Darktide

Coming from Helldivers 2, How good is this?

Not a bad fan of charging money for new classes
It's a LOT of fun, but you will get the most out of it if you are already a 40k fan.

I agree with you about paying for Classes, but the Arbites was worth every cent I paid for him.
It's actually so good vet is so fucking back. They could have nerfed the plasma gun, it wouldn't have mattered. Both the vraks and the infernus lasgun builds are just about as good.
I don't actually like any of the Las weapons, and I can't figure out how to use the Plasma Gun.

For both Vet and Arbites, I just stick with Revolver, Shotgun, or the Bolt weapons.

If FatShark wants to add a new Class in the future, a Dual-Wielding Bounty Hunter/Gunslinger would be cool as fuck.

My idea for a Bounty Hunter is giving him a Stun Net just like the Trappers to capture and immobilize Human sized targets for extra mission rewards on extraction.

Perhaps as an alternate type of grenade consumable or Active Class Ability.

The Dual-Wielding part is pretty self-explanatory, but I think we still need a Stub Automatic in the arsenal.

A Stub Pistol somewhere between Autopistol and Revolver in power would be great for so many different builds.
 
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Coming from Helldivers 2, How good is this?

Not a bad fan of charging money for new classes
Do you like L4D? It's 40k L4D but with more whiny faggots. It's also nothing like HD2 besides the general "4 player coop horde shooter" aspect. Probably has a steeper learning curve but that's neither here nor there. A lot of people are but off by the cash shop and the lack of QoL at launch that was present in Vermintide (see the above comment about solo play). The cash shop is easy enough to ignore and aside from a handful of outliers like solo play and the ability to select individual maps, it's almost on par with Vermintide with the gear grind being nonexistent now.
No one likes the paid classes. It got review bombed on steam despite the class being well designed. The class is good but not p2w good like Sister of the Thorn was in VT2 before she got nerfed.
I think it has some of the best first person gameplay on the market atm. Vermintide has better designed melee weaponry but Darktide incorporates ranged weapons better. The myriad of other systems the game incorporates like armor types, hitmass, and how those interact with the player's weapons and skill build make it stand out when compared to some of its contemporaries. Weapons of the same mark can feel very different depending on their roll. If you choose to give the game a shot and you're put off by how a certain weapon functions or feels, it could be shit stat allocation or perks. There are a couple things that feel like aids to use even when built properly but those are the exception.
The game was in a dire state for about a year and only since the last year or so can I recommend it without caveats.

I don't actually like any of the Las weapons, and I can't figure out how to use the Plasma Gun.
Understandable. Everything that's not the one really fast firing recon (accatran mk12) is kind of bad, and even that kind of only has one way to build it which is with headhunter/infernus and it needs onslaught from the tree to reliably dump damage into armor. Some people like the las pistol on gun psyker because it has no recoil (why do other las weapons have recoil at all?) and how fast and agile it is but I don't like it.
The plasma gun is simple: ignore charge shots (dump the charge time stat), take weapon specialist plus always prepared so you can guarantee crits and never have to reload, and one motion so it's not retardedly sluggish to pull out.
 
>exploit weakness: melee critical hits increase damage by 20% for 6s
>agile engagement: duration 5->6
>skirmisher: activates on sliding
>changed special action from poke to parry > riposte
>can staggerlock hordes and oneshot every non crusher enemy without needing focus target

youtubers, redditors, and fs forumfags on suicide watch
I'm actually in awe of the ability of FS to "nerf" something by buffing it to ludicrous heights. I don't think anyone was expecting this to happen. If the people who already hated the DS thought that pubs were unplayable before the changes, they might as well uninstall now because there is absolutely no reason to use any other melee at this point and I'm certain everyone is going to be using it in pubs. I'm currently weeping for all the DClaw players out there who have had their niche stolen (myself included, I love using the DClaw).

It's actually so good vet is so fucking back.
It does make me happy seeing Vet get some love this time around. He has been neglected way too long. Hoping to see more Vet players in pubs now, usually the only Vet players I see are console players.

