Darktide

In VT circles, there's a meme about all the tryhard build policing faggots being stuck in legend lobbies as they're too shit to play in cata+. The skill ceiling in DT is arguably lower and while the amount of shitters goes down once you start queuing in auric, they're still there. While I was still getting acquainted with the finer mechanics, I just muted all chat as I didn't need someone who had less hours than me telling me how I should play.
Quote replies?

First paragraph, shitters be damned, shitters are the worst part of any game.

Second paragraph, coherency is a genuinely impressive mechanic when it comes to the idea of a multiplayer game in general, especially an FPS. The coherency mechanics in the higher difficulties can mean life-or-death, and there aren't many multiplayer games that attempt to force team cohesion through relatively organic means these days.

My hangup is how people can get stuck on games for reasons other than how it's fun to kill lots of things with a big stick after work sometimes. It's almost like there's an imaginary skill gap that people really hate.
Too much talking. Too much thinking. Just shoot 'eretic with big gun.
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If 'eretic still not dead bash with bigger gun
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Simple as
 
At the tail end of my grind for my Espionage frame I was using Shroudfield to dip out and solo an entire Malice mission by completing the objectives on my own, and the thing that struck me the most was people just getting frustrated and leaving like I was singlehandedly ruining the game for them like mobs weren't spawning on me instead.
Just tell people at the beginning if you're grinding a penance so they know you know what you're doing. The wannabe-stealthmeme-zealot aggroing all the mobs for the team to deal with is a real headache if you've ever met one.
 
Just tell people at the beginning if you're grinding a penance so they know you know what you're doing. The wannabe-stealthmeme-zealot aggroing all the mobs for the team to deal with is a real headache if you've ever met one.
Its not for penance purposes, its for fun and because my killcount goes up 3x without a team to babysit. That's the kind of mindset specifically that I'm talking about. If you've ever tried to do solo infiltration, doing objectives without the entire team, the game HATES you and spawns extra dogs and trappers to ruin your day. People saw me stealthing and running away, so they try to copy me, die because they can't solo a monstrosity like I can, and then call it my fault for them playing stupid and trying to hang out with the cool guy. The rare times that I aggro and run away for BM purposes are because I don't NEED the team 60% of the time, let me play the game that I paid for. I think anyone who doesn't play Zealot should check their privilege and learn to smash heads better.
 
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Its not for penance purposes, its for fun and because my killcount goes up 3x without a team to babysit. That's the kind of mindset specifically that I'm talking about. If you've ever tried to do solo infiltration, doing objectives without the entire team, the game HATES you and spawns extra dogs and trappers to ruin your day. People saw me stealthing and running away, so they try to copy me, die because they can't solo a monstrosity like I can, and then call it my fault for them playing stupid and trying to hang out with the cool guy. The rare times that I aggro and run away for BM purposes are because I don't NEED the team 60% of the time, let me play the game that I paid for. I think anyone who doesn't play Zealot should check their privilege and learn to smash heads better.
Oh, you are one of those zealots. Ppl weren't trying to copy you, I think they see you getting swarmed and wanted to help but they cannot out maneuver the mob like a stealth/zoomy zealot. You are forcing the team to fight with less firepower and anti-elite control on their end, and drawing in mobs where the team isn't prepared for. And since you were on malice, casual players there are can be confused by your movement because they still focus on coherency and don't know wtf you were doing. Unless if you explain yourself or take care of the team people are gonna hate you, that's just how it is.
 
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Oh, you are one of those zealots. Ppl weren't trying to copy you, I think they see you getting swarmed and wanted to help but they cannot out maneuver the mob like a stealth/zoomy zealot. You are forcing the team to fight with less firepower and anti-elite control on their end, and drawing in mobs where the team isn't prepared for. And since you were on malice, casual players there are can be confused by your movement because they still focus on coherency and don't know wtf you were doing. Unless if you explain yourself or take care of the team people are gonna hate you, that's just how it is.
No, I think you're wrong. SandyCat is right however, just keep praying and killing.
 
