins
So let me get this straight though, chem nades with pocket toxin⦠is that gonna be a viable thing now?
I feel like you really dont need it
i mean, it still kills shit
Its still probably not gonna see much play amongst the higher end of players
was 3 stacks enough to kill poxwalkers? i forgot
pocket toxin blinders to clear chaff around you better still work
Chem grenades are area denial, they've very poor being used pro-actively, they're highly limited and people won't feed you grenade pickups when you run them like they will when you have RPG
I donāt expect it to, Chem can already clear. But it may have small use in high havocs against rotten armor because of how many stacks it adds on initial pop. I canāt see needing the extra toxin anywhere else, everything dies fast
I haven't had this experience with chem nades at all
The area denial is still huge compared to any of the other non refillable nades on the other classes
Youāre saying chem grenade DOESNT clear like rpg? Because I would agree except a chem grenade can wipe
But i haven't played in a couple weeks
It may not be instant. but itās very clearly damage.
RPG can wipe Crusher and Bulwark walls on demand, and Blackouts offer instant, on demand CC, both of these things are assets that the class is not inherently already good at. Chem nades, whilst strong in thier niche, are effectively just defensive tools, they don't do anything that Scum isnt already good at and don't deliver the same ability when it comes to making pushes
im too down bad for blitzes that arent dependant on grenade pickups to replenish so i never really used boom or fishcans
No i mean the people won't feed you them and theyre not as good as the others, into rotten armour having it tick down all the enemies pouring in and being up for so long is huge still
Boomer is essentially unlimited because by running it, you instantly gain grenade priority and you will be fed refills by the team constantly
Especially when rampage shout ccing them into your own stink pools
I never once didnt have grenade prio even with chem nades
not guaranteed to happen in auric QP, I know from experience
yeah but at the same time, the 2 vets running kraks are already dealing with the walls
I see your point, but Iād give you the same reason you gave earlierāa good player can use that extended period of 15 seconds to lock an area down(as in even if youāre pushing into a need-to-be-cleared room, which is offensive) while an rpg only offers a moment of respite if youāre doing high havocs. Thereās always more around the corner
No probably not, but Auric QP is a very mixed bag, you either get good people who can't be bothered with Havoc, or most of the time, you get the equivilent of Heresy players 
Tell that to the people I match with in aurics. š
scum always has grenade prio when you consider the dodge speed and infinite stamina you will be at the pickup before anyone else lmao
thatās if people care about your grenade priority. And then youāll feel a little left out when the vet with his printing machine does all of what you expected to do with your rpg
RPG blows Kraks out the water in terms of performance
Resource priority with randoms is "run to the same crate as your teammate and blindly mash E to vacuum whatever is there, regardless of if you need it or not".
Kraks are good, and they're free, but the RPG is capable of dealing with an infintely larger amount of bullshit, hence why a good team will force them down your neck
Also true I wasn't exactly waiting for permission 
A good team will throw all grenades at scum period because their blitz are so good. Chem grenade may not offer immediate respite, but it absolutely will after only a moment or two and for longer than rpg
Nah, they might with fish tins, but they will with RPG
it isnāt a get out of jail free card like rpg, but itās close
Im not saying fish tins are bad btw, I'm just saying they lack the utility the other two options provide, which puts them back substantially
They have the Shock-mine issue
I don't need respite I need the horde of bulwarks and crushers dead ASAP. The psyker will kill everything else anyway.
this is why i use blinders, i am not playing darktide i am playing doom and if i stutter i WILL die
I felt the aoe of the rockets was too small for shit like h40 rotten armour
Only Shock mines regen if you forgo the dog, Surstrommings dont
Shock mine is still the best though
Arbites take that like their life is dependent on itāI use dog of course but I recognize shock mines value
No.. Impact grenades are best. Again, same deal, you can use them pro-actively, they're relevant all the time. Area denial is only relevant when you need area denial
The best grenade is the one you have with you.
