Arbites Class reveal feels weird/does not fit within the established context of the game

  1. The other 4 classes are vague archetypes. They aren’t inherently specific. This allows more freedom in terms skill trees/sub classes, cosmetics, and RP value. The Arbites class does not have that, as its too specific. Its more of a literal “class” , and in turn lacks the freedom of the other 4 classes. Examples: All the current 4 classes can wear a kriegsman outfit and use weapons from various “groups”, regiments, etc. A “vet” can be a kriegsman, a comissar, an enforcer, a sniper, a cadian, etc. An ogryn can be a bullgryn, a gun lugger, a krieg ogryn, etc. These classes are vague in order to allow freedom to the player and allow potentiall for essentially 3 “subclasses”(obviously can make more with the trees). A bullgryn in lore and tabletop is very different to a regular ogryn, a kriegsman is very different to a cadian, a death cult assasin is very different from a raving lunatic zealot, etc. Yet you can RP cosmetically, build your skill tree accordingly, and use various weapons in order to achieve these various “classes” in game. The Arbites does not do this. The Arbites is essentially if Fatshark called the “ogryn” class “bullgryn”. Its too specific and limiting. Ogryn, Vet, Psyker, and Zealot are vague and open to many possibilities. I just dont understand how the Arbites class is gonna fit into this. Are we gonna see kriegsman outfit for the Arbites class? cause that makes no sense. Are we gonna see the Arbites class using non Arbites weapons? cause that makes no sense. It feels more akin to the V2 careers than it does to what they established in Darktide with the previous 4 classes. If we had an established character and the “Arbites career” was a path he took, then that would work.

  2. The Arbites class could have easily just been something added to Vet. The only thing it has going for it is the Dog. Realistically the “melee”/“tank” sublcass that will likely come with the shield thats being added could have been implemented into the Vet tree. It sort of already exists with the Vets middle “comissar”/“melee” talent paths anyway. They could have added the shield/new weapons to vet, added the premium cosmetic to the store, and added some changes to the Vet tree. That would have been essentially the same(minus the dog). I just dont understand what makes the Arbites all that unique(apart from the dog) and/or filled with the “RP” possibilities that the other 4 classes currently have. Why then is the “bullgryn” not its own “class” and instead a “subclass” for the Ogryn? Why are all the different kind of Psykers not their own “class”? Even something like a catachan or kriegsman could be its own class if an Arbites is its own class. All these “subclasses”/possibilities within the 4 classes we already have are just as unique and/or specific enough to an Arbites, so it then just makes me question why an arbites was chosen as a “career” worthy of its own “class”??? It would be like if they made the Zealot the “Sororitas” class instead of Zealot. Having the Zealot be vague allows you to play as an “ex sororitas” or a “sororitas acolyte” and also as a “Deathcult assasin” or “psycho preacher”. The arbites is too specific and then limits the possibilities for skill trees, weapons, and cosmetics.

  3. Final random thoughts: Ratling, Ork Mercenary, Tech Priest, etc. These ideas are way more vague and offer so much more possibility in terms of “subclasses”/skill trees, RP potential, cosmetics, etc. Also, how did an Arbites/officer of Imperial law become a criminal “reject” under the inquisition? Some people saying it will likely be a lvl 30 unlock/will have its own backstory/reasoning, but its still odd. Why then would the inquistion recruit the Arbites to assist in a heretic incursion when they have all their operatives, “rejects”, and now moebian 53rd already helping? Arbites dont necessarily feel like the next step in terms of who you “call” with whats going on within the story of Dtide, and the potential summoning of demons. Just seems kinda odd

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Two first cosmetics set for arbites be like:


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I feel that it should be alright. In terms of how the tree might go, it should have enough to differentiate between different roles like how veteran have sharpshooter, commander, and gorilla fighter roles. Classes have overlap on what they want focus on, but have enough nuance to be different like how vet sharpshooter want precision and gunlugger orgyn want volley of fire, but both are range focused. And in terms of cosmetics, vet is just different soldiers, oryrn are just different orygns, some are soldiers and other aren’t. Zeolot are just a bunch of priest, homeless people and pyschopaths. There can be different cosmetics for the arbites just based on the different worlds they inhabit like vet or known to people like orgyn and zeolot.