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I don't know if anyone else does this but I subscribe to, what I call, the 1,000% aggression build for the zealot. Tigrus MkII for general purpose horde clearing (and primal feeling of tearing everything infront of you into chunks of meat) with the blessings of savage sweep and momentum turns you into an impromptu tank. Though I use the toughness gain of momentum by using fury of the faithful to rush into a grouping of shitters, restoring my toughness and then dodging out of the stinky stacks of stigmatized wuflu victims. Meanwhile in the case of bosses or crushers the Locke MkIIb boltgun (specifically the full auto with single shot ADS version) for dealing with enemies too far for sword whacking and too dangerous to get in close. I also tend to use the zealots fire nades to create a safe(ish) zone for mobs to rush at me while getting dots before being obliterated by the holy chainsword. Fury of the faithful is underrated big time, not only does it get you in there, but also gets you out of sticky situations. Especially with the breathing room you get from causing a momentary stun on enemies, you become a frothing field medic spewing morphine and prayers to The God Emperor. Basically the philosophy of this build is to become a glass tank with a bolt cannon using an unending stream of light attacks to tear through hordes, dodges and blocks to avoid the damage of attaining all that agro, and being able to dish out good DPS on big bads.
 
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Tigrus MkII for general purpose horde clearing
I've found the Mk XV for general purpose lawn care to be superior. Not entirely sure what the optimal combo is for the Mk II but back at launch when it was the only evi available, I would just alternate lights and heavies. The trouble with building for sustain off the heavies is that you're gonna want both Vicious Offering and Blood Redemption. Vicious Offering necessitates taking two shitty nodes (Disdain and Enemies Without, Enemies Within), whereas Blood Redemption is in the middle of the best part of the Zealot tree. Slapping Momentum on works in a pinch and definitely lets you play on autopilot but I wanna say you can get more out of it with one of the cleave blessings instead. My Mk XV runs Shred and Wrath. Most of my toughness replenishment comes from Fury of the Faithful anyway. Since every target hit by a crit counts towards Invocation of Death, the more shit you hit, the more cooldown you refund. With a dense enough horde, you get it back every couple seconds.
Fury of the faithful is underrated big time, not only does it get you in there, but also gets you out of sticky situations.
If anything, with the Inexorable Judgment nerf, Shroudfield is somewhat overrated. The trouble I run into with most of my Zealot builds is that since every build wants Benediction, the nodes come out looking like a zigzag. Shroudfield can work with a crit build but it is the most barebones shit and you have to sacrifice Purge the Unclean or Swift Certainty, both of which I love. Fury runs into none of those issues.
 
I've found the Mk XV for general purpose lawn care to be superior. Not entirely sure what the optimal combo is for the Mk II but back at launch when it was the only evi available, I would just alternate lights and heavies.
I take the MkII just for the attack speed, I don't even know if there is a real difference or not. In hair splitting choices like this one I choose for the "quicker" option that requires less thought and commitment.
 
New player here. Opinions on mods?

They make the game very manageable and less tedious. Thank Emperor they didn't stick with the sanction system from Vermintide 2.

Here's my simple recommendations that can please everyone. Even purists that call healthbars or numeric ui for casual shitters can find these useful.


Hub Hotkeys - Navigate through Mourningstar services with bindable keys. In my case the numeric pad.

In my opinion game hubs are a complete waste of fucking time and we are better off having a simple navigation menu.

Had they not considered making a hub area they could have saved time and money that should have been used to create content this game severly lacks. It would also save every players' time without having the need to always go through a loading screen everytime the hub needs to load.

Stimms Pickup Icon - Stimms now have color and are easily distinguishable from one another. Almost every player I played with never used Stimms. I don't blame them, how the fuck are they supposed to know that the shit I pinged was a healing item.

Claim all penances - Straightforward. Claim everything with one click, instead of individually like in vanilla.

Reveal Blessings - It's retarded to obscure information from players. Missing blessings are finally identifiable.

Barter at once - select multiple items and sell them at once.

Buy until rating - Buy multiple items at once. Makes the RNG of getting the best weapon stats and ratings faster.

Inventory2D - Optimizes and cleans the weapon selection ui into a grid of 3 items per row.

Better Melk - Automates Melk so that you don't have to manually go to him every week to start new contracts and/or collect the weekly bonus. It also shows the amount of completed contracts for respective operatives on the selection menu.

Other opinions. Most of the drip is dogshit, I hate waiting every week for some nice cosmetics. Next update is probably lackluster. New weapons are not that impressive when most weapons are not even viable or fun to use. Hence everyone is a metafag because experimenting with non meta is very costly and mind numbingly frustrating to grind for, RNG can fuck up your investment with shit blessings or stats. I've just reached level 30 on my vet and zealot. I haven't played Auric, but I hope there aren't as much shitters in there compared to damnation or heresy. Grinding xp and mats was fucking agonizing. These time saving mods are a blessing.
 