Coming from Helldivers 2, How good is this?
Having played both games, HD2's gameplay loop got really old to me after ~30 hours and I dropped the game shortly after that. DT's gameplay loop is so solid that nothing else really comes close to matching how it makes you feel to play the game. Fights in DT, especially at high difficulty, are incredibly satisfying, and I think that's due to how good it feels to kill things in this game. It's similar to L4D yet at the same time it feels like a completely different game because the hordes are much larger, you have more enemy variety, you have classes with talent trees, etc. There's a lot of mechanical depth to the game in all sorts of ways, which is pretty neat. The game is probably in the best state for new players at this point as a lot of the grinding has been cut down, so even if you just play casually you should still have a good time.

Don't hesitate to try the game even if you know nothing about 40K. I went into the game knowing nothing about the lore, and I honestly still don't, but the core gameplay is such a strong draw that you don't really need to know anything beyond you playing as the "good" guys and you need to kill the bad guys.
 
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It does make me happy seeing Vet get some love this time around. He has been neglected way too long. Hoping to see more Vet players in pubs now, usually the only Vet players I see are console players.
There are still a couple of things I'm iffy about. I don't like a lot of the randomness the vet tree has - grenadier, demo team, and competitive urge are all chance based at least in part. Demo team is so good that it doesn't matter but the other two are weird. The only time I'd imagine anyone would be taking grenadier is if they have a spare point with nowhere else to really put it. The extra nade is fine but if you're managing your nades properly, you don't need 4 kraks or shredders like ever. I do like that the biggest issue with kraks has been solved. I don't think they're that good but they're completely usable and I'm cool with people taking them. Competitive urge is just an awkward skill. The effect is really good but the chance to proc is so low that even in dense hordes its a toss up. This is why the non-soulblaze warp charge psyker node sucks even if a build has no soulblaze besides shriek - the chance to activate is too low. The other skill I really don't like is rending strikes. It's not needed for the one shot revolver crusher build anymore so it really has no place, even when stacked with the rending from marksman's focus. Onslaught does it better for the only things you need it with - automatic weapons. The non-survivalist auras are bad but there's nothing else to say about them.

There's a few things I'd like to see changed in other trees as well. For zealot, the elite damage node and the revive speed node should be switched. You HAVE to take the revive node if you take beacon of purity and those nodes are best set somewhere you can circumnavigate it. Every other tree does, zealot should too. I don't think psyker even has the revive node anymore. They also insisted on keeping crap nodes like the master's retribution around and I don't know why some of the backstab nodes down by inexorable judgement have cooldowns. If vet's problem is rng nodes, zealot's is cooldown ones.

There was talk that the changes aren't complete and what we have rn is a rush job meant to ensure the playerbase doesn't migrate to BL4 or whatnot but that seems to be just a rumor. I'd like to see things settle and for there to be a complete rework of coherency as a system next but that's just me.
 
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I can't believe they gave The Vet a node in his Skill Tree that gives him higher magazine capacity.

That makes the Revolver so much more satisfying to use with him.
"Uhh... Shouty? I think I saw something."
"What now, Slab?"
"Lil' soldier shot too many bullets out of her spinny gun, I think."
"Are you certain you did not simply lose count?"
"I think so. I ran out of fingers before she stopped! Then she stuffed more in and started mutterin' about 'moar dakka' or sommat."
"... Is she still pointing her gun at the heretics?"
"Yeah."
"Then perhaps it is... prudent to ignore it for now. The Emperor works in mysterious ways."
 
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PSA: the old stamina bar can be brought back through the options menu by disabling "show stamina with 25% dividers" (and selecting "stamina bar only" from the dropdown if you don't want the dodge counter). I use a mod to show the dodge counter and I'd rather see my stamina as a bunch of blocks than a nebulously labeled bar with confusing additional bars underneath.
 
