Arbitrator is too strong

i just finished a damnation missoin where i only took 11 damage during the entire run.. i haven’t unlocked auric on this character yet but put it this way. arbitrator makes damnation feel like malice/ heresy compared to other characters.

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That’s about the same dmg some of the rare DS 5 Vets take in Maelstrom and even lower Havoc.

You got a game where you pulled a good defense and kudos for that, but its hardly a measure of the class being too strong, even thou i agree it is rather strong.

But this is just a poor way to showcase it when a class that definitely isn’t too strong can easily match it and actually surpass it in higher difficulties with a weapon that is so off meta a good chunk of the community doesn’t even remember it exists!

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then what is a good way to showcase how strong a class is?

I’m not saying it is impossible to match the lack of taking damage, it’s just that I’m doing this while being inside the hoard 100% of the time with very low effort

the toughness Regen potential of this tree far outweighs anything i have seen for constant toughness upkeep

my zealot sure can’t match it even tho I’m a filthy crit, dodge, bleed, dash, agile, sword wielding monkey

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You got to test him in a Havoc-40 or at least a Maelstrom to get a better idea.

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And here i am, being quite confident that if you tried and focused on taking as little dmg as possible you would be eventually able to pull it off on a somewhat regular basis.

Sure it would very likely involve different means than it does on the Arbites, but dmg taken is ultimately about the ends and not the means.

One tanks like a rock, the other zips and dodges around like a deranged fiend, both wound up taking 11 dmg. Where the individual skill ends and the class being too strong starts in that number 11? How do i tell?

As to your question, the variable that best filters out player skill as much as it can.

And your screenshot already fails at that unless we assume you are a noob that takes hundreds upon hundreds of dmg on average and this is your first brush with such a low number. But you took 12 times less dmg than the second best guy and that means skill was indeed involved.

With that in mind why should we assume those 11 dmg is more representative of the class than those 133 dmg the other guy took? Well the answer to that is that we shouldn’t because it isn’t!

Maybe this game was an anomaly, maybe you are an anomaly and above average when it comes to taking damage, maybe the team did above average when it comes to shielding you and so on.

The variables are many, the clarity is none!

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there is a penance with vet where you don’t have to get hit a single time in a run

What’s your point
doing a damageless run in damnation (not even auric as you said) it is very easy on all characters

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Ohhh here we go, another “Class is OP” thread. If you are good at a class and use it’s tools as recommended you will always take less damage. And another classic example of players using the scoreboard mod to try and say a class is too strong.

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if you try to use the veteran as a gunner you get your ass handed to you as soon as stuff gets rough

ok how about this, ignoring the scoreboard, I’m my opinion as someone with 700 hours of playtime, compared to the other classes. this class is strong when you just start stacking every toughness replenishment and DR perk in the tree

i honestly expected when i played this class, that it would feel weak compared to the other classes since you get a dog running around ripping things to shreds

the mastiff will make it impossible for dogs to end your game, just taking the prioritize specialists perk means you get this anti specialist helping against trappers you never saw, pox walkers, whatever it may be

the dash from brake the line is better then zealots dash in many ways, you can knock crushers on there ass, or cancel mutants rage mid charge, the cool down on it is half the time of zealot if not less, you can get more toughness back from it, although situational

zealot gets allot of toughness from dodging, which is why agile is very nice for infinite dodge, arbites does not care about that at all you get toughness from “hitting things” being near dog, % toughness from killing things, toughness from “using stamina” killing elites, toughness from your dog just killing things, toughness from “having stacks of forceful” which is, incredibly easy to get btw

it’s basically free real estate over here when it comes to toughness replenishment. which if you didn’t know. gives you 100% HP DR. if you can keep replenish enough toughness before you get hit next you never take health damage

you can also get this a, health gating effect with true grit (I’m not sure if it is worth it yet, i don’t think i have taken enough damage in a single hit for it to “do anything”) but it’s a nice backup, similar to benediction

honestly. i feel like one of the largest issues with this class, and to some degree new ogryn is how many perk points it takes to get to the bottom of the tree

ogryn and arbites take about 17 to get to the bottom, zealot, veteran and psyker take about 19-20 ish

this means, you don’t have to take as much “junk” to get what you want
now, this wouldn’t be an issue if all the classes took roughly the same amount of perk points to get down, but fat shark can’t seem to make up there mind and every single class update they seem to just “make the classes more adaptable” disrupting the balance of builds since “you can get more of the stuff you want now”

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right got it, unless i record hours apon hours of game play this post is pointless because my word is meaningless understood. i think I’m just going to shut up and enjoy the easy wins before the characters gets nerfed into the ground next month

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Arbitrator is very strong but this is easily doable for all classes in regular damnation.

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That is simply not true

Come now, nobody is saying that.

