2026 Darktide Wishlist

The most important thing for me personally is fixing this, where all of your actions & inputs are dictated by the server.


I’m a player that values game-feel & control a lot and I find it fµcking ridiculous that Darktide plays like this, it’s so genuinely terrible for how the game feels to play.

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Weaopon customization for attachments, scopes and the like (even though the game is not COD). I don’t touch some weapons with a 10 ft pole due to their absurd ironsights/scopes that feel supremely awkward to use.

2 Likes

I agree that Zealot is not in a great place right now. Many will argue that zealot is actually the most balanced class, and that may be true in a vacuum. But if the class consistently underperforms compared to the other classes and has less to offer to a team than the other classes, then it is not well-balanced. The same balance principles need to be applied globally - I think it is pretty clear that there were different balance principles applied to zealot as compared to veteran or psyker in the last talent re-work.

Since I highly doubt there will be sweeping nerfs to the other classes, I think a good place to start would be to give zealot’s talents better uptime by making them less conditional and finnicky to activate and maintain. It is kind of silly how much easier it is to activate and maintain my talents as arbites compared to zealot.

Another good place to start would be to augment the zealot grenades in some way to make them feel more impactful. Right now I feel forced to either use the throwing knives, or to never pick up grenades because everyone on my team except psyker can make much better use of them. I’m just tired of the damn throwing knives.

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Mods they incorporated into the base game. VT2 now has loadouts (including check boxes to designate the loadout the Bot will use) as part of the vanilla experience. And yet, Darktide won’t even let you launch a private game without 2 people.

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I still use the mod. The game only lets you have like 6 loadouts, and they don’t include cosmetics, and it will automatically update whatever loadout you have active with whatever you equip. The mod shows a preview of the loadout and lets you name it. It only updates the loadout when you explicitly tell it to. That’s the problem with Fatshark, they implement a mod feature, and its worse.

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I really like this idea, but your wish for Fatshark to give away aquillas for free to players who complete every event (assuming events are continuously continuing) is a tad unreasonable.

They need to make money from the MTX shop so they can keep developing the game.

But having events running continually would be a terrific way to break up the “sameness" of always running Auric Maelstrom, but events have not been what I expected them to be thus far: testing grounds for new mechanisms to include into the regular game.

Collecting/destroying tainted rations, atoning at altars, Hexbounds, and so on would have been excellent additions to the base game to add more randomization to the missions, but for whatever reason, new additions from events have either been throwaway content or added solely to Havoc, a game mode that few people play.

They can bump it down to some data-driven number from 500. 100 per event seems reasonable to me, but I’m sure they have all kinds of studies they can lean on for a more…advantageous… number for them.

I think it’s not unreasonable at all. They charge for classes now, too.

Plus, it’s not like this would completely replace cosmetic sales or something. How many events have there been in total, like 15? Genuinely not sure. Assuming 15, that would less than 3 cosmetic sets. There’s 6 classes now. It wouldn’t even be enough to dress up half the roster with what we got over the years. There’s also dozens of sets per class and many offset cosmetics. Plus FOMO still applies and would still push people into buying, since it’s all time limited.

Fatshark has never said that they would not charge money for new classes.

If you’re interested in the most recent class, buy it. If you aren’t feeling it or unsure if it’s for you, don’t purchase it/wait.

You do not have to buy every class that they release.

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I didn’t say I have an issue with it. You said they need to make money from the MTX shop so they can keep developing the game, but it’s not their sole source of income anymore. It’s not unreasonable to want them to be more lax with MTX things since they’re now also getting income from paid content releases.

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FS has sold classes since the day they’ve released classe…

VT1 didn’t have anything, VT2 had the Prem Career as dlc, and DT has the classes=archetypes

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Darktide hasn’t released classes until years after release. It wasn’t an actual source of income for Darktide before arbites this year.

I’m saying now they are selling classes, so now they have more than just MTX income. So it’s not an unreasonable thing to say it would be cool if there were more aquilas given out. It’s no longer their sole source of continuous income for Darktide to keep the service running.

I dont know where this interpretation/accusation comes from that I’m saying anything about how classes should’ve been free, or that I supposedly take issue with classes being sold. You just both aren’t reading the words I’m typing. You’re jumping to defend soemthing I’m not even attacking. Think about this kneejerk reaction of yours and why you have it.

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TLDR new Missions

My wish is for maps to be released in sets, how Vermintide 2 did there last few map releases(Verminous Dreams/Karak Azgaraz). Each new “Map” is a set of 3 missions.

I would be OK with back tracking for the missions, using different paths and seeing the map from a new perspective. I know its an easy pin to prick for the casual but, for me, this could allow for easy story telling (maybe the only drop point for hallowette IS the pickup point). It bugged me that the escape section most missions could of been where we began the mission FROM as I digress.

adding poxburster/mutant spam modifiers to havoc is one of the only ways left they could make it worse

They teased new maps on the end cinematic of the campaing version of consollas folly (new trenches map)

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More customization options for all classes, muscular/fat bodytypes for both genders.

Chaos wastes/proc-gen/roguelite mode with linear progression (unlike mortis trials which is static, I’d rather “progress” in a map).

Optimizations, so the game doesn’t burn my GPU further.

Rework of outdated talents and weapons that don’t really fit the modern darktide landscape, thunderhammer, zealot tree, more psyker staffs, twin heavy stubber PBB, ogryn tree.

Make scum more cannon, feels too much of a glass/cheerleader/team pet right now.

Stimm-lab like rework for arbites/dog tree.

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Good wishlist. Have nothing really to add anymore. I think new maps are most important and make the biggest impact. The playerbase grew again through the free weekend and i am definitely sure that the new trench map was one of the deciding factors. Very good map. More of that.

Edit: Though, i wouldnt be against some form of a prestige system. I dont need further buffs, just level number that goes up. Dont even need to have others see it. Maybe tie a few skins to it. I am always a little sad when i reach lvl 30 with a new character and get the gear to 500. The class penances are often times quite easy to finish as well.

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+1 to removing Havoc derank

seasonally resetting to 30 is fine I guess but climbing back up and falling along the way feels terrible

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  1. rework and nerf ranged enemies
  2. fix the constant crashes and disconnects
  3. give dclaw unnerfed uncanny strike
  4. fix silent enemies, bugged hitboxes

idc about anything balance related any more just give me this stuff

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I think it’s less that ranged enemies need to be nerfed, and more that many careers and builds don’t have a lot of great options for dealing with ranged enemies.

I haven’t played the new careers much, but I think what I’d like isn’t so much for ranged enemies to be nerfed, as to have more ways to deal with them. I don’t usually have the same issue many people have getting gunned down so fast, because I almost always try to have one tool that guarenteed makes ranged enemies less trouble.

On Ogryn, I only play durable builds that can tank it, On Veteran, I always try to have some form of supression or smoke grenades, OR something quick enough that I can dash around and avoid them. On Zealot, I have to combine durability and rushing into ranged enemies before I get shot up, which gets risky. On psyker, I either have the shield, or lightning stun, or very fast soulblaze.

I think there just needs to be more talents that help with avoiding/tanking/killing ranged enemies.