Sorry, what now? Knife and shiv weapons, similarly like foldable shovels are a myth, and they do not exist in my Darktide.
There are various reasons for not wanting the talent trees to be too bloated with options. Such as how increasing the variability in builds inevitable leads to widening the range of power levels available to players. Or because having too many talents can cause players to become overwhelmed and just stop reading them. Disengaging with a system that is supposed to engage them. Or even just to keep the trees readable and aesthetically consistent.
Well if only limited CORE talent picks (not optional talent tree leaves) where the only one allowed to have anything to do with damage output, then everything else could be about options / playstyle choices. Not to say we already make some talents mutually exclusive, so there is another way to keep things in check.
Possibly, but that’s not how Fatshark has chosen to implement things. Therefore it’s simpler to advocate for just replacing a talent you don’t like with one you do. Which is also more likely to be done, in theory.
Yes, 15 per cent damage against elites alone is useless. Attack speed isn’t useless on many weapons, but sometimes you can get something even better. As for the 5 per cent movement speed boost, I’ll just keep quiet about that.
Incendiary grenade
It is so terrible that even mentioning it is a crime. And to take one is a betrayal of the Emperor
I am a bot who always gets dogged so I run this and I am only slightly ashamed to admit that it often saves me 4+ times a mission
. It also opens up Bulwarks when they do their amazing shield bash attack, tap into the secret tech…
I’d still like either impact talent back so I’m in favor of removing the new Got Your Back. Its just melee Covering Fire. Maybe I’m underestimating it though.
Now you will have to use impact blessings on thunder hammer to get light attacks that stun ragers, lol, there’s no way to achieve that in skill tree anymore
Didn’t TH impact vs. Maniac get increased too? Maybe that’ll be enough.
I need a cry react to respond to this properly.
They only mentioned ‘heavy relentless’ impact ADM to maniac (0.5 to 0.8). Also a pickaxe nerf no one seems to want to acknowledge (cleave traded for shield breaking).
Yeah I can live without it, but I liked it on my heavier weapon builds.
It’s not game breaking, but there were little perks with it, like when decoding without cover and a stray mob runs up to you and obviously…dogs! - although I’m pretty good at batting them out of the air these days.
Overall I am pretty happy with the upcoming changes for Zealot
On paper, the middle part of the tree’s branching nodes are the least interesting.
I’d much rather see the impact nodes return because of the synergies with Providence i.e. ragdoll enemies, then go to revive with Uninterruptible via Punishment.
I think any changes are good changes.
DT is a live service game and should have regular waves of significant changes to keep the audience engaged.
Even if they break the usual meta and balance, I tend to see them as good.
Can you draw me a picture?
Wdym this is a really good talent
I use it for my invincible true solo build and it does have quite the value
Rager hits you once? Stunned, can’t combo you into hell
Bulwark bash? Shield open now baby
Dog? Bye bye
Can you draw me a picture?
The general idea is to have few main nodes you have to take to unlock multiple smaller, optional nodes, which in same cases can have co-dependents and some cases be mutually exclusive.
A major oversimplification of zealot tree below:
Or just go straight for PoE style:
Didn’t pick it because it’s bad, though I wasn’t aware of how useful it actually is as you & & a.a mentioned, I used it since I thought it was one of the, if not the actual, least picked nodes on the tree to the point where I thought Grievous Wounds & Punishment were picked more frequently. I think the Fatshark description of the talent isn’t doing it any favors.
Didn’t know it worked on dogs. Or was that the hscum version?