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Sly Dredd is the best Dredd and I’m going to die on that hill!

The movie looks like it’s ripped straight out of the comic books.

If I’m getting the Arbites DLC (unsure so far) I’m going to RP him as a hiver bounty hunter like Necromunda: Hired Gun anyway.


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Moving away from the reject theme is one of the best thing they can do. Hobo prisoners as a theme was a mistake.

Having hive ganger as an archetype with some scavanging, stimms addiction, akimbo pistols and other dirty tricks talents would have been just better.

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I feel your feelings are :expressionless_face: wrong and coming from somewhere else than actual critiques

Likewise disappointing not admech but excited to explore arBites and doggo lore

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I think moving away from the theme of rejects is a good thing storywise because we’ve seen the conflict is reaching a major escalation with missions like the dark communion and other regiments arriving to atoma

While i do think its weird that its an arbites and not something like lets say a scion or a lower rank mechanicus operative it is still good to see that fatshark is actively working on content

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We’re cut off from much of the Imperium by the Cicatrix Maledictum. There’s dialogue about this. And it’s why Dukane, who was in the sector, isn’t getting regular comms back from command nor reinforcements. It’s also why there is at least one cutscene devoted to showing our forces scrounging for weapons from the dead. We are largely on our own. But it makes sense that the Arbites would have a presence on Atoma already.

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They are police officers/fbi agents with authority probably on par with Judge Dredds. Arbites have also been known to work with Inquisitors. It makes 100% sense for this to be an evolution to the events on Atoma.

For me, where they came from/what were they doing all are great questions to have which im sure the rejects will be talking about.

Pllus from a pure dialogue standpoint, a Police Officer having to work with prisoners to get the job done will serve for some great banter. Whats fun is this character is NOT a reject , much like how Saltzpyre and Sienna interactions were with V2. This has the potential, from my POV, to reshape and inject a lot more fun diaolgue/humor into the mix. I cant wait.

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Maybe he is reject too, dishonorably discharged.

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its a natural fit for the flow of combat of the game (basically riot control) and kinda segways off the tons of non-reject forces in Tertium. its a decent add, but yeah I think I would have rather seen a hive ganger or techpriest first definitely. not that the dredd/robocop vibe goes unappreciated by me, and I heard you can pet the dog so I’ll get some value out of it.

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Being treated as an expendable reject for the first 30 hours of game play is actually less fun than it sounds. A 1 or 2 hour redemption story to start could be cool.

FS needs to take a page from games like FF14. Every player is The Warrior of Light. Each and every one of them. Not some nameless faceless expendable reject, the player is the star or the show.

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It’s more that the 4 arche represent big organisations of the Imperium.
Astra Militarum, Abhuman Auxillia, Astra Telepathica, Ecclessiarchy.

Arbites represent another one.

That’s to see when it is out, but there are quite a few types of Arbites:

  • Chasteners (Torturer)
  • Leashmaster (Dog Handler)
  • Detectives
  • Enforcers (Base infantry)
  • Chirguant (Medic and Torturer)
  • Subductour (Riot Control)
  • Malocator (Hunter)
  • Revelatum (Scanning specialist

Which I hope happen. Sister have enough lore to build personalities and a full tree.

Doesn’t fit the game type

Doesn’t fit the narrative

Do they have to be ?

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So you think the arbites player class will be arbites that were already established on atoma, and not arbites being called in as reinforcements? If they were already there, then why did it take so long for the arbites to be mentioned in game?

