I love the arbite, its great and im glad it was added. However, we have been slugging it for years told we can’t have xzy cosmetics, xyz weapons, or really anything fun and engaging added to the game because we are lowly convict losers.
However, suddenly thats all out the window now that Arbite shows up. The first “hero class” or DT Grail Knight, if you will. What other doors does that open for future classes, and why was this not the plan to begin with? How are 4 “generic losers classes” going to stack up to future DLCs like death cults, tech priests, or Sororitas.
Was FS hamstrung by GW in terms of class / charachter allowances, or was the convict idea just trash from the get go?
As an aside, Auric Maelstrom and Havoc are Astartes level threat zones. Im glad you can’t be a space marine, but the old justification of “this is too little a job for marines” feels comically disingenuous especially considering this whole operation is headed up by the inquisition, who has unfettered access to the entire might of the Imperium.
I think making the DT cast not an inquisitorial retinue or kill team is probably the biggest missed oppurtunity in terms of class variety, potential cosmetics, and cool factor possible. /end rant
The ‘lowly convict losers’ seems to have been a collective hallucination on the part of the players, much like the game not being live service.
This is borne out by the fact that much of our later-unlock gear is rare - proper force weapons, plasma weaponry, power weapons (including Relic Blades that are, well, relics), stuff like that.
Because, guess what, the game’s main story is about starting as John Reject Darktide, and climbing the ranks to be an Inquisitorial Acolyte with all the access to fancy toys and information that entails.
An Arbites grunt isn’t all that special compared to a Trust 30 character loaded with holy venerated weaponry (especially given skin descriptions and the like) imo.
You get to start the game as someone who hasn’t had to worry about dropping the soap next to an ogryn, and assuming your statements are correct. Then why not focus the actual careers on endgame potential as opposed to just generic terms like “Vet and zealot”.
Basing the power level of the charachters on paid cosmetics is also somewhat disingenuous, because there are literal Rogue Trader and Inquisitor (and to a lesser degree commisar) cosmetics. Brother, if I was a rogue trader I would be running this entire solar system, not slugging it out with infested in the bowels of a crap heap I would happily exterminatus on any day that ended with a y just for giggles.
exactly. You’re in a functionally endless universe of interesting stuff and get to play as Frank, some guy who flunked out of the Schola Progenium and works construction in a hive belly till he gets hit with a DUI and shanghaied into service beating up plague zombies with a crowbar.
I enjoy the personalities and find them all distinct. But hey maybe we’ll get John Darktide down the road. The Arbites, although not stepping out of the “archetype” mold, at least shows the lore is wide open. I think it’s unlikely we’ll see a group of 4 Eisenhorns, but maybe!
idk how you find the same 4 souless voice lines constantly spammed distinct or in any capacity deep, but to each their own I suppose. I just figure in a 40k game we could get an interesting cast like… idk any other GW title ever made. RT, Inquisitor Martyr, or Dark Heresy to name a few.
I mean VT 1 and 2 have actual progression and a story, I guess darktide got one 5 years later if you can call it that. Im finding it impossibly hard to see how you are defending really anything beyond the combat system that FS has done in the past 5 years especially when it comes to DT’s character and story development.
So to better understand your position I’ll ask a question. Why do blank slate generic humans improve the darktide experience over, for example a more for lack of a better term, dynamic class / cast system work better.
I like the characters being customizable and therefore a self-insert. I like there being many more voices for each class. I like that there is no restriction on who can play what, so I never have to play a class I don’t want to.
The story in DT has been growing/progressing since launch. There are many threads, and they are actively evolving. I like that. I also like the campaign so far, putting everything together into a more evergreen format for new players.
which doesn’t change if the classes were remotely interesting and not just sam the shi7 shoveler turned intergalactic gun toting badass.
Like I said prior, Im fine with self inserts but not when you are just convict #5 and then suddenly your option becomes, oh wait I can be a badass judge dredd space cop instead of a guy who starts the game in fecal soaked prison rags.
I think you are struggling to see the forest through the trees here my friend. Most of the player customization for our prior cast is excusivly for headcannon anyway and has 0 impact on gameplay or is even visable by other players.
Im simply saying there is a palpable difference between “self insert convict” and Robocop in the space, and by extension likely any future DLCs. But I suppose I just can’t see a world where “call of duty shout master 9000” is cooler than a Techpriest, or an officio assassinorum operative, or a battle sister, or any number of things avalible to an Inquisitor to use as his militant arm.
I’m not struggling at all lol. I’m just saying the personalities aren’t devoid of personality and backstory. If you want to play a space cop or a tech priest, those classes will be great for you. If you want to be a guard veteran, that’s an option too. The fact that the veteran came to the engagement via a prison sentence doesn’t have much of an impact on any of that.
beyond the fact that they lied to us saying that being a convict nobody was integral to Darktide, and that other imperial agents would be outside of the purview of this mission type. Which A. Makes 0 sense given that we are now agents of the inquisition. And B) kind of just a weak cop out.
Which, again was mentioned in the original post but I feel like we are hyperfixing on an irrelevant point here.
Uh ok…I’m…sorry that they expanded the possibilities here by adding Arbites and opening the door to all kinds of other classes?
Narratively, we’re largely cut off from the Imperium. Sending in prisoners is interesting imo and an act of ingenuity, making use of what was at hand. All that happened. Loads of rejects were thrown against the enemy. But we haven’t made progress, so the Arbitrators have been sent in. This is great imo…no shoehorning additional classes into the reject role where they wouldn’t work. And again, wide open possibilities!
I guess I don’t understand what the issue is here. I don’t recall any statements from FS about cosmetics or weapons we couldn’t get because the players were rejects. We have multiple supremely rare power weapons and cosmetics from many popular regiments.
Would you have preferred that they tried to cram 6 Arbitrator personalities into the rejects role? I think that would probably be possible, if clunky, but I’m glad instead that we’ve had a more realistic and narratively-satisfying addition here with the local Arbites stepping in.