Darktide

Nothing could possibly be worse than Destiny. I refuse to believe it.
Only the live service aspect. They're very different games otherwise.
On the gameplay front, Darktide's core gameplay loop doesn't put me to sleep like Destiny's does, so it's got that going for it at least.
I'd say the writing isn't as bad, either, if only for Fatshark not spending several years trying their level best to drink every drop of paint within a 75-mile radius... yet.
 
Stinkler (vet), GoyGoyBankman (psyker), Transphobic Timmy (ogryn), and Pitmaster Troon (zealot). These characters have been in the game for a year.

edit: I went through the log files and it's a week long ban. I also went over their stupid terms of service and I from what I can tell, having a naughty name isn't a violation. Never typed shit in chat besides ty and gg.
Lmao troon triggered

I am starting to tire of gear grind I was spamming gear the other day to try and earn blessings
 
I have been unbanned as of sometime yesterday. To commemorate the occasion, I spent a load of ordos on this niggermonkey shank.
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No idea what the meta is these days, I just want to culturally enrich the inhabitants of London Atoma.

The revolver feels excellent now. Its ammo looks like it's been doubled since I last used it.
 
So having spent a week and a bit reimmersing myself into the game and launching myself into auric damnation maps, I have some thoughts. Maybe I'm super off base, exposing my ignorance.

Veteran:
  • The skill tree is indeed too stretched. Good luck with builds that don't go straight down.
  • The Marksman's Focus keystone is good but retarded. A stationary playstyle never works in these games on high difficulty. Rather than losing stacks as you move, it'd be far better for it to simply be on a timer that weak point hits. I get that there's the one perk that gives you stacks just for sitting there but that's basically a wasted perk even though I use it. Tweak numbers if need be.
  • Infiltrate is a budget shoudfield. I cannot make this skill work or I'm just retarded. I'd rather play shoutman every time.
  • Despite having the largest skill tree, I feel like vet has the least build variety.
Ogryn:
  • Has some really good build variety. I don't know what's supposed to be good but I've been having a blast with the dakka stubber shoot everything build.
  • Unfortunately, most of the blessings on his weapons are garbage. There's almost always a singular BIS blessing combo on each weapon.
  • The kickback went from being a piece of shit at launch to a killer now.
  • Probably the most well rounded class which is huge considering he was somehow worse than psyker at launch.
Zealot:
  • This class is still bonkers.
  • The eviscerator is still too small.
Psyker:
  • I don't know how to use scrier's gaze. It seems like it wants you to use guns but at that point, why not just play volley fire vet.
  • The shield is the most busted ability in the game. Gunners are the most lethal enemy and to be able to say no is too valuable to pass up.
  • Disrupt destiny is the worst designed keystone in the game.
  • The surge staff has been completely replaced by smite. I don't know why I'd ever use it anymore.
  • I've been informed that prior to the skill tree rework, there was a QoL improvement added where getting half a brain burst off before someone else killed the target resulting in the gain of warp charges if applicable or maybe the psyker got credit for the kill, I'm unsure of the truth. Bring that shit back.
Weapons:
  • Most autoguns could use an ammo boost. The vraks mk VII is maybe the exception. Wish it had an optic.
  • As I mentioned already, the revolver feels great.
  • Lasguns, specifically the kantrael mg XII, don't feel as good as they did before. The mg XII is still good but the vraks mk VII pretty much outclasses it as the game's precision rifle.
  • I barely see anyone running axes anymore and if they are, it's the antax mk V combat or the atrox mk II tactical.
  • The ready animation for the boltgun has gotten worse. Not very cash money.
  • I require a meltagun and a long-las asap.
Maps:
  • Hab Dreyko, Silo Cluster, and Archivum Sycorax are the hardest maps imo. Silo cluster in particular; there's nowhere to hunker down in the final event and snipers always spawn way back behind that one fence.
  • I'd like for there to maybe be some more variety in final events in maps going forward. I've noticed they added a boss spawn in Consignment Yard's finale because damn if that isn't a snoozefest.
Other:
  • Crafting is still gay as shit. It's nice that missions drop gear 100% of the time (even if it's almost always low rolled and at best useful for extracting blessings) and that buying grey gear en masse makes one less beholden to shop rng. Still, the rng is like this: 1) spam buy greys until you get one with decent stat distro, 2) consecrate twice to see if you get at least one good good perk or blessing, and 3) if yes, then consecrate a third time. If you've got two not so useful perks/blessings by the time it's purple, into the trash it goes. The ones from the shop, even if they're high rolled, tend to have crap tier blessings and perk values. This whole process burns through plasteel so fucking fast, especially if you're upgrading greys to blue just to farm blessings.
In conclusion, it's a lot better and worth playing, just not worth sinking a ton of time into. No client side hosting means no modded content which means there's nothing to strive for once you can clear auric damnation maps.
 