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Holy shit Fatshark just can't stop themselves: why in the everloving Emperor's scrotes do I HAVE TO get revive speed talent to get to the 15% Elite damage on zealot WHY.
It's like those compulsive mental illnesses fuck me.
Those should be switched. It would be nice to get to good balance going through the middle from faithful frenzy instead of burning two nodes on the right going through thy wrath be swift. Zealot lost a lot of damage from the duelist nerf and if it was in the middle instead of the revive, you could take something extra like prime target or riposte (new nodes) to get the damage closer to what it was.
I'm torn on the zealot rework. The tree is better, that's for sure, but I think it got the short end of the rework stick. (Weapon swap) vet is cracked and psyker does what it did before but slightly better. No matter how I build the class, I'm always in the position of wishing I had just one more point. The defense situation is better, especially considering how fucking nuts it is that blazing piety gets stalwart now without giving up the extra crit chance. Stalwart plus enemies within, enemies without is like 10% toughness/sec, which is good but I don't think is worth the point. You can stack stalwart, benediction, enduring faith, good balance, and hubris. We're back to can we tank a crusher overhead territory.
 
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Alright, I'm sold

Fatshark adding Judge Dredd to the Warhammer 40K universe sounds amazing and I need another horde shooter to play so I don't get burnt out on Helldivers 2 or L4D2.

KF2 and Payday 2 haven't aged well in some aspects.
You're contractually obliged to name your arbites something related to police violence.
Since it's going for cheap rn, see if you can get your friends to play too.
 
How's Vermintide 2?

The general vibe I get from that game is that it's good and was supported for 5-6 years with 1 additional class, multiple careers, and a versus mode but was left in an ok state, is still somewhat niche and all focus got pushed to Darktide which seems higher budget/quality anyway.

Darktide has been amazing. Just got done steamrolling on malice with a full Arbites team equipped with shields, shock maces, and shotguns while typing "I AM THE LAW", "THIS IS JUDGE DREDD", and "Police brutality."

It really scratches that horde shooter itch since Killing Floor and Payday are dead, Helldivers 2 is good, but the dev teams goes through their cycles and L4D2 is good but can get stale when it's the only thing you have to play.

My only regrets are not naming my Arbites " Derek Chauvin" and buying the main game steam key off G2A instead of supporting the devs like the cheap nigger I am. I'll be sure to buy some cosmetic packs christmas or next year.
 
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How's Vermintide 2?
In my opinion Vermintide's maps feel more distinct and varied visually speaking. The characters have voice lines that actually go well together instead of Darktide's super generic quantity over quality voicelines that often feel like cookie cutter responses from a basic response algorithm, Vermintide has some level of cohesive lore while Darktide is non-existent and overall Vermintide has much better world building. The characters feel like actual characters.

Combat wise getting hit in Vermintide is a much bigger deal, it will lop off a lot more health than in Darktide but once you get the combat down the difficulty is kind of a roller coaster. You'll have a lot of easy parts and then suddenly there's a shit load of hard to kill enemies rolling you. Much more focus on melee, ranged weapons are more reserved for taking care of special units at a distance. The bosses and end of the map events are more fun and varied than Darktide's imo.

No extensive talent tree like Darktide has and the different 'careers' are more or less set in stone regarding how they play with not as much room for flexibility outside of weapon choice. Darktide's combat is more polished in my opinion but I wouldn't say either is better than the other they're just different

Vermintide Has some annoying aspects to it that take you out of the killing spree at times like having put your weapon away to carry around a torch so your team can see or transporting a cannonball while not being able to attack anything. Grimoires are in static fixed locations. The enemy types are more distinct whereas Darktide's enemies I still don't know the difference between a lot of them. And lastly Vermintide has a versus mode where you can play as the rats. It's okay.

If you have Darktide its not worth paying full price for Vermintide 2 if you ask me, wait for it to go on sale. At the time of this post its currently on sale for $3 instead of $30.
 
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How's Vermintide 2?