The problem is itās not prolonged activation. If you wanted to lock an area down, you need to use many. Not good when your printing machine on arbites isnāt like vetās
what do we think of this :3
holy shit dawg omggggggggggg
im not sure why you would use needle with vulture
for fun
fentmaxxing
In the case of other classes, I'm more inclined to agree, however in the case of Arb and Scum, less so because Arb already has on-demand, borderline instant regen on area-denial because of BTL and Scum is already on par with Psyker when it comes to keeping a dense mixed horde in check
A regular horde, sure. But a mixed horde? Scum doesnāt have easy access to stagger for that(outside of rampage ) hence why one of their blitz is a CC tool
Huge rampage buff
i will no longer get greedy mid-approach to a gunner cluster and die because i ran out of all stamina 2 steps before reaching and end up jumping instead of doing a slide stab
Speaking of which, I need a cracked rampage build.
adrenaline, every dodge perk and hyperviolence with extra weakspot damage on the bottom left with 3x3 stam curios and stam on all your weapons
swing fast, eat ass, shank heretics to death
I think itās just my playstyle. I prefer the chem grenade and it does everything I need it too. I might try running pocket toxin with it just to see if i notice any more ānuke on throwā behavior. At the very least itās interesting that theyād make the perks interact, even if it isnāt rpg 2.0
Indeed. Blackouts offer something to cover the classes weakness. Which is why they're always relevant, and vs an armour wall, RPG just straight up removes the problem from this plane of existence. Scum is already crazily capable in melee and most of the time you don't need to be spamming Blackouts into mixed hordes because Hyperviolence is a thing. However, when you do need CC, you have the option for it.
Fish tins kill horde, but Scum is already capable of that without them, hence why they're inherently less valuable outside of area-denial scenarios compared to the other options
If you like them, sure, by all means use them, I'm not gonna fault you for it, but the other options are just kinda better
is nimble significantly different with the changes?
Chem grenades value is locking an area down while youāre busy. Havoc 40, infinite mobs and you have multiple bosses. Chuck a tox grenade at a choke and let the bosses come in. you only have to deal with them. rpg canāt do that
fish tins lose value as area denial when you remember scum can position themselves facing a chokepoint and spam m1 to act as a woodchipper
It can tho... if you have a lot of enemies in a choke, they literally all just vanish with RPG and odds are you've nuked a big lump of the bosses' HP aswell..
"Fixed an issue where damage from Needle Pistol Toxins didnāt trigger effects from the Hive Scum Talents āSpeedloaderā and āVultureās Markā."
the mobs never end though. And while youāre shooting the rpg you arenāt helping kill the boss
Particularly if you have an Arb on the team who has a weapon with SC and they're running the stagger on headshot node
needler desperado builds are real now
I think you underestimate just how much work the RPG is capable of
honestly, when I use it sometimes it does amazing things and half the time it doesnāt kill everything it very obviously should have
Largely inconsequential as Needler is most likely gonna get hit int future
Or rather, Toxin is probably gonna get hit at somepoint, and by proxy, the Needler gets nerfed
That would be disappointing. Youāre already saying chem grenade is the worst blitz
wdym they gonna dilude our fent supply
Its the worst (and still not outright bad) because of the utility the other choices have. Its not a bad blitz, it just doesnt do a lot to cover what the class isnt already good at
Its the only DoT with its lowest ADM being 0.9 and it has linear scaling all the way up to max stacks 
I canāt see them touching toxin, but maybe limiting our access to the amount. Fewer chem grenades. lower needler ammo(a big change once pickpocket gets whatās coming)
how would pickpocket even get changed
Thatās not exactly balance breaking. If they made it to be unique they may want it to be that way
They all taper off in damage gains as you reach higher stack counts and none of them do full damage vs all but one armour type
Channelling aggression will be amazing on shivs rampage
You ever play vt2?
Only on melee kills, internal cooldown, lesser amount of ammo gained back on proc, there are multitudes of avenues they could take
theyāre taking our guns away?
