why the dodge nerfs? dodging with knife was the only thing that made high level play even possible if your teammates got downed and you were absolutely swarmed by npcs, which btw, this game spawns a crap ton of when you’re playing heresy. idk if the solution to balancing is to get rid of feasible options and leave no alternatives.
i genuinely love my experience, all… serious issues aside, but this one just feels like a HUGE nerf to survivability.
also, the steam achievement “banisher” doesn’t have a description (idk if intentional or not, pls spill the details)
interesting - the damage of the bull rush is quite straightforward, it hits things and does its damage to it. Will keep this in mind if we make a pass at making the damage calculations a bit more dynamic and complex, which I have a tendancy to do anyway…
It’s difficult to give exact numbers on integrated mechanics of the AI and behaviours since they are all complex and code-relative and usually just leads down a rabbit hole of data-blurting weighted behaviour conditions. But we’ll be looking over how we communicate these things.
In my experience, when it comes to the less straightfoward tweaks like this, the best loop we can get it explaining what the overarching intent of the change is and then observe both feedback and check data on how it changes the pacing and experience. The current changes are quite mild but is a step on the way of tuning the experience.
Thank you for putting in all the work for this game, I and many others I know are having a blast and looking forward to the full release.
One quick question: Can we expect the barber / Chirurgeon to have a feature to change the character height in the near future? Would be very interesting to know, since the point of view and the hitbox seems to change with this setting. And I wouldn’t want to recreate several characters tbh.
Hey, really appreciate you taking time to answer questions here.
Are you guys going to rebalance or redesign current penances awarding cosmetics, especially the more arbitrary challenges that actively discourage team play like for example the psyker challenge telling players on intentionally down themselves in a enemy mob?
If not, would it be possible to get a youtube video of you guys demonstrating how some of these challenges are supposed to be completed? Because currently for example one of the veteran challenges is is seemingly being mainly completed by a disconnect cheesing strat instead of actually doing the challenge and I would really like to see how it is supposed to be done?
sorry if this is not the place to ask
but is there any way to make loading time better ?
i am on a SSD would moveing it to a NVMe help ? but i have freinds that have it on a NVMe and still says the loading time are a bit long.
@Ratherdone Thank you very much for the detailed Informations and insights. I really appreciate this kind of direct Community interaction and i hope we get more of it. Keep it up! The changes to Autoguns feel really good so far!
Moving to an NVMe SSD could potentially improve your load times, but load times are also affected by the performance of your CPU. If you have an older CPU upgrading it might also improve load times.
To be completely honest, as much as I’m enjoying Darktide so far, the lack of explanation and feedback for different game systems like Bleeds, Staggers, and even what the different weapon traits mean, has really been confusing to me.
I get that there’s a lot of moving parts to this game compared to Vermintide, like, a lot, but I really think going forward everyone would benefit from some kind of glossary that defines what different traits and combat systems mean/do.
For example, I can guess what Damage, Mobility and Cleave Targets do, but I have no clue what to get out of Shredder and Penetration.
Is something like a glossary planned to explain these things, or maybe just some kind of megapost? Were these traits meant to stay nebulous to the player, hence the yellow bars?
Pending more comprehensive changes and tweaks, you guys should at least add some vertical lines into those bars so it would be easier to eyeball changes between two weapons. You know, this one has 3/10 and that has 3,5/10.
I have tested it with eviscerator. With further testing i found out not charge attacking does apply the bleed but not the charged dash attack with ult. Which I think that the animation of chomping through them may be hiding but no biggie.
One handed axe with +2 bleed on special activation does work
Thunder hammer charged attacks with ult do apply the bleed
I think the real QOL for the zealot would be to know when the passive that cheats death is up or down
So melee attacks currently have a minimum 10% damage bleed-through at max toughness and otherwise scales with your toughness %.
So at 50% toughness you take half damage
Between 90-100% toughness you take 10% damage
at no toughness you take 100% damage.
The intent here is to make toughness valuable on a granular scale - but it’s a mechanic we’re watching and collecting info on during the Beta, we’ll see where we’ll end up.
I agree with you completely. There should at least be tool-tips that explain any of these terms upon mouse-over. I also don’t like the vague representation of stats as bars. It may look clean, but it’s difficult to read and compare with other items. It’s difficult for the eye to compare the size of two similar length lines on different sides of their monitor. Maybe at least add tic-marks to the bars, or even better, add some numbers for us adults. It might be better to just break each stat down into a flat number that can be compared in addition to the bar graphs. If needed for keeping things simple for new players, maybe add an option to show/hide advanced stats info once they are added? I know many players will appreciate having much more verbose information. Having more information will do a lot to add depth to the experience of choosing our builds/items/stats and make our characters feel more our own as we are able to make more conscious choices.
Why isn’t toughness the same as temp health from vermintide?
Why have any damage push through toughness?
Zealot wants to be at low hp and high toughness so he dies to chip damage and explosives even with near max toughness.
Psyker gets poked while charging brain burst, its unavoidable at high level with mobs spawning everywhere unless you sit between 2 ogryns and most teams don’t want 2 ogryns, let alone make their primary job be guard the psyker.
Regarding stats, weapon presentation and bars. Yes. We know. We want to clarify that. There are things in the works. Otherwise I have been looking at writing some dev blogs, it’s mainly a time thing on that front.
But to answer shortly: Stats are unique per weapon, it’s basically the result of “if you combat guys would pick 5 thing that are relevant to scale on a weapon, what would that be?”. We then bunch up any tweak-values required to make it balanced and interesting into different stats. Thus, for very armor-piercy single-target melee weapons we’ll create a different stat profile focusing on raw base damage, armor penetration, stagger-capacity, first target in sweep bonuses etc. While a cleaving horde-clearing weapon includes scales on different values and have stats focused on unarmored damage, cleaving more enemies, improved damage vs subsequent targets hit etc.
The intent is to create weapons that scale in interesting ways but don’t overstep their role and blend all weapons into the same cathegory.
As for Shredder and Penetration: they are (without know the weapon and not super comfortable with all these fancy player-facing names) scaling the Sawing damage of a chainsword for Shredder (as the sawing is a completely different damage profile), while penetration scales the damage multiplier vs armored and elite armor types. The idea is to provide a choice between doing solid damage in general on normal attacks, bumping your sawing damage or being better vs harder target.
There will be more in the future, but now it’s time to nerf something else and/or go to bed.
on a side note, our 5th player (bot) was an unexpected, but welcome addition. i assume this is a new bug since i’ve yet to see this happen prior to the update today, and i have 29 hours on the game.
That explains what Shredder and Penetration means. I only hope that perhaps when we hover our cursor over a stat we can have that kind of explanation in the form of a tooltip.
My main reason for asking any of this is that I just want to know what the thought process was there, and if it was something that was always meant to be tweaked later or if that was just meant to be our lot. It’s a beta, I know, but the game comes out in 8 days. Genuinely curious to know if it was just an oversight.