The general vibe I get from that game is that it's good and was supported for 5-6 years with 2 additional classes but was left in an ok state, is still somewhat niche and all focus got pushed to Darktide which seems higher budget/quality anyway.
Short version: VT2 is one of a kind. It's an amazing game. Definitely niche but has an insane skill ceiling and is dripping with flavor. The maps are gorgeous and varied, the characters play off each other in a way that Darktide doesn't, the weapons feel more expressive imo, at least the melee ones. There's a lot more going on in terms of how you approach objectives and where Darktide has some hard maps, the hard maps in VT are a whole nother level of hard.

It took VT2 so long to become good it kind of remains a bad game because of it. To understand the tragedy that is VT2, you have to understand the history of Fatshark.

Vermintide 1 was an extremely niche and not very widely played game. Fatshark was a no name studio that pushed out mid tier multiplayer games to compete with Chivalry. War of the Roses had a scene but it wasn't all that popular and no one played War of the Vikings. You also had For Honor becoming a thing which did what they were trying to do but better. VT1 was really just L4D with rats. At the time, it was a good looking game with tight gameplay. People really liked the hub area and dialogue between the characters. The VAs poured out their heart and it showed. It was an extremely comfy game that got surprisingly sweaty the longer you stuck with it. It had its flaws, namely it's item drops but this was remedied with a crafting system and a bounty board that allowed players to target pieces of gear and/or crafting materials. It took a while to get god rolled gear but you were always making progress. Whether or not such a system belonged in what was a L4D clone is a question for another time but it was a system. Again, the problem was with the drops and less so the crafting.

Further VT1 development was funded by dlc map packs, usually containing anywhere from two to four maps and maybe a couple of weapons depending on the pack. There were a couple of stupid cosmetic dlcs but that wasn't until the end. It was an ok system. The map packs were only a couple of bucks. There were some people who complained but it was a small game played by comparatively few players and I think it was a good value proposition. Fatshark by and large had a good relationship with their community and things were good. I'm mentioning this now because I'll have to contrast it later.

The biggest difference between VT1 and VT2 is that each character in VT2 had 3 (now 4) subclasses and abilities whereas in VT1 class determined nothing besides what weapons you could use. There's something to be said for a charmingly simple game like VT1 was but I think it was a change for the better. This was seen as a good thing, though it quickly became clear that not all subclasses were created equal. What people really didn't like about VT2 was that all of the nice QoL features of VT1 were gone. Gone was the contract board, gone were the weekly quests, gone was Okri's challenges (little challenges you could do for cosmetics), gone was tavern brawls, gone was fun community events, gone was the ability to change your loadout at the meginning of the map, gone was the loot dice based drop system and neat if finnicky and unclear crafting system in favor of loot box drops and the worst crafting system ever to exist. Seriously, VT2's crafting is a mix of boring, stupid, and frustrating. The loot box thing wasn't some kind of real money loot box but rather a box where the quality depended on the difficulty and number of loot dice you collected during the run. This was on the tail of the loot box trend. Also, items had a Destiny style power level which wasn't necessary as it would have been a simple matter to incorporate any damage/stagger/cleave modifiers into the character's level but this was 2018 Fatshark and they were fucking trend chasers. Naturally, this pissed off a lot of veteran players and once the wow factor washed away, new players didn't stick around and the game's population plummeted. It's not an easy game and the game didn't really reward a player's time all that well when so much of the power fantasy was tied to levels and drops.

There were a couple of patches to address come of the concerns but it was clear that they didn't have any of the requested features in the pipeline. Okri's challenges were added after a month or two, though with next to no cosmetic rewards and weekly quests were added later but they didn't really give anything either. There was no contract board that provided players an avenue towards at least something they wanted. Because item drops were at the mercy of rng, in the early days it was rare to see players with veteran items (veteran or "red" items were the highest tier of item with maxes stats. they were extremely rare at launch and only obtainable from chests from the highest difficulty) and it's not like the game was really a looter or anything. Over time, some of the rng was changed and reds were made easier to get but again, the damage was done. Eventually map packs were added but they were slow arrive and the maps weren't that good compared to some of the others.