In conclusion, it's a lot better and worth playing, just not worth sinking a ton of time into.
I agree with this assesment if anything the most fun you can have playing the game is LARPing like a lunatic cutting down heretice for an hour or so then moving on since a lot of the weapons have really great feedback and are fun to use.

Psyker feels like an absolute misery to level and use and psyker powers feel like the weakest mechanic fun-wise. Though I suspect its a class designed to trap micromanaging autists.

Veteran I havent gone down too far yet the lasgun feels like well, a heavy duty flashlight but thats probably expected but using autoweapons and bolters is fun as hell even though the bolter is an unwieldy, tempremental piece of shit

Ogryn fun, ogryn go smash, when ogryn cant reach smash pull big gun and smash further away. Rippa gun is ok, the gauntlet feels ineffective as often the explosions dont kill anything and your melee weapon is better at melee than your ranged weapon. The stubber goes hard and is fun to hose hoards with.

Zealot goes brrt and gets big brrt sword to go brrt. Autopistol goes quick brrr and autogun is an even heavier version that delivers more brrt. Revolver smacks however I havent quiet figured out the quirks of the flamer yet as half the time it seems to do fuckall squared.
 
I played through the game and on the whole it feels worse than vermintide. The maps are worse, lot of them are very samey and run together, only really differing by the objectives, the enemies feel blander, but that might just be because you've got much better guns now so they're not as much of a threat, the banter kind of sucks compared to vermintide, the zealot in particular has nothing on Saltzpyre. Then the story is just kind of non-existent, you start off as a prisoner for whatever arbitrary reason you pick from a drop down, it doesn't matter because it will NEVER be brought up, but then a prison break happens and you save some chick who gives you a job, after that it's is just grinding to arbitrary levels, where either a cutscene unlocking a mechanic plays or WATCH YERSELF M8 WE GOT US A TRAITOR, AND IT MITE B YEW, and then the traitor gets arbitrarily killed off when you hit max level, with not a single bit of that shit having any kind of an effect on the game. I'm not even sure if you even fucking meet the guy before that point.

I don't know, i didn't expect the sweedes behind this shit to turn in anything of note because they're the type of people who would absolutely refuse to lean in to the actual heresy kill it with flames for the emperor type shit people like about 40k, and after beating the game i'm right. Without all the fun stuff from other 40k games like goblins with cockney bri'ish accents, the fucking power armor and heavy weapons and crap, all you're left with is shit eaters and decaying sewer levels.
 