My thought is just making it salvaged ammunition ngl
oh
How's this? I dunno what perks/blessing I need for taxe, or stimm lab. https://darktide.gameslantern.com/builds/a10c2b62-8688-48e7-b7ad-f13d1b913fe1/rampage-3
Thats iirc one of the lines of code that leaked
you leave my tox aloneāit is by far the funnest way to play scum for me and they just fixed our biggest gripeāshitty top left branch is GONE
swap these two, you have infinite stamine as scum you dont need this
Toxin will still be ridiculously good, even with tweaks. It just needs to be toned down a smidge. Not a massive nerf, just bring it in line with the other status' a little bit
swap smiter and unbound
I firmly believe there are stronger more abusive mechanics in the game than having a ton of tox to throw down. I donāt think thatās nearly as priority as trying to fix pickpocket or changing the fact that vetās have infinite grenades
Scum was very obviously rushed out the door for Xmas money and they have a number of things they need to roll back a bit
š
Vet having infinite grenades is whatever. They're good, but they're not absurd. Would much rather see gold toughness get shit on if im honest
they said second content update
it already did
Also why does Exe make the dude actually invincible
THATS THE EMPERORS toughness to you
Itās the fact that theyāre infinite. Kraks are so good for hard targets you donāt want to spend the time killing
tbh vet's grenades feel like theyre balanced around them being "infinite"
Yesnt. They're good against one, or two if you have twinned blast. They're not even remotely close to the RPG when it comes to armour busting outside the fact you get one back every 60s
but it does mean that as scum I donāt have to compete for grenade pickups
yeah thats why rpg and chem bombs get to be so strong
they have 0 replenishment outside of pickups
well that and dlc privilege
If I kill more than like 3 enemies with a single krak randoms will actually type in chat. If a hive scum kills 6 bullwarks with an RPG, it's Tuesday. 
Yeah rpg sucks
Pfft, you could kill like 20 of them 
Nah it blows
-# people up.
Anyway, lets be real. The thing that really need to get its knees broken on Scum is Ranged Scum
I just want to be the toxin god
Some of these booms were before the buffs. Can you tell which?
Music used:
Sonic Rush - What U Need
Join the Discord - https://discord.gg/NgNz2dtTCE
#warhammer40kgameplay #warhammerdarktide #darktidegameplay
Itās the strongest aspect and is an easy 1 million dmg for free
ngl this video is what pushed me to actually buy scum
Guys, call Rannick, I found the Nurgle worshipper
ive gotten back to playing darktide again after going through other games and yeah i wouldn't miss ranged scum at all
ITS CHEM TOXIN GUYS
CHEM
TOXIN
nothing about it is interesting to me
Noone would. Its Purgatus Psyker with a drug addict skin slapped on it
activating a button to turn off mechanics is a turn off
Replace range scum with agile scum where you can walk jump and do flips and jump on enemies

Should a scum be doing more dmg than a good always-be-flaming psyker?
Yeah cus it takes more skill and more risk
I wish I could switch fire modes on the needler mid-reload / slide.
Melee Scum can outdamage Purgatus Psyker, but its not about the damage is about access to that damage. As Birdman eluded to, both Psyker and Ranged Scum kinda just turn off large portions of the game, which is not healthy
desperado now makes you hit the griddy tertium style, its basically reskinned book but yeah
You donāt like bubble I take it
I dont know really, Bubble is hard to quantify when infinite cleave compounds its strength significantly
i hate bubble
Oh yea we tough now boiz
double shield uptop
I Love bubble š
The avaliabilty of bubble I see as a problem
Whole team of psykers making bubbles š
But really a lot of it just comes down to a lot of Psyker's kit being massively overtuned
Heās got warp magic
i love running headpop with double shield so i can make evil hand moves to obliterate crusher hordes
dont have to flashbang myself with purgatus
plus having on demand reactionary fuck off barrier to parry pogryn charges feel funny
āRampage!ā no longer makes the player āexhaustedā after use, the ability now simply ends.
š š š
the scums got actual food so they arent getting a blood sugar crash after physical activity
perks of working for the inquisition
me when the "become better martydom zealot button" get to be risk free with low cd
Oh come on donāt go so far
Rampage is nuts
It not martyrdom silly
The duration threshold change and no fatigue are yummy changes we eating
also channeled aggression apply without having to be 15s or more duration left
gun hive scum does not need to get any better
Minorly cause minor unload buff
what is the hive scum gun build look like anyway
gun scum stays the same
It looks like that dried dogshit you passed on your way home
this was a buff to rampage scum
cause after the fucking reversion to the range dodge changes it kinda sucked
no?
