Darktide

recon lasgun.pngUsed the no keystone recon lasgun build over the weekend and I think it's the only real way to spec for the gun. Marksman's focus doesn't do a lot for it considering that about half your ranged damage is coming from dots, weapon specialist doesn't do anything as the guaranteed crit is only for the first shot/string and you can afford the ancillary nodes, and focus target is good but the points you save by not taking it give you more damage than if you did. Kraks work fine but you'll want to take grenade tinkerer if you do and the only things you can really afford to sac is exploit weakness or exhilarating takedown. Since the build doesn't have weapon specialist + on your toes or the plasma gun killing a half dozen trash mobs and proccing out for blood, having an extra toughness replenishment node in exhilarating takedown/confirmed kill goes a long way. The buff to everything carapace makes onslaught a pretty ass node which leaves you with only your melee or kraks if you took em to deal with armor. The knife and dueling sword with uncanny work best but the power sword works too, even if it really wants focus target. 7/10 build, probably on the higher end of good but not meta vet builds. I could top damage in maelstroms a lot of the time, only getting beat out by the usual suspects.
 
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Looks like I picked up the game at a great time. The 4 base classes still need to be balanced but it seems they're trying somewhat.

I'll be sure to open my wallet for the new class and I'm going to pick up Vermintide 2 legacy edition next time it goes on sale.

It's interesting that VT2 is receiving yet another new map and this is after getting the additional special event map a month ago. That brings the number of (regular) new maps VT2 received since DT launched to 10 while DT languishes at 6 or 7 if you count Rolling Steel.