a lot of the weapons have really great feedback and are fun to use
I still maintain that the combat knife is the best feeling melee weapon in the game. Probably because it's so fast. It feels the same as VT2's double daggers.
Psyker feels like an absolute misery to level and use and psyker powers feel like the weakest mechanic fun-wise. Though I suspect its a class designed to trap micromanaging autists.
I was a Sienna main in VT2. Peril management is second nature and the psyker has a lot more tools to deal with it now.
Veteran I havent gone down too far yet the lasgun feels like well, a heavy duty flashlight but thats probably expected but using autoweapons and bolters is fun as hell even though the bolter is an unwieldy, tempremental piece of shit
On everything that's not volley fire vet, I've been using either the revolver, the bolter, or the plasma gun. Big chunky damage. The plasma gun was garbo garbo when I was last playing so it's nice to see it actually be able to eat armored bois. I really do recommend that one headhunter autogun.
Ogryn fun, ogryn go smash, when ogryn cant reach smash pull big gun and smash further away. Rippa gun is ok, the gauntlet feels ineffective as often the explosions dont kill anything and your melee weapon is better at melee than your ranged weapon. The stubber goes hard and is fun to hose hoards with.
:feels:
I don't really like any of the ripper guns and I don't think I've tried the gauntlet at all. It's heavy weapons guy or nothing!
I havent quiet figured out the quirks of the flamer yet as half the time it seems to do fuckall squared.
Way back when the game was young, the flamer was considered to be OP and unfun. I think they nerfed the flame width and did some annoying shit to the vfx. I have no idea how to best use it now. Zealot doesn't really have trouble with hordes even with single target weapons like the combat knife.
I played through the game and on the whole it feels worse than vermintide. The maps are worse, lot of them are very samey and run together, only really differing by the objectives, the enemies feel blander, but that might just be because you've got much better guns now so they're not as much of a threat, the banter kind of sucks compared to vermintide, the zealot in particular has nothing on Saltzpyre. Then the story is just kind of non-existent, you start off as a prisoner for whatever arbitrary reason you pick from a drop down, it doesn't matter because it will NEVER be brought up, but then a prison break happens and you save some chick who gives you a job, after that it's is just grinding to arbitrary levels, where either a cutscene unlocking a mechanic plays or WATCH YERSELF M8 WE GOT US A TRAITOR, AND IT MITE B YEW, and then the traitor gets arbitrarily killed off when you hit max level, with not a single bit of that shit having any kind of an effect on the game. I'm not even sure if you even fucking meet the guy before that point.
Yeap. This is more or less how I feel as well. Vermintide was a gem but it took a while to get there.
 
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I don't really like any of the ripper guns and I don't think I've tried the gauntlet at all. It's heavy weapons guy or nothing!
Well with ogryn the meta weapon seems to be the grenade launcher tubes. I have seen more players using the one shot shotgun cannon than before now though.

Honestly I dont know if theres any point to using any other melee weapon than the maul and shield for ogryn since it has a shitton of utility, knockback and damage. I thought maul and shield would take away your ranged slot but nope you shove that shit up your arse and pull out a heavy stubber.

Box of grenades that breaks into a cluster bomb is a fun grenade mutation
 
Dude I just want a warhammer game with proper use of biomancy. Just straight up using iron arms to beat the shit out of things and then using warp speed like vanguards in Mass Effect. Not this dumbass charge gauge overload skill tree capstone shit.

Actually why isn't Darktide like ME3 Multiplayer? Or at least ME:A multiplayer. Like I get they had to reuse shit from the previous vermiintide game, but seriously?
 
Actually why isn't Darktide like ME3 Multiplayer? Or at least ME:A multiplayer. Like I get they had to reuse shit from the previous vermiintide game, but seriously?
People wanted more Vermintide and Fatshark delivered... sort of. Fatdiark did themselves just about every disservice they possibly could during the year or so leading up to launch. Without getting bogged down in that particular drama, the result was loads of hardened VT players not bothering with DT at all after the handful of betas. Some even speculated that this was by design - an audience exchange if you will.
Personally, I wish it was even more like VT but they absolutely could have gotten away with departing from VT further.
 
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People wanted more Vermintide and Fatshark delivered... sort of. Fatdiark did themselves just about every disservice they possibly could during the year or so leading up to launch. Without getting bogged down in that particular drama, the result was loads of hardened VT players not bothering with DT at all after the handful of betas. Some even speculated that this was by design - an audience exchange if you will.
Personally, I wish it was even more like VT but they absolutely could have gotten away with departing from VT further.
It's just so frustrating that literally every wh40k game has the whole "tank/dps/ranged/magic" generic bullshit when it could be so much more. For fucks sake, at least change the vet into a jokaero and have him throw turrets everywhere while ouk'ing out.
 