Skill issue
before this you could fucking crab dodge your way into a infinite cluster of gunners and reapers, after you get mowed down for trying
just slide
use blackouts
cover
anything
just because that got fixed doesnt mean melee was dead
thats not the main point though, before that you were basically immune to ranged fire in melee combat and could ignore the random ranged fire hailing around while juggling a horde
which was way too strong
hive scum has gotten resistance to inquisition fent
This is a buff for anyone using nimble
every scum then
Not mine
what was the bug?
im not really understanding here
You basically had the dodge invuln frames apply to ranged attacks
ah i see
payday 2 dodge build
now you're slightly more vulnerable to ranged attacks on scum?
since you can't dodge bullets anymore
you gotta slide instead
On everyone yes
you can but you dont get lingering i-frames after the dodge if i understand correctly
scums dodge extensions meant you had no downtime in dodge duration if you played right so you were just immune to ranged fire
This applied to everyone except ogryn
Nimble now gives you invuln frames against ranged attacks
They made nimble a balanced version of the bugged dodge we had
it was a unintended change cause dodging was not working against ranged fire
a little miracle done by the emperor for the most faithful of soldiers
so they just made it work as if its a melee attack ish
Lets not forget they fucked up player hitboxes that patch, so it might well have been to cover that vs ranged
It was an unintended change because dodging worked against ranged fire in a way it wasn't supposed to
bro drop the tinfoil hat
This is Fatshark mate, cover up one screwup with another screwup is right in line with thier MO š
first of i made it out of plasteel foil thank you very much
ok maybe channeling aggression is a bit overtuned
try with pulverizing strikes too
Scum dodge linger node now works differently from the other ones. Psyker/arbi node still doesn't give ranged linger
Goblin scored a 2.7 mil the other day before this buff 

Scum hitting the 3mill boundary now, real 
fatshark fatshark FATSHARK FATSHARK FATSHARK fatshark.....
Now they only have to buff pickpocket
I was using that
Its largely inconsequential, I wouldnt worry about it
10 initial on chem grenade. Why the most on that one? Why not more on boom bringer?
Because it goes to 6 anyway
poor ogryn lol
Has to be more than that to be of any use
boom bringer already kills almost everything immediately
Because it's already a shit node for chem grenade
Well the only one that really benifits from Pocket Tox is Blackouts. Everything is dead with RPG and Surstromming isnt gonna gain much from extra stacks because everything that walks through it is dead or close to dead
iirc the only use for pocket toxin on boom is rotten armor
10 stacks does mean the stuff on the initial explosion area dies quicker
Sure, but it kills most things anyway. It still suffers from the same problems it natively has due to its nature
You can throw multiple grenades to go 20+ but that's almost irrelevant
Chem nades could apply 100 stacks of toxin and they'd still be worse than Blackouts in practical terms
Like this change is meaningless
Another rocket buff
Yeah well I'm never going to run blackouts
The sky is falling hell is on earth
Technically, but its not like it makes any difference
It does make sense yeah
Though its still a bit of a weird one, coz for all the problems Scum has, I dont think I ever saw anyone mention about Pocket Tox applying the same number of stacks on every blitz
Where desperado buffs

using pocket tox with fishcans feels like a waste lmao
idk ive seen plenty of people talk about how the node might as well have been a blackout exclusive
Well thats true, yeah, but stack count changes arent going to effect that
you cant put chem toxin on enemies that are dead
halved the kill requirements for blackout, halved the count of blackouts and it applies 6 tox
that would be so much better than what? applying 6 tox to a already dead crusher with boom?
It would be of more use on the RPG than on the Surstromming tbh
At least you'll kill more things, in theory with RPG if you take PT, but in practice, probably not often
It just works as an AoE extension on RPG for all intents and purposes, which is of little practical use
ig its to kill whatever survives the outer blast
Yeah, though mostly you're not shooting it in open spaces, so its of limited practical value
The theory is sound, but how much said theory holds up in missions is up for debate
What's the explosion radius in the chems
at least 4
4-6m i would guess, don't know the numbers, but its not very big
exhaustion needs to be added back
scums get to eat proper rations and get their bloodsugar back up
i will accept it if SG gets nerfed
unless you wanna go up and tell em to get back to starving it wont come back
so how we feeling about these scum changes? Mostly buffs LOL class is already insanely strong imo. Im not sure how i feel seeing rpg buffed (sorta, no one takes the toxin node intentionally with it anyway i dont think)
Rampage no longer has fallout/come down, among other stuff.