Aren’t arbites not meant for chaotic incursions and potential demon outbreaks? From my understanding they are more used in riot control. Gene stealer uprisings and heretic cults that are potentially becoming a full scale demon chaos incursion is out of their pay grade to my knowledge. That usually falls under the inquisition, planetary guard/militarum, and/or space marines(if it becomes demonic). From what I’ve read they aren’t good in proper militaristic combat situations like the one we are facing on atoma. I’m not too familiar though, so any clear up would be great :slight_smile:

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Yeah I don’t doubt it will be good, as fatshark always delivers with careers/classes. I just feel a little confused and maybe even a little underwhelmed with it. I bet the 3 “subclasses” though will be something revolving around the dog, something around a falcon, and something around tank/riot control.

  1. You think arbites are big enough though of a faction/“archetype” to pump out the same amount of possibilities as the other 4? That’s more where I’m concerned.

  2. Thanks! That actually makes me feel like there are more subclass possibilities than I thought. All I could think of was something related to the dog, the falcon, riot control/tank, and maybe a marksman.

  3. Really? You don’t think it’s too similar to the zealot? We can already give our zealots sororitas haircuts and use a lot of their weapons. I agree that they have a lot of possibilities, but I feel it would be too similar to the zealot or worse make the zealot feel obsolete.

  4. So I’ve been told, but fatshark could prob pull it off. It would sell for sure.

  5. Does it not? I’ve been told it’s happened before in lore where the inquisition uses ork mercenary’s or prisoners of war to do their bidding. Considering this inquisitor is using criminals to fight for him, I feel like it’s fair to say they would do other crazy things like getting an ork prisoner to fight as well.

  6. No, it will likely be a lvl 30 unlock/have their own narrative. Having them as a “reject” would be odd though, but I guess they have made lore bending careers with the v2 ones before.

Thanks man! I appreciate the in depth response

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I feel that the OP jump in conclusion before the blog.

I am really concerned if the arbites will allow to play without a dog because dog is one of the arbites possibilities.
I prefer playing without, or, at least, have the possibility to play without.
If they allow that… Well I will really like the dlc.

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Tbh not really.

But other than Admech/Tech Adept, I really don’t think there are that many that really have the top potential.

Tech Adept though may cause similar weapon problems as the Ogryn does, as they really ought to not have any shared weapon at all, while quite a few other candidates could.

Sister have 2 things for the most part:

  • Zealotry
  • Act of Faiths

Of course 1 is already covered but Act of Faith would be quite easy to build upon those.
Cosmetics wise bringing some Hospitalier for the regiment stuff, and standard Sister in the normal rotations.

Sure but why for.

Like Ratling really doesn’t bring anything (as much as some want it).

Same way that if a 40k Sniper game ever happen, an Ogryn shouldn’t happen in it.

Using Orks mercs has happened before in the Inquisition, but the narrative of the game is Human against the dark force of Chaos.

Now 1 of the other tag could already be considered obsolete “As Tertium fall, Reject Rise”

Though in a way we could consider the Arbites as catching the elevator mid course.

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Arbites main role is to ensure a planet stay compliant and pay tithe (Lex Imperialis is basicaly a federal law). They don’t care about local laws and politics. IF there are such riots that treat the planet can move away from the Imperium control then they act like a riot supression force.

Considering riots are often (but not always) started by chaos/xeno cults, or it’s just a good soil for them to bloom, arbites team up with the Inquisition is a common thing. Keep in mind 40k hive world riot isn’t like our real world riots with bashing some shops windows. They are like civil wars in the close quarters of hive tunnels.

On a small populated just colonized world there can be just one arbites. On the shithole hive worlds there are arbites bastions and several thousands of arbites.

From what I’ve read they aren’t good in proper militaristic combat situations like the one we are facing on atoma

We don’t have huge scale tank and aircraft battles tho. And Arbites are a militant power, like judges, not just a real world cops or fbi agents. They were trained in Schola Progenium after all.

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