It's just so frustrating that literally every wh40k game has the whole "tank/dps/ranged/magic" generic bullshit when it could be so much more. For fucks sake, at least change the vet into a jokaero and have him throw turrets everywhere while ouk'ing out.
That would be the expansion Adeptus Mechanics class, gotta recoup the money from the launch some how.
 
I don't get how Dan Abnett is so cursed with non printed media. Even with his recent more infamous writing, it is at least so autistic to be interesting.
Wait the story was by Dan fucking abnett
maybe the nigger should write the shit down first because ive seen Dark heresey campaigns with more compelling backstory.

Also hotfix 1.2.13 dropped fixing some of the bugs introduced to vets skills
Dude I just want a warhammer game with proper use of biomancy. Just straight up using iron arms to beat the shit out of things and then using warp speed like vanguards in Mass Effect. Not this dumbass charge gauge overload skill tree capstone shit.

Actually why isn't Darktide like ME3 Multiplayer? Or at least ME:A multiplayer. Like I get they had to reuse shit from the previous vermiintide game, but seriously?
ME3 horde mode was pretty fucking neat. As to why, iunno Fatshark make vermintide 40k but slightly different
 
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It looks like the game doesn't know how to incorporate lore into itself. There are 4 short stories about the classes (ogryn, psyker, veteran, zealot) stashed away on their website. And most of the background story is conveyed through cosmetics and weapons descriptions (Here's a list). Then there's the vox transmission wyrmwood agent lore drip feed on fat shark's youtube channel.

Why are these important story pieces hidden away like some sort of shitty ARG? 40k fans would absolutely be okay with reading and watching all these in the game, why not put a library archive corner on the Mourningstar?
 
For Ogryns, maul and shield is okay, its gets boosted heavily from Ogryn melee skill tree and simple heavy - heavy combo.
Other melee weapons choice has higher potential for Ogryns.
Couple reasons, learning how to slide - to dodge and keep moving forward without shield slowness. Ogryn can trade toughness very well with his bunch of early melee talents.
Staggering monstrosities.
Other melee weapon choice, bully club mk 1 and 3, knife 3 and 4 and shovel.
Bully club mk 1 - 3, knife 4 and shovel utilize heavy melee combo and Ogryn melee talents. Though shovel is outclassed by bully club 3 with its recent buffed, faster melee speed.

Bully club you want Thrust (more damage on heavy melee charge), Haymaker (helps killing horde), skullbreaker (more damage on stagger) and momentum (more toughness regen on melee hit) is somewhat neat. Shovel needs Brutal momentum and Thrust.

All bully clubs and shovel, special attack - uppercut punch has really high stagger value. You can practically keep staggering or lock down monstrosities with Heavy into Special and repeat on their weakpoint (head). Daemonhost you need to aim higher over the head and Nurgle Beast, the giant yellow spot on the back. Different timing for each monstrosity.

Knife 3, you don't really much melee talents. So it pairs well with heavy stubbers and getting that big boom grenade. Which you only need gun lugger active ability and then go for middle tree for easy defensive bonus talents.
Most of gunlugger talents are very meh, you probably need active ability with flame augment, more explosion radius and more ammo reserve. So if you don't use knife 3 (because this combo is bad against armour targets) you can still go for for melee talents for bully clubs.
Just harder to play with, because you'll missing bleeding from heavy melee attacks (more melee damage and damage resistance from bleed).

Range options, beside Kickback, Rumbler and Gorgon stubber.
Grenade gaunlet is outclassed by Kickback, more ammo reserve but reload speed is too slow for its magazine size. Kickback constant reload has better dps overall with Adhersive charge (sticking to ogryns and monstrosities).
Melee from gaunlet is counted as heavy, you'll still somehow infect bleed to enemies if spec into bleed from heavy melee attack. However, it isn't a melee weapons, you don't get any toughness regen nor damage boost from its melee attack.
The special attack punch into explosion is okay for horde. Even with all damage bonus to Carapace, it still needs like 3 shot to kill a Crusher. So nearly an entire mag rather than whole mag, sad.

