Yeah, problem is other class doesn’t get dog companion for free like Arbites.
Sure they also have some unique ability but those are not really game changing like Arbie’s dog except maybe Ogryn’s innate immunity to stagger.
Vet’s ability to peek and shoot behind cover worth jack sh_t since enemy can still hit him anyway, lol.
It probably would be more reasonable if Arbites is weaker on his own but he’s not.
This is what makes the Arbite talent tree S-tier fun: it’s got plenty of individually impactful nodes. You can have multiple builds that all have a different mix of cool stuff.
The newGryn is similar.
The Zealot, in contrast, doesn’t have nearly so many impactful nodes … But you can take almost all of them in one build! Thus the Z. has relatively little build variety.
The Vet doesn’t have enough individually impactful nodes … and some of the ones it does have are real doozies. So people tend to take those, which are often more or less dictated by weapon choice … and after that the Vet is merely sum of its parts. It’s not that much fun.
Tuning down all those S-nodes on the Arbites, bringing it more in line with the other classes: I’d like that, but not if it turned the Arbites into another Zealot or Vet.
And I suspect the the Arbites represents the new normal.
I hope the other classes do get revisions that make them more fun, but that FS answer to the difficulty difficulties isn’t just spamming even more enemies, or an even more puzzle-like Havoc.
As long as I’m here …
Improving DT difficulty:
Fewer, tougher enemies - at least for several types.
Greater player fragility. (Which may include - or just be - increasing the costs, opportunity or otherwise, of mobility.)
Costs to exceptional weapon traits, most especially anti-armor capabilites.
Fewer, lesser, or less-frequently chosen (because of opportunity cost), player anti-armor talents.
Oh yeah: A bunch of CDR nerfs.
No, they need to think of original ways of c making the game harder, without reporting to enemy spamming to stupid levels, resulting in balancing issues for other levels.
Damnation should be were the balancing lies.
Auric should be the toughest, because enemies have new attacks etc.
you don’t have the zealot CDR and not also 2 charges
So it can have the shortest cooldown, you will still see a zealot using 3 tiems his ability than the arbites using this one only once
yes way too op outclasses everything the rejects can do i barely play the game anymore since the update because its so boring with all the arbitrator filled up lobbys
havoc 40 too, most boring games i’ve ever played.
but 15k happy noobs ready to downvote and lie in every post about it. Meanwhile fatshark flies to vacation from their $$$ xD
I’ve pretty much played through Arbites and am satisfied, but since I can’t really enjoy Darktide properly anymore, I’m planning to take a break until they bring major balance adjustments. Besides, KF3 is coming at the end of this month, and the new league for PoE2 starts next month.
I also got my eye on Deep Rock Galactic Rogue Core Coop PvE and Killing Floor 3
Granted they won’t be no where near as good as Darktide’s combat. But just something new and hopefully maintained with new content regularly.
Darktide’s events are just modifiers and for a while I thought they would release maps more frequently, but it feels like 2-3 per year of same biomes using convenience story takes place in one city but doesn’t have to be grey/brown all the time. VT2 colour palette of maps are beautiful.
The broken stuff has even exceeded Zealot DS. Maelstrom turned into a race/speed run/bypass than requiring teamwork and tension.
No joke there is more challenge in Auric than Maelstrom helping new players. Maelstrom players dominating with maxed broke OP builds combining toughness regen abilities beyond incoming damage and constant stagger negating need for dodge and block. Never thought I would say Maelstrom is often actually easier than Auric because of the players in this difficulty.
They can make it harder to counter melee classes strength - But how will Vet and Psyker scale. Powerful classes in Havoc with synergy, but in quickplay left behind by melee speed runners leaving a trail of empty boxes and enemies bypassed for them.
DRG’s combat is very basic FPS, and all it has going for it is excellent procedural level design, a small stable of well varied weapons and biomes, good teamwork-fostering mechanics among it’s rather different classes, and a fun aesthetic.
I think the arbites are strong now.
I went to havoc40 after the puncture bug was fixed and the dog with Razor-Jaw Augment is bleeding very strongly.
Is this damage as expected?