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New player here. Opinions on mods?
The biggest tragedy of DT modding is that there's never gonna be anything like C3DWONS or 16 player mayhem. Fatshark tried their hardest to kill VT2 through sheer incompetence and modders kept that game afloat during the shittiest periods.

Everything you've listed is a must have. I'll add a few more
  • Outline Colors and Player Outlines. These go hand in hand. I have mine set to disable the nervous system hologram and show only an outline.
  • Chat Block. This was necessary in VT and still is here. They might have added it as a QoL feature at some point in VT but I still have the mod.
  • My Favorites. This functions the same as being able to favorite items in VT with the added bonus of extra colors.
  • More Characters and Loadouts. I'm constantly fucking around with garbage builds. The default 5 loadouts isn't enough.
  • Crosshair HUD, Crosshair Remap, Custom Crosshair Color, Hud Tweaker, and Custom HUD. I was autistic about the way my hud was laid out in VT and the same is true here.
  • Found Ya. This one is a bit cheaty but what it does in increase the range you can see stuff like ammo and chests from. I'm stealing your ammo so I'm making a beeline to the red bag.
  • Ration Pack. Shows how many pickups are left in an ammo crate and better outlines the med kit circumference.
New weapons are not that impressive when most weapons are not even viable or fun to use. Hence everyone is a metafag because experimenting with non meta is very costly and mind numbingly frustrating to grind for
With experience, the game becomes easy enough that everything can work but a lot of it feels like shit when doing so, in contrast to VT where even things that were off meta still felt good, except for one handed swords. Those can die in a house fire. I'm not quite in a complete fuck the meta mindset but I'm bored to tears of my handful of viable builds.

I've included a screenshot of how my hud is laid out.
 

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It's another case like Payday 2. The devs are shallow that they need modders to do their jobs to make the game playable for them. Thanks for the recommendations man, added to my modlist.
I just need another advice. I have a Nvidia 3090 and the game still runs like shit. Any recommendations to optimize the game or is it Developer Incompetence once again?
I have everything that causes CPU hurdles at the lowest settings and it still runs like dogshit, but playable.
 
It's another case like Payday 2. The devs are shallow that they need modders to do their jobs to make the game playable for them. Thanks for the recommendations man, added to my modlist.
I just need another advice. I have a Nvidia 3090 and the game still runs like shit. Any recommendations to optimize the game or is it Developer Incompetence once again?
I have everything that causes CPU hurdles at the lowest settings and it still runs like dogshit, but playable.
It's super frustrating because the mods that are popular in DT are the same kinds of mods that were popular in VT and Fatshark even added a bunch of them as QoL features (although the modded versions are almost all better than the official versions. at least they had the good graces to let us keep the mods and disable "fix") but neglected to replicate that for DT. People pointed this out on their forum and their jannies banned a bunch of them.
I have a 3090 as well and I'm getting usually around 150 fps. I'd check and make sure it's utilizing all your cpu cores.
 
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Next update is probably lackluster. New weapons are not that impressive when most weapons are not even viable or fun to use.
Called it. The new update is such a nothingburger that the thread is a month dead. New weapons are indeed not very impressive and should have been new weapons for the Ogryn, not for the 3 classes that already share a large pool of weapons. Ogryn is so boring that he's the only class that I've yet to reach level 30 with.
Crafting update is delayed, grinding this game is a piece of dogshit. I am tired of playing Auric Missions just to not get the blessings or weapon ratings that I wanted and I am utterly stuck playing Plasma Gun Veteran.
New map is meh. Just new environment to fight in, and another map to the pool which makes quickplay grinding even more tedious. One thing I liked is the new voice effects they added like for Hadron and the numerous head cosmetics. Even a minor footstep change for the veteran's roguetrader plank leg.
Call me in Christmas when Fatshark finally releases the crafting update so I can finally have fun again. In the meanwhile I'll be checking in every 3 weeks for new cosmetics, which is yet to happen because it is evident that fatshark manually adds in whatever the fuck they want to appear in the shop instead of an automated reset system like from fortnite. Fuck you Fagshark for nothing.
 