Ripper guns, all must have Can Opener blessing (gives you rending on attack). So you can give yourself some melee damage boost by shooting or stabbing at Mauler, Crusher first. Or you can decide to waste a whole mag on them to kill a Crusher at more some range.
Ripper Mk2, easy to use, like normal shotgun. Mk5 (my choice) has lot more (highest) recoil, but much tighter spread, which unironically pretty good at killing sniper. Mk6 (brown) when bracing has much wider spread, so really good against horde.
Ripper guns have pretty fast swap and reload speed for all considered.

Kickback and Gorgon stubber (even other stubbers to certain extend) are very good at killing monstrosity with gun lugger ability activated. I pretty much only use stubber to that specific cases with Knife 3, or club.
Stubbers aren't really great at killing carapace.
Veteran side, I still unironically playing as hybrid shout and more ammo reserve with Plasma gun is probably the best - easiest for general use. No need to touch keystones. Albeit, taking some survivability nerf because Fatshark is dumb with keystones.
Knife veteran is a fun and viable choice, probably harder to play than knife zealot because they literally have zero or not much defensive bonus from right side of talent trees.
I pair with Agrippina shotgun, slug shell as special abiility, can snipe snipers and disablers well. Must have fullbore and no respite blessings.
This is a bit obvious from any nerds playing fps, just ads with guns, you can even shoot sniper normally. Since ADSing also tightens shotgun spread.
Headhunter guns, not sure why Agrippina version doesn't have zoom in like the other two Vraks version. Fatshark please fix.

About tactical axe vs knife, tactical axes have some stagger value with them. So you trade for 1-3 shot potential with knife, for staggering with weakspot hit from axe. Like you can fight mauler safer than with knife dancing around for backstab. Also, brutal momentum for axes helps against horde.

There is laspistol, due to its high crit nature. It can go well with knife zealot, vet and scryer psyker if anyone wants to try.

Zealot, no matter which build, I recommend the "Thy wrath be swift", under throwing knife ability a bit. Not getting stun from melee attack will help a lot for any 2-handed weapons, probably even so for knife - charge stabbing.
Crusher melee weapon for Zealot is also pretty good, nice staggering and decent at single target killing.
Thunder hammers are "fun" for big damage meme, but are so bad with melee attack swing. Heavy melee attack animation is too long, it doesn't even get benefit for melee speed with Matyrdom.
Flamethrower is weird one, I only find this one more effective at higher difficulty and intensity. Also, my preference paring it with stealth - throwing knife zealot build. Still really careful against trappers while flaming away. Don't fan the flame around while using it.
Not really related, I dislike the Judge personality for Zealot, because how mean they are to Ogryns. I'm fine with Zealot disliking psykers though.
 
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@Hammr2 you really think the burning talent for gun lugger is better than the rending one, especially with the (slightly) slower firing gorgon stubber? The rending one at least lets you eat into packs of crushers. I've been using the krourk stubber but that's only because it's my best rolled stubber.
 
you really think the burning talent for gun lugger is better than the rending one, especially with the (slightly) slower firing gorgon stubber? The rending one at least lets you eat into packs of crushers. I've been using the krourk stubber but that's only because it's my best rolled stubber.
Stubbers aren't great against carapace armour.
For Gorgon one, its damage is high enough to even deal with flak armour, mauler's body armour.
I don't pick rending modifier, because I usually use clubs/shield/shovel to deal with crushers anyway. Big grenade for crusher patrol, which there aren't many of them.
So I find more uses with fire modifier. Debatable if you find pub teammates have more problem against elites-specials more than trash-hordes. I find pubs are easier to fold against horde mixing with few elites, how gunners and ragers can blend in.
Ragers patrol/group may screw you up with "cheeky" spawn from AI director.
 
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