What about this Nimble change vs melee? technically a nerf? will it be noticeable, can anyone explain like im 5?
add exhaustion to scriers gaze
no warp attacks for 10 seconds when it runs out
scriers gaze now increases attack speed
what
really?
500 more buffs soon
Nimble change is a buff, RPG/Fish tins buff with Pocket Toxin is largely irrelevant and Rampage debuff probably shouldnt have happened
doesnt it alrady do that?
couldve sworn it did
No, they'er taking the piss because Scriers getting buffed has become a meme at this point
ogryn get nerfs on rumbler so build diversity can go down so psyker can get another buff
its true we should nerf rumbler so lets buff inferno staff
@jaunty coral The real winner is Cheap Shots most probably out of all the changes tbh
rampage getting buffed
What's my play here? I think the sniper got me, which I was trying to dodge but failed I guess. I tried running to my team when I realised nobody was helping me deal with the enemies, but couldn't make it across with all that shit going on.
can't make this shit up
Its now gone from totally useless to maybe pretty good
Spreadsheet balancing
Concord 2.0
how good is the adrenaline scum
Very
never see it used as much compared to chem dependancy even on melee builds
PoV; the Vet watching the Scum play shivs
a little excessive lmao
but awesome
Which bless/perks for taxe rampage.
watching you kill the bulwark largely by collateral m1 spam is very funny
General pick is Headtaker/BrutalMomentum
Though personally I have moved away from that for a different setup
you think this is the best setup for h40 play, rather than toughness stacking (2x tough, 1x stam) with one 5% hp (to avoid burster 1 shots). Ill try it out ive been running 2x toughness
rez ally the last 2
anyone getting eviscerated by gunners now? played yesterday didn't lose more than a quarter health entire mission on auric maelstrom and havoc, after i downloaded the update, with the same build i can't even go into a fight without getting shredded immediately lol
damn im already struggling on point spend for my builds, seems like a solid talent just not sure i have room for it lol
Maybe im not understanding it, they changed bonus dodge window to multiplicative, which wont be as effective against melee?
im not sure im even understanding - what do tehey mean 'changed from +25% to +0.15s - so its a flat number now? What was the time equivilent of the 25% before?
Dodge Speed bonus changed from +25% to +0.15s.
It just means its not going to make you untouchable in melee, i wouldnt worry about it
hah, i def at times felt untouchable if i dodged right, but others you just get deleted when suddenly pinned. Damn, wonder if i will notice a difference in my saftey in h40
auric smh
"Any 'Toughness Regeneration' buffs have been swapped for 'Toughness Replenishment' (the original buff was only active while in coherency outside of combat."
So coherency Regen stopping in melee when enemy takes slot is confirmed not to be a bug?
Thats always been a thing
Just one of the several reasons why it sucks
anyways, does the replenishment nodes affect the 5% toughness per second node of the stim?
https://darktide.gameslantern.com/builds/a10c32ba-84f7-4d82-89de-7b0fc52648b9/legs-breaker-20
With the rampage buff I've made a hybrid ranged/melee build
Me, someone ignorant of Scum builds and metas: were the changes today an overall buff? They seem like a buff. Removing exhaust from Rampage, if nothing else, seems really significant.
I imagine they had telemetry showing Rampage as the least picked and/or highest death rate combat ability. Ignoring that people in melee are more likely to die regardless of their ability.
Chem dependancy would be more universal with 15% crit for both ranged and melee
If you wanna go hybrid route
Both Shivs and Vraks like crits
Too expensive if I want pickpocket too
i had gotten so used to the 'come down' on rampage, it didn't give me much problems. Once in a while it would end when i was still going HAM in melee and get me in trouble, but it was def able to be played around.