Flip it around, are the words of people telling you that this specific case ain’t it meaningless? Should they shut up and go sweat some Havoc 40 games before the classes other than Arbites gets absolutely nothing next month? :slight_smile:

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what gun and setup do you recommend to be able to “gun down the hoard” you know use the veteran as a gunner without worrying about constant ammo issues, and something that can, kill stuff quick enough before you need to bother with melee?

i have tried a lasgun crit build but i have never been quite happy with it, ammo is not a problem but. i feel like a piece of paper

the funny thing is, a “warp rider” build on psyker is, so much more effective at, everything the veteran is trying to do. infinite ammo, good damage can clear the hoard fast enough that you never need to worry about melee, when i play that build my team hardly gets a chance to kill stuff

look I’m a decent player but I’m not “god mode”
i normally absolutely despise running auric or maelstrom missions with a random public lobby.
i can carry a damnation missoin easy enough on my zealot even when my whole team dies, auric and maelstrom not so much i have tried

arbitrator, makes auric/ maelstrom feel like damnation or lower. yesterday i loaded up and smashed an auric missoin with 2 other arbites and a psyker (although the psyker kept dieing)
then i went onto a maelstrom missoin, team wiped, did it again, and i was able to carry the entire team on my back half the missoin i was the only person alive, and we had a bot

i could not do that on my zealot. i would of died, at least 2-3 times during that missoin guaranteed

when i am now suddenly able to “carry public lobbies through higher tier games” that is a good indicator that.. this class is strong, or at the very least. if you build it correctly it has some of the highest survival potential out of anything i have seen

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Weapon specialist Plasma or Onslaught jank with Shock trooper Rec lasgun, both in combination with DS 5.

Pretty much a fool proof way to go thru Auric Maelstrom without being touched while being perfectly competitive, both Meta-ish without being a total slave to it.

Seriously thou, DS 5 with weapon specialist is something everyone should try

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30+ different people playing different arbites builds with different (non consolero) people playing non arbites classes, playing the same mission with the same difficulty and modifiers while using the same version/configuration of the scoreboard mod.

What you provide is nothing more then subjective anecdotes. Which btw I think is totally fine as long as you don’t claim otherwise.

My personal opinion of how classes rank based on my personal performance with them: zealot>ogryn>arbites>veteran>psyker
My personal opinion of how classes rank in general: ogryn>arbites>zealot>psyker>veteran.

Both f these are just my subjective perceptions on which you may or may not agree - but I don’t claim either are objectively correct :wink:

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right so the answer to fixing the gun character is just using melee during hoards
see this is my issue, at that point why would i not just go play zealot, arbites or ogryn? what “unique game play” does the veteran provide. what am i suppose to be building around.

look i don’t mind if people want to play stuff like gun psyker or melee veteran but. for me personally. if I’m going to play a character i want to “play that character” i dont want to just try and force every single character to a single play style, i want to enjoy a variety of play styles

DS 5 any reason or can i use IV i never really liked the upwards attack pattern of V and II cus i want to hit the weak spot most of the time

yes what i provide is subjective anecdotes
right now for me class order feels like

arbites > zealot > ogryn/ psyker > > > > > > > > > > > > > > > veteran

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It’s this and also just having better-designed survival talents.

For example, a Psyker needs to kill with warp attacks. Or crit attacks. Or generate peril. Or remove peril. There’s also an extremely out of place talent for soulblaze kills that’s on the wrong side of the tree for soulblaze talents, but iirc requires soulblaze to be what kills the target, not to have soulblaze on it. And even things like peril toughness are pathetic levels of toughness for how much peril you need to generate, and have anti-synergy with the desired way to build a staff.

Meanwhile, an arbitrator can get toughness on kill, toughness on stagger that it does literally every attack it throws even against bosses (with weakspot hits,) toughness on being near the pupperoncini, toughness on spending stamina, toughness on blocking attacks. I wish Psyker had toughness generation half as effective as Arbitrator.

Ogryn had the same issue. Most of their toughness was heavy attack only. They fixed that issue, though my practice with ogryn is a bit low so I can’t comment on power. Sure makes the class more survivable though.

I digress. It feels like Arbitrator and Ogryn are what they want all classes to be going forward, and I feel Psyker, Veteran, and Zealot will get similar treatment in about 3-5 business years, especially if arbitrator keeps the game in a higher play rate for a longer period of time.

And who knows, maybe that’s exactly what Darktide needs. Arbitrator is the most fun I’ve had in the game for a long time.

If the class is so OP then why did it took you almost an hour to complete a normal Damnation run?
On Aurics/Havoc you get this many specials in the first ~8-10 minutes, and depending on the modifiers even that many elites as well.

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Twice the dodge distance, faster attacks and better horde utility

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