The game was at its absolute nadir with the 2.0 "Winds of Magic" patch. Winds of Magic introduced a new faction (beastmen), reworked skill trees, a new game mode called "weaves," one new weapon for each class, and a single map. Unfortunately, Winds of Magic also had numerous rounds of closed playtesting that all received negative feedback, in particular about what I'll be calling the stagger system. Without going into doo much depth, the game now tied how much damage you did to a target based on how staggered it was. It later received some fixes but it still viewed as a negative. Also, weaves were an unwelcome dead on arrival mode, beastmen still remain an unbelievably buggy faction, and the map was the worst map in the game. Winds of Magic was universally shat on and to this day remains rated mostly negative on steam. It also paywalled the new cataclysm difficulty.

In the wake of Winds of Magic, Fatshark had two more monumental fuckups: they admitted that maps were expensive and time consuming to develop and their new strategy going forward was to rely on microtransactions in game to fund development, and they also had what was coined the "Big Balance Beta" or BBB as I'll be referring to it as. The map thing was surprising as people seemed happy to purchase them and since it was never brought up at any point in years prior, no one thought it was actually a massive burden. Lohner's Emporium of Wonders or the shekel emporium as I like to call it was a requested feature but not for it to be an avenue to extract real money from players. People much smarter than me have crunched some numbers that all but proved they made next to nothing from mtx sales which invalidated the whole use sales revenue to fund new maps thing but the game actually started getting a lot of maps from this point onward. The BBB was interesting because it drew a lot of changes from a community made rebalance mod (made by a guy on the FS forum who went by Incandescent, what's up nigger if you see this) and this was criticized because the community saw it as FS not just stealing ideas but also not being confident in their own abilities. Not all that much actually came from the BBB as a lot of what was tried was either over or underpowered and it kind of just fizzled out. Because the community treated them so harshly, they never tried anything like that again and chose to hide behind their trannyfaggot community managers.

The inflection point came with the release of the first post launch class, the Grail Knight; a simple but effective class what would define the top tier meta to this day. Naturally, no one was happy that the class cost money but it seemed like it was well done. After Grail Knight came the maps and earlier in the thread I listed all the maps VT2 received only since after Darktide's launch and it had somehow received more than Darktide. This game has a LOT of maps now. Anyway the story from here becomes kind of boring as it was just more maps, more paid classes, a little balance patch here and there, until the Chaos Wastes, which unlike weaves was actually fun. It's basically a roguelite mode.

Last year, they released an unwelcome balance patch that didn't really help the game, added Easy Anti Cheat (just why) and added a versus mode that was also dead on arrival. Excellent use of dev time, 11/10. Versus is fucking gay and I lost a bet on whether or not it would actually come out.

Just to drive all of this home, the story of Darktide is an almost 1:1 retelling. The game received two betas and a sort of early access period. The first beta was invite only and the second was technically closed but everyone who requested access got in. I got into both and there wasn't a whole lot of difference besides some things like psyker feeling distinctly weaker. Almost all of the feedback from both betas was negative and the final product appeared to change nothing. All of that good will that Fatshark generated from between 2020-2022? Gone.
jewshark.png
Darktide launched with a mere 4 classes (down from 15 at VT2's launch) all with the same type extremely limiting of 6-rows-of-3-skills skill trees, weapons felt like a downgrade considering just how intricate some of VT2's combo chains could be, there weren't as many maps available, map tilesets were reused (most of DT's maps share tilesets with 3 or 4 other maps, it's neither a good thing not a bad thing, just a thing), enemies were buggy, there were only two bosses, the story was nonexistent despite touting some well respected 40k author penning the narrative, crafting DID NOT EXIST, you weren't guaranteed ANYTHING at the end of a match, weapons were extremely unbalanced, blessings were extremely unbalanced, there were no weekly quests, upgrade material costs were through the roof, THE STUPID SHOP WAS ON A ROTATING HOUR TIMER REQUIRING A THIRD PARTY TOOL TO CHECK ON WHAT WAS BEING SOLD THAT FATSHART TRIED THEIR ABSOLUTE HARDEST TO KILL OFF, the dialogue was a downgrade, server issues were rampant (and still are), the game was always online, there was no way to create solo or private lobbies, you couldn't select any map, just what was available, the hardest difficulty wasn't hard, people were griefing games because of penances, but the cash shop looked great oh wow it's exactly like that one meme.

