Do you seriously believe they will release extra class once per quarter? It took them 4 years to deliver 4 subclasses in V2

VT2 talents went through several reworks, let’s just bear that in mind.

But DT’s Talents do seem like very little thought was put into them. Like “****, we need some talents in 14 days” amount of thought.

I don’t believe Fatshark will meet their goal of a new whatever per quarter. If they do, I think the quality will be sus. And I think the majority will be paid. Not trying to be mean, I think that’s just reality.

5 Likes

Well written.

Sadly I think you will be right.
On Steam and Reddit were ideas for classes (albeit FS wanted no classes in the beginning for DT) uncountable. Yeah, of course many were the same, but that there are only four(!) or rather one per archetype now?
I was not even thinking about the number of classes, being sure as rock that there will be at least 12 (so 4 x 3) at launch.

I liked the beta a lot and I am sure I will love the game, but… yeah. I just buy it because it is 40k and great at it, not because FS did a good job with the classes.

No they don’t… Can you name any specific passives, weapon traits or talents that stood out to you? Looked like it’s the same style as VT2, if not outright copied.

5 Likes

This is absolutely wrong. Most talents and passives are directly lifted from Vermintide 2 and provide little to no variation. What V2 lacked in variation within a career it made up by providing different careers to change playstyles. Darktide provides neither so far.

5 Likes

It hasn’t even launched yet lol

ahh yes the technicality fanboy taking a comment out of context.

All communications to date have been propaganda. As others have pointed out this is a Re skin of VT2 with very little effort.

But seriously, look at V2.
It was a huge improvement over V1 and V2 from 2022 is a huge improvement over V2 from 2018 (holysh, it’s been 4 years).

Frankly, dark wizard guy is sienna, ogryn is footsoldier, fanatic is salty zealot, veteran is kruber huntsman/waystalker. I’d agree that they are nearly carbon copies of V2.

Agree on this. Modders did some amazing work to tighten up the edges of V2. It’s going to be interesting to see if/how the game suffers for their loss.

6 Likes

to be fair its almost impossible to have 4 entirely new concepts of characters, that are innovative and a good bedrock for a game at the same time

there simply are roles that you need to fill, and if you release your game with only 4 careers you actually should have the backbone foundation characters first.

also is the psyker really sienna? sure his peril mechanic is the same but his melee is quite potent, and the headpop is both a targeted special killer and stun ability.
maybe shares some semblance with pyro i guess?

1 Like

Headpops results in battle reminds me of the VT1 Bolt Staff secondary attack. If you aim it right it can kill or do massive damage to specials and elites, but sometimes it fails entirely while still building your charge level.

1 Like

Well, that dark circly psionic thingy is just like corruscation, headpopping looks like pyro’s brand, psionic sword = fire sword, etc.

It is possible that they will re-work it thusly but, as of the CBT, each character is individually leveled. If you max out your first ogryn and want to make another one with, say, a different personality (VO) then you start at level 1 with him.

It is unknown if we’ll be able to switch classes with already made characters too. Most likely not though as that was a “choice” during character creation. Also unknown how many slots we will have on our rosters. The CBT had 5 but I’d expect more than that in the full release.

Here’s hoping they can at least try to deliver more archetypes in a timely manner without requiring extra money from us because as it stands they do not have the position with only 4 okay-ishly detailed archetypes to ask us for more money just to meet the same level of class content they had already put out in an older title. That is ridiculous. Paying for extra careers in VT2, sure okay. There is already a whole 15 now that are competent choices that you dont have to buy the new ones, but now with only 4 it would be ridiculous if they actually tried monetize them.

Also sure it’s their game they can do what they want, but that’s just garbo development mentality.

1 Like

Archetype have to be paid, as they would need Voice actors and stuff

Class could be free, they aren’t set on that yet

I’d say it’s a pretty safe bet that they’ll charge for classes. The question for me is whether there will be any more free ones to justify the full-price entry fee before they do start selling dlc.

V2 got away with it because it was never built to be a live service game. This one is live service from the ground up, so having both a full-price release AND mtx is going to be something they’ll need to manage carefully.

2 Likes

They absolutely need to release the first round of classes for free. After the general response to the abysmal 4 classes base, not doing so would be a bit mad.

9 Likes

I agree completely.

the “feats” seemed to be tacked on last week, “I know, instead of vertical listing, we’ll go horizontal” with the same type of talents in V2, as uninspired and there will be like 1 good choice per row.

5 Likes

I honestly doubt it they can do it, unless a lot of these characters have been already developed and just need more time for polish (a possibility). In one of the interviews I think they mentioned that Darktide level development required more time due to the verticality aspect. I wonder what other issues they hit which we do not know about. Game dev is hard.

AFAIK they are using their own custom engine and I wonder if they managed to invest into tools to speed up development.

3 Likes

Honestly with how close to VT2 careers the current classes are, they probably DO have classes nearly ready to go after a bit of polish and new voice over work.

I think there’s just a ton of missed opportunities. Cohesion being visible to players now offers the chance for a lot of cool teamwork-related buffs through the Talents and we have the barest effort there. And then the new mechanics like sprinting, sliding, mantling, where’s all the stuff that could play off of that? Where’s the damage reduction while sliding or mantling, the damage bonuses to melee when sprinting, all that jazz?

I imagine they’ll get there, eventually. Most of their effort seems to have gone toward gameplay and levels and visuals rather than the RPG elements.