New weapons are indeed not very impressive and should have been new weapons for the Ogryn, not for the 3 classes that already share a large pool of weapons.
He did get the 2 handed pickaxes but they kind of suck and I'm not bothering blowing all my mats rolling for blessings when the crafting update is in the pipeline. The shield controls crowds better, the mk 3 bully club is a better all rounder, and the folding shit shovel is a better oneshotter. A far better inclusion would have been a 2 handed power maul like the zealot's but not shit.
Rest of the weapons suck ass. There are a couple neat blessings but that's about all I have to say about them.
Crafting update is delayed, grinding this game is a piece of dogshit. I am tired of playing Auric Missions just to not get the blessings or weapon ratings that I wanted and I am utterly stuck playing Plasma Gun Veteran.
The good news is that the crafting system is basically VT2 weave crafting, which should not have taken almost two years to implement. I'm sitting on a glut of mats and have almost every blessing unlocked besides the ones for the new weapons, so I don't feel the need for grinding em out until the update.
New map is meh. Just new environment to fight in, and another map to the pool which makes quickplay grinding even more tedious.
It's ok. It's better than the carnival maps. The end event reminds me of the tower of treachery final room in VT2 minus the aoe death ray - circular room with outer and inner areas, nowhere to hunker, enemies spawn from every angle. I like how there are a handful of rng objectives but I've seen even experienced players have a brain fart when it comes to dealing with the power cells.
The more important change was the adjustments to the other maps. Most of the most snoozefest maps are lest snoozefest-y. There should be more final events with monster spawns.
 
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Darktide suffers the same issue I have said multiple times regarding PAYDAY 3 and Darkest Dungeon 2: the bad initial impression.

Had Fagshark released the game in a stable state and removed the always-online requirement, many people would be very excited for it. Problem was that they rushed the release and still kept the cash shop (which at that time was still functional while matches were getting fucked in the ass), while the maps and weapons were mediocre at best and very petty at worst, rather odd comparing it to VT1 and VT2. Now, just like the aforementioned 2 games and how much they scorned their audience, rarely anyone keeps up with the game, and without such massive attention, they can get away with any crappy update they can ship, alongside recruiting a bunch of yes men to ensure that no criticisms are allowed.

Darktide has and will always be a shit game, no matter how much updates they push out.
 
I just find the game extremely boring after a while and updates being so small in new content. We also have received no new classes in two years, as that was something that was promised. Meanwhile Vermintide 2 gets more content in a yearly basis and more love from fatshark. That game I can always go back to and do something fun. Like the roguelike gamemode, pvpve matches, or just standard pve matches. It also has mod support, which is a plus.
 
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Had Fagshark released the game in a stable state and removed the always-online requirement, many people would be very excited for it. Problem was that they rushed the release and still kept the cash shop (which at that time was still functional while matches were getting fucked in the ass), while the maps and weapons were mediocre at best and very petty at worst, rather odd comparing it to VT1 and VT2.
There's a good deal of highly grounded speculation that the game was more or less retooled late into development. The reveal trailer only shows guardsmen and a more claustrophobic and dark/horror atmosphere. Modders have reconstructed the original functional weapon attachment system. It's available for players but only as a cosmetic mod. If the original concept was more akin to GTFO, one has to wonder if Fatshart saw GTFO die and hastily made Vermintide 2.5. There were even some of the same bugs from VT2 present in the original skill trees. During the beta you could feel that it was something hastily shat out, but at that point they had already delayed the game twice and papa tencent needed his money.
VT2 took years to become good. It was almost as anemic as DT was at launch and was missing many QoL features VT1 had. There was a brief window right before WoM where the game was alright but the damage the WoM patch did took another two years to iron out. As of the last VT2 update, they did something I've been hammering them do do on their forum for years, which is add red dust as a weekly quest reward. It's years too late and at this point, everyone has mountains of red dust, every red item they could ever ant, and the game is fucking dead, but hey, it's a start. They shouldn't have tied it to Chaos Wastes completion though.
It also has mod support, which is a plus.
This is what's eventually going to kill the game. VT2 is only still around because of modded difficulties. That's not to say that nobody plays the base game, but modded content kept the game alive during its worst content droughts.
 
Ever since I burnt myself out on Deep Rock Galactic, Darktide has filled the role of "co-op horde shooter that I can fuck around with friends on" perfectly. The gameplay loop is incredibly solid and I love both the gunplay and melee options the game gives you.

However, I don't see the game living for very long if Fatshart keeps fucking things up, if you can even call the game alive at this point. There have been a few nice things in recent updates, but most of the core problems are still there. Spawns are still broken on many of the maps, sound queues from things like trappers and poxbursters either are too quiet to hear or don't play at all, crafting is still a mess and the proposed changes to the system aren't instilling the highest confidence in me. I don't know who would be the best developers for the game, but clearly it isn't Fatshart. A couple of mediocre content updates a year won't keep the game alive or bring in new players.