However, im not sure it was 'fun' to have a 'oh shit im weak now and might die' mode for 6 seconds every time the ability ends. Im kind of on board of them removing the mechanic, it just wasnt really an enjoyable/engaging part of the loop to either A) play safe for a few seconds or B) you forgot and die because of it
Mainly it's just a gun build, but the IAG cant handle crushers or scab captains, so rampage shivs handle that
I got the power and crit chance stim for when I go in with shivs
Yeah seems fun, though Desperado will be missed
Well
Looking through the comments for the scum buff
Im glad im not the only one a bit peeved with rampage exhaustion being gone lmao
Could have been just tuned down instead of removal
I think old nimble scaled with the dodge stats of your weapon
New one doesnt
I rarely even noticed it
But im not sure
Possibly yeah its pretty lazy
Like
It needs a downside like that
You can get a aoe stagger at the very beginning
And geta aoe stagger at the end
Why would rampage be the only ability with a downside like that though?
With no cost
Desperado downside, locks pickpocket for 10s? 
They just needed to tune down the stamina debuffs from rampage ending
It was too brutal
Cuz I think its kinda cool and makes sense for scum to be exhausted after the adrenaline wears off
I liked that
Like this is a speed demon class that doesn't wear armor
:/ yeah dude it blows
I think it'd be cool if rampage boosted your movement speed during too then when you get the exhaust you really feel it but during you're able to get to people to kill them without the use of a speed stim
scum enters full mania
fucking kills everyone
passes out
I like imagining that playing scum
shivs with uncanny and no rampage can handle them fine too, if you wanted to run desperado to be more 'gun build'
maybe because +75% melee strength, +20% attack speed, +25% damage reduction, +50% cleave, vet shout's stagger aoe (which it does twice) and can have its duration extended for a pretty long time prob deserves some kinda downside
oof, so as a knife enjoyer im going to feel a difference? damn
Just make the stamina regen k only a 50% debuff or something
I get that. I personally found it a bit annoying when it runs out in combat. Besides, scriers gaze exists. If they wanted to have such a downside for rampage apply it to all abilities.
ya, seem like a buff to me overall, pretty good ones too. With a small nerf on dodges with some melee weapons
It was too brutal to not be able to block anything for ages, thats the only way i ever died from it
They need to rework desperado to make it actually fun
gotta reiterate that im not sure. Dodges are complicated
Wait i should play before making statements like that
Fascinating. Scum was already absurdly strong. I can only imagine that the class's performance is inconsistent across difficulties, and this is an example of boosting the lower end of the playerbase while hypercharging the upper end.
Yes make it a second melee ability 
Make it melee and ranged viable
i like desperado but thats mostly because i use it as a means of rushing towards ranged priority targets and killing them
kinda like a run n gun version of exestance ig
It shouldn't be immunity it should be resistance
Maybe buffed dodges to make dodging ranged easier?
So you're actually required to engage rather than just make ranged enemies irrelevant
If you make it resistance I feel like it becomes too much like exe stance. Imo to make it more interesting it needs to be more different from exe stance.
is the toughness stimm branch actually good now?
thats already what i use it for
you can do that with current desperado
+20% sprint speed is big
Oh it does? I need to play with it more then
Always wanted to make a revolver scum but im lazy as sin
plus movement speed from vulture's mark if you have that
idk if revolver works well for desperado
desperado is ridiculous because of the ranged immunity and no stamina use on sprint
staminaless sprint is pretty chill tbh
It's definitely strong but idk if ill run it outside of stimm supply
50% replenishment is insane by itself before you even consider the extra toughness and DR
But its so fleeting
It'd help facetank fight some bosses tho lol
i just don't think a 15 seconds defensive buff is comparable to a 15 seconds power or attack speed or cdr buff
Exactly
And idk. The infinite ammo maybe??

even without that it's strong as hell I mean those are bonuses
I feel like it might have some good use on the stim crate.
you aren't wrong
Stimm crate definitely
it might be pretty good there
Gives toughness already
Your team is now omegatough
did they fix the stim crate bug btw
Add some replenishment and DR and it could be good support
Dead ability if they did 
And stimm crate has a much higher uptime than stimm