On the topic of maps, DT needs to seriously up the difficulty on most of its events and finales. I don't get the "oh shit" vibes that I'd get on VT maps like Convocation of Decay, Aethel Yenlui, Engines of War, Old Haunts, A Parting of the Waves, etc. There are certainly hard sections such as the part where you call the elevator and immediately after it opens on Vigil Station Oblivium or part where you have to lower the bridge on Enclavum Baross but those are the exception. Actually I'll go ahead and make a table of maps, their events, and which ones pose a challenge.
Map (unordered)​
Events​
Difficulty​
Clandestium GlorianaCharge the power distribution nexus
Finale (random objectives)
This is one of the harder maps but the hardest part is right at the beginning. The walkway is lined with explosive barrels and the director likes to spawn monsters on it and a daemonhost at the end. The first event is tricky if your team isn't working together and the only hard parts of the finale are if the objectives split the team up. There isn't really any cover but you're always moving so it isn't that much of an issue.
Silo ClusterCall the elevator
Finale (nurgle corruptors, holdout)
Imo, this is the hardest map in the game or the second hardest map in the game, depends on what the director throws at you. Once again, the beginning of the map is difficult; the director likes to spawn a boss with snipers, bombers, and armor by the medicaid. The elevator call event isn't hard as you can chokepoint the bridge but a daemonhost likes to spawn on the second medicaid and can aggro if you're throwing firepower recklessly. The area between the medicaid after the elevator is only hard if people dawdle but a lot of armor and disablers can spawn in the tunnel. The finale is a nightmare but once the corruptors are gone it becomes easy.
Magistrati OublietteLower the ascender
Finale (captain)
The hardest part of the mission is the area directly before the first event. The director likes to spawn bosses, armor, hordes, and a daemonhost in the tunnel and open area before the first medicaid, You can force despawn the daemonhost by going up to the switch to turn the lights on, then going back to the medicaid unmolested. The rest of the mission is a cakewalk.
Vigil Station ObliviumScan/call the elevator
Finale (hacking)
Always take the catwalk to the left of the stairs when going up at the beginning. The only tricky area is calling the elevator and getting off the elevator. The scan portion likes to split teams apart and once the elevator is on its way, a ton of gunners and snipers spawn. Once the elevator goes up, there's almost always a bunch of armor and flamers, a boss on the bridge, and a daemonhost past that. The final event might as well not exist.
Consignment YardHacking
Finale (holdout)
Easy mission. Nothing to say. A couple of patches ago they made it so a boss is a guaranteed spawn at the finale but it didn't add to the difficulty.
Power MatrixHacking
Finale (load cooling cores)
The only hard parts are the room immediately past the first medicaid, the underpass leading to the second medicaid, and the walkway right after that.
Smelter ComplexCall the lift
Finale (nurgle corruptors, holdout)
The only hard part is the first couple of reems leading to the event and first medicaid, maybe also the rooms from the last airlock leading up to the finale. Sometimes people get messed up at the finale but that's only if they run off and try to solo corruptors.
Hab DreykoScan
Finale (hacking, holdout)
This map used to be a lot harder. The dropdown to the first medicaid usually spawns a lot of crap and the general area between the airlock after the event and the airlock before the small section leading up to the last medicaid can also be hairy but both the event and the finale are easy. When the finale was scanning random shit, it could be really fucking hard and if your comp lacks bubble, smite, shout, stealth, or book, it can still messy but nowhere near as bad as it used to be.
Chasm StationHack the train
Finale (captain)
Very hit and miss. The section immediately past the first medicaid can get swamped and while the event is fairly easy, you can easily eat a cheeky sniper shot if you get turned around. The area after the bridge leading to the second medicaid likes to spawn daemonhosts, the area after the dropdown to the third medicaid can sometimes be wall to wall armor, ditto for the last dropdown into the open area.
Ascension RiserMove the train (hacking, hauling batteries)
Finale (holdout, nurgle corruptors)
The first part of the event is a make-or-break moment. Bad teams either flunk or take casualties. I've personally failed a lot of missions in the open area with the traincars by the second medicaid but that's usually when a boss spawned in the pervious room and took out half the team and the director populated the next room with a million gunners and snipers. The final event is easy, I don't think I've ever seen a failure there.
Enclavum BarossHaul batteries to lower the bridge, holdout
Finale (holdout)
Lowering the bridge is hard but soloable. Failing here is the sign of a bad team. Sometimes you can get a lot of action once you're in the first area before the bridge but that's iffy.
Comms PlexHacking
Finale (hacking)
The event is a pain if your team refuses to deal with the 10000 gunners that spawn at the far end of the room. It's not hard but I don't know why comps continue to have trouble with this three years later.
Archivum SycoraxRedirect Airflow
Finale (scan, holdout)
Easy mission. Some squads slip up by the medicae before the descent but certainly not difficult.
Chasm LogistratumHacking
Finale (haul ammo containers)
Another contender for hardest map. The event and its leadup isn't hard but the the section after basically all the way to the final event is. Bosses always spawn in the railway tunnels, there are tons of gunners, usually daemonhosts, the section after the tunnels with the dropdown is always chaos, and the room to the right at the end of that area always has reapers, bombers, and armor. The event isn't that hard but someone always thinks they can run off to the right and solo one of the ammo lockups.
Excise Vault SpiresideRaise ascender
Hack servitor colony
Finale (haul contagion samples)
Some people think this map is hard, I don't really think so. Sometimes the first couple of rooms before the first medicaid are a disaster but are recoverable. Honestly the only hard tricky bits are the area right after that medicaid in the ascender outdoor area wher you get lit up by reapers and armor once you go down the stairs, and the section right after the elevator following the servitor colony where you get a horde, armor, and often a daemonhost in the doorway. The finale is easy.
Refinery DeltaCall elevator (corruptors)
Finale (hacking)
Very easy map. Noob teams get shredded either after taking the elevator or right before the final airlock.
Relay StationPower down the giant fan (haul batteries)
Finale (nurgle corruptors, holdout)
Another easy map. Bad teams get hung up on the outdoor room right before the finale.
Mercantile HL-70-04Hacking/holdout
Finale (holdout)
Easy but long map. Bad teams get swamped at the event and reckless teams that charge into the open area by the second medicaid get pooped on. Special mention to the section right before the bridge to the finale - that's recently been populated with tons of armor and prior you could just beeline to the finale. Also, adding the dropdown to the finale didn't change anything. It needs more armor and like two monster spawns.
Warren 6-19Holdout
Hacking
Finale (scan, break vials, hacking)
The first part of the mission up until the second medicaid is usually hectic. Someone almost always goes down before the first airlock and that someone almost always abandons. The hacking event has the same issue that Hab Dreyko has where you need some kind of cc or stealth to safely hack but that's not really an issue. The finale is long but the last leg is too low energy. Once you break the vials its over.
Dark CommunionHoldout with bossfight
Finale (kill ritualists, break vials)
I don't know where the hard part is supposed to be. I like this map but there isn't anything remotely challenging about it unless you get unlucky and there are a ton of snipers behind armor on the last bridge.
The Orthus Offensivebossfight missionThere was once a time that doing this on hard mode was genuinely tough. I guess it's still kind of hard. People have gotten better at the game and bosses aren't that much of a challenge, even in pairs.
Rolling Steelbossfight mission interspersed with hacking and battery haulingEasy unless bad.

Looking at it laid out like this, a couple of things jump out: only ONE finale is hard, the hardest part of each map tends not to be an event, and there's not a ton of variety in event types. Vermintide had more variety in its finales. There's precedent for reworking objectives and that's something I'd really like to see going forward. Darktide has no finales that involve moving explosives, holding an area, complex bosses, manipulating environmental setpieces, escorting things, and is stingy with ones where you have to move through an area while accomplishing objectives en route.

The Havoc route is a bandaid. Nerfing player health, toughness, and ammo pickups while dialing spawns up and adding enemy affixes isn't really what I'm after. None of these events make me feel dread quite like Convocation did.

eta: Convocation of Decay is a notoriously difficult VT2 map. The finale requires players hold an elevated platform for like five minutes. The kicker is that the center of the platform is a poison pool forcing players to do a dance on the outer edge, specials constantly spawn on rocks above you, and a neverending wave of armored elites pours into the platform, and more elites climb up from below. There's nowhere to hide.
 
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