There are some changes I would like to see made to the game, in addition to the bug fixes that Fatshark should be working on:
  1. Rework the map system so that you can pick which maps you want to play with whatever difficulty and modifiers you want. A big issue with the game right now is that, provided you have the game experience, most of the missions and modifiers are too easy, so in order to challenge yourself, you need to play on Auric VEG Maelstroms (or true duo, if that interests you). The problem with that is that it is entirely RNG dependent on what the maelstrom is gonna be at any given time of the day. With this change, new players can still pick the easier difficulties without any modifiers and skilled players can choose to play their I - II - VEG games whenever they want. This also makes it easier to grind out penances, if you enjoy doing those.
  2. Rework the Beast of Nurgle. Ask anyone who regularly plays the game what their least favorite monstrosity is and 95% of the time they'll tell you it's this guy. The hitbox of the vomit is ridiculous and has a really bad habit of hitting you even when you're behind cover, and the fact that you need to be behind him in order to deal any truly significant damage means that one player needs to act as bait while the others go to town on him. In theory that's possible to do, but in practice that's not always the case, and even less so in Auric pubs. The other monstrosities are fine: Chaos Spawns are solid to fight, and so are Plague Ogryns - which, if anything, could use a buff.
  3. Prevent enemies from getting too close to Daemonhosts. This is especially a problem with gunners, but it is frankly unfair that specialists and elites can sit right by the Daemonhost, effectively preventing you from killing them unless you want to risk waking up or activating the Daemonhost. Since you start to wake the Daemonhost when you're 6 meters away from it, make it so that no enemies can be within 7 meters of it.
  4. Weapon nerfs. Whenever someone calls for weapons to be nerfed in a PvE game, I usually see them met with a lot of criticism of "it's a PvE game, it doesn't matter if it's too strong" or similar responses. In my mind, having weapons that are too strong just makes the game more boring. Things like the plasma gun, the knife, the Columnus Mk 5, and the trauma staff are the epitome of weapons that are really fun to use when you use them but suck to play with someone using them. With the plasma gun in particular, a veteran running this thing with Executioner's Stance can shut down any specialist or elite threat before you even have time to shoot them. I don't want these items to be nerfed into the ground, but they need to be toned down.
  5. Weapon buffs. I'm mainly referring to the combat shotguns here, and not the recently added double-barrel. While anything can be effective if you're good at the game, these things are just garbage all around. They have been seriously neglected and deserve some buffs of their own.
  6. Psyker's Smite needs to be reworked or replaced entirely. Psykers who run this have a very bad habit of using it in the most pointless situations, thinking that they are helping their teammates out by stunning everything. What they are actually doing is forcing their teammates to kill the horde that the psyker should have taken care of in two seconds. It also encourages new players to rely on it way too much by acting as a safety blanket, when they should instead be learning how to just kill the horde. After all, if you kill things fast enough, they'll never be able to hurt you. At a minimum, the stunning part of it should be removed.
  7. Crafting. Obviously, this is on Fatshart's agenda to change, but given their track record, I don't have high hopes for the planned changes. At a bare minimum, the RNG of crafting needs to be taken out. For example, when it comes to weapon bases, you can keep the maximum of 380 per weapon but instead let players choose how they allocate the weapon's stats: you can do an 80-80-80-80-60, or you could do something completely different. Whatever change is made should prevent players from needing to play for 50 hours just to make one strong weapon.
  8. Add an option to disable crossplay. I should not be forced to play with Xbox players and neither should anyone else.
I have other complaints about the game, but these are the biggest ones that come to mind. I don't proclaim myself to be a game developer, so maybe these changes wouldn't work out or are just not technically possible. I do however want this game to succeed, and I think these changes would help retain the current playerbase while also helping out new players.
 