Anyway, I shit all over the game until about two years ago when I came back after the skill tree rework. I'd actually like to apologize to the guy earlier in the thread that I called cattle. Just to outline what's been fixed and what remains, here you go:
-Bad skill trees [fixed and constantly undergoing additional fixing]
-4 classes [now there are five and the skill trees facilitate a lot more playstyles to limited effectiveness]
-Lame weapons [many are still lame but the new ones feel better]
-Limited map selection and variety [there are more maps and new "biomes" if you want to call them that]
-Buggy enemies [they're still buggy]
-Only two bosses [now there are five types]
-Nonexistent story [it's still irrelevant]
-No crafting [crafting works well and you can roll it exactly how you want]
-No drops [every map drops something]
-Unbalanced weapons [this is more of an issue at high skill play]
-Unbalanced blessings [ditto]
-No weekly quests [they exist but they aren't really anything at all]
-Extreme material costs [a non issue]
-The shop [it's easy to get items with ideal stat allocations, the shop is irrelevant]
-Character barks and dialogue [gotten better but not as good as VT]
-Server issues [still there]
-Always online [never going away which also means no modded difficulty which hurts the game's longevity but high tier havoc is pretty hard]
-No solo lobbies [still no]
-No private lobbies [they're there now]
-Limited map selection [still limited but you can pick whichever out of the ten that are available and choose any difficulty]
-Damnation not hard [try havoc 30+, it's no C3+DWONS but it's def a challenge]
-People griefing because of pennances [they locked the griefable pennances behind private lobbies which is kind of gay but I get it]
-Cash shop [still gay]

That should get you up to speed. I'd say the game has been in a good spot ever since the crafting patch a little more than a year ago.

edit: a couple of words
 
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So a big mix of Chivalry/L4D2 with lite RPG elements but mostly static classes? not bad.

on Darktide, yeah, I've noticed I'll constantly disconnect from a match sometimes and always online is always dogshit.

Maybe Fatshark will have one of their games skyrocket in popularity out of no where like Helldivers 2 did with Arrowhead so a bunch of no life autists will scream at them to fix their fucking games and they're scramble to get it done and be incentivized by the sheer amount of money.

They are Swedish and it is the same engine after all. Space Marine 2 sold like hotcakes as well so it's not impossible.
 
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Goddamn I just want a solo mode. I dont care if it's with bots or true solo and I get buttfucked taking 3 steps into the map. Everytime I play I'm stuck with speed running no-lifers who sprint through the levels nuking everything in my path and getting kicked within minutes. If I'm lucky I can get a couple games with regular ass people just looking for a few missions, but most of time attempting to play is getting kicked by sweats.
It's the same cringey fucking shit Space Marine 2 but at least there I can run solo, avoid the hassle and get an extra difficulty boost because of it.

No wonder the games soundtrack is the only thing that got it any positive attention.
 
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How's Vermintide 2?

The general vibe I get from that game is that it's good and was supported for 5-6 years with 1 additional class, multiple careers, and a versus mode but was left in an ok state, is still somewhat niche and all focus got pushed to Darktide which seems higher budget/quality anyway.

Darktide has been amazing. Just got done steamrolling on malice with a full Arbites team equipped with shields, shock maces, and shotguns while typing "I AM THE LAW", "THIS IS JUDGE DREDD", and "Police brutality."

It really scratches that horde shooter itch since Killing Floor and Payday are dead, Helldivers 2 is good, but the dev teams goes through their cycles and L4D2 is good but can get stale when it's the only thing you have to play.

My only regrets are not naming my Arbites " Derek Chauvin" and buying the main game steam key off G2A instead of supporting the devs like the cheap nigger I am. I'll be sure to buy some cosmetic packs christmas or next year.
Got it for like 3 dollars, absolutely worth it and fun to play with friends.
 
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