Prevent enemies from getting too close to Daemonhosts. This is especially a problem with gunners, but it is frankly unfair that specialists and elites can sit right by the Daemonhost, effectively preventing you from killing them unless you want to risk waking up or activating the Daemonhost.
The issue isn't high priority enemies sitting on the DH, the issue is a handful of the spawn locations, in particular the bridge you have to hold while calling the elevator on silo cluster. At the same time, I kind of think that preemptively taking out a DH in order to avoid a sticky situation is a good dilemma to throw at players. I also think some maps should have unavoidable guaranteed bosses, including demonhosts. VT has guaranteed bosses on a handful of maps and right now the only guaranteed DT boss is whatever spawns at the end of the freight port map and I'm assuming that was only added because that was one of the lamest finales.
Things like the plasma gun, the knife, the Columnus Mk 5, and the trauma staff are the epitome of weapons that are really fun to use when you use them but suck to play with someone using them. With the plasma gun in particular, a veteran running this thing with Executioner's Stance can shut down any specialist or elite threat before you even have time to shoot them. I don't want these items to be nerfed into the ground, but they need to be toned down.
The columnus just got nerfed.
I'd be hesitant to call for nerfs for the plasma gun when every other anti armor option the vet has is bottom tier garbage, even worse than braced autoguns. Rending is a crap mechanic too, don't get me started. The plasma gun can only shoot 8 shots before needing to vent and shout is better than executioner's stance anyway. Plasma gun is way better on a non stance build imo.
More weapons should be like the knife. It's one of the only melee weapons that have the feel and complexity of a VT weapon.
As long as warp damage is in the dumpster, the best staff build will be trauma cc builds. If gun psyker gets severely nerfed and if warp damage gets buffed, you'll see other builds. The worst thing in the world is a trauma staff user who has no idea what they're doing.

I've been playing these games for years and knee jerk balance changes never go over well.
 
I also think some maps should have unavoidable guaranteed bosses, including demonhosts.
I would absolutely support this on Auric missions - on regular missions, new players already have a difficult enough time just clearing damnation games that I wouldn't feel comfortable throwing them into an unavoidable DH fight halfway through the mission. I think it would be an interesting modifier to have multiple guaranteed bosses spawn on a mission depending on your progress (say, 33% and 66% through, or 25-50-75% though). I do agree with you that there are bad spawn locations for the DH, but even on normal gameplay it isn't uncommon that I encounter reapers and gunners standing very close to the DH.

I kind of think that preemptively taking out a DH in order to avoid a sticky situation is a good dilemma to throw at players.
True, which is why when I do trios with friends we usually do this. Unfortunately, it's hard to get that kind of coordination in pubs, which sucks because killing the DH is pretty fun. I personally would like to get better at soloing Daemonhosts.

The columnus just got nerfed.
The most recent change I can see to the Columnus is from last month: "Autoguns - Lowered the amount of hits that do increased damage on a critical hit string: Columbus Mk V Autoguns from 4 to 3". Sure, it's technically a nerf, but this change means practically nothing in game when the Columnus still shreds down specialists and elites without needing any special perks, blessings, or talents to do so. In my opinion, something more significant needs to be changed about it.

Rending is a crap mechanic too, don't get me started.
Agree with this. It's only impactful for DoTs like bleed and the non-braced autoguns, but even then it's still really not worth taking. Wish it was implemented better.

shout is better than executioner's stance anyway.
Agree with this too, though most games I play with plasma users who are absolutely demolishing everything in sight are using stance. Maybe my observations are just biased.

More weapons should be like the knife. It's one of the only melee weapons that have the feel and complexity of a VT weapon.
So full disclosure, I've never played the VT games. I have VT2 in my library, but I've just never gotten around to trying it out. I wouldn't mind weapons having the complexity and feel of VT weapons if that was something widely desired - frankly, the knife is very fun to use, though I personally enjoy playing with the Devil's Claws a lot more. The issue with the knife is that it is just so much better than the other melee options available, which discourages people only following the meta from experimenting with the other melee options. Perhaps the solution would be to buff/change the other melees to be more in tune with VT's mechanics instead of nerfing the knife?

The worst thing in the world is a trauma staff user who has no idea what they're doing.
Amen.

On an unrelated note, anyone playing the game may have seen an influx of players who don't have any clothes on, save for whatever head cosmetics may be equipped. Normally, you can make yourself "naked" by using the For the Drip mod, but the changes would only appear clientside. However, there is an exploit, which was and is still heavily gatekept, that allows the changes to appear serverside so that everyone else sees you as naked. According to a friend of mine who has the mod, some literal tranny named "Daisy" leaked the way to do the exploit on Reddit, and although the post was deleted in a few minutes, it was still long enough for the exploit to spread around. Naturally, this has caused some drama among the more dedicated Darktide players who originally gatekept the mod as having it was typically a way to indicate that you were a skilled player. Honestly, it is pretty disappointing now to see a naked level 60 zealot join your game only to get immediately overheaded by a Crusher and spam ping as they are dying, so I can see why they would be upset. Moral of the story: never give something being gatekept to a tranny unless you want it to get leaked.
 
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