Hive scum lol

About the dodges…

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You are much better without Nimble right now. And for jittery I can’t explain with my level of English Mister E explain it.

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thanks for the heads up, looks like I’ll be dumping nimble immediately, till it’s sorted.

Got a big problem with ranged sometimes only with scum I aim I shoot and the target isn’t hit at all. I have try bolt pistol, combat shotgun and needles pistol pretty often on a sniper. Anyone else got this too ?

I don’t slide with the scum melee…

So I will keep it

However, Nimble… and tbh, now that I have seen without, I am not even sure I would pick on the melee build it if they fix it (but I would on the ranged, of course).

Ghost hit

Not related to scum. Just a matter of internet.

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Ok but never noticed it before to be honest… thx for the info. With this update I have the worst experience ever I mean servers issues and crashes

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Here are my impressions based mostly on regular auric,auric malestorm difficulty and I am also done grinding event. Doubt I will try this class in havoc anytime soon.

Weapons:

1. Crowbar is mid, it’s alt mod only useful when you fight a limited amount of armored enemies and even so, it’s kinda not great.

Regular patterns work good against most enemies and can with some time take out armor. Attack speed can be boosted a lot, otherwise it’s medium. This weapon got decent staggering potential, I am using it for my ranged build if I for some reason end up surrounded by horde.

2. Bone saw is very slow, works best as weapon to save talent point that gives toxin application on crit. Tried it also with rampage works ok. Don’t recommend using without speed boosts and cleave blessing.

Can deal with any enemy, switching toxin don’t switch attack patterns so even in brittle mode can still cut hordes, but green one is better against all enemies except crushers.

3. Shivs is the best unique weapon of this class, fast, can deal with hordes and armored enemies. Not sure that they are better than knife, but they are very close. Only downside to them I would say is distance when you can push enemy, it feels with bursters.

About other, old weapons. Chain weapons don’t work with rampage. Rampage extends duration by hits, but if you start sawing enemies during rampage, only initial attack count. FATSHARK TAKE A NOTE ABOUT THIS. Other weaponry can work, obviously knife and tax axe being the best among old weapons and not only for rampage build.

Ranged weaponry:

1. Uzis are without a doubt strongest weapons to use with desperado, high rate of fire and dps, fast reload, fast movement speed. I got best results with them.

2. Needle pistol very ammo hungry, very strong, if use with pick pocket talent, probably best in slot for non desperado build.

Got big problem with blessings, some like glory hunter or speed reload don’t work. Some affect only initial shot which don’t do a lot of damage and no effect on toxin.

Talent in the tee that gives toughness on ranged kill doesn’t work with it.

3. Two pistols, I do not like them no matter how I spin them. Speaking of spinning, it’s not very good with desperado.

They have some cleave and stagger, but long enough reload even with speedloader blessing and talent and damage is mediocre.

Old weapons. Combat shotguns is meh, not fit for desperado ultimate, long reload.

Double barrel is funny, but not great and it will lose in dps to even pistols, but fun nonetheless. Revolvers is not good for desperado.I thought cowboy variant will be great but it’s not. Infantry autogun probably 2d best after uzis for desperado,followed by braced and shredder. Bolt pistol I am using for melee build with lethal proximity for blinders, didn’t tried with desperado, I think it’s not worth it.

Blitzes:

1. Blinders are good, very useful for melee build, can be useful for chemist build with additional talent investment. The only thing, is either 50 enemies for recharge is too much or it’s not working.

2. Rocket launcher is weak, I finished penances and not touching it again. It’s worse version of veteran kraks. Even damage is worse if veteran invest in damage talents for kraks. They need regen at the very least or some insane destructive power, like 100% one shot for boss, though we still would have gimmick thunder hammer that could do it infinitely.

3. Chem grenade is very strong, might be strongest blitz in game, limited only by grenade packs. Some would say that veteran players can bring certain mythical talent that can make ammo crates give grenades and thus they and scum could cheese any encounter, but it’s a mythical talent that 99% random veterans don’t use even in havoc.

Ultimates:

1. Desperado is good, might the be best. Very fun for me. Don’t work with every ranged weapon, but that’s ok, though I wish it worked with combat shotguns and cowboy revolver better. One additional node is ok, other the one that gives cool down is kinda weak, because 5 seconds for 45 seconds cool down is not a lot, especially when cool down starts only after ability effects end.

2. Rampage is ok, but also fun berserk ability, though it’s not strong as desperado, drop of stamina and taking more damage is unpleasant, sometimes it killed me.

For majority of time I am using speed stimm not to buff my dps even further, but to cancel one of the debuffs. I honestly don’t think it would be op if there wasn’t any debuffs, after all when it’s ends you already face drop in dps and damage reduction

3. Stimm crate, honestly it’s not good, it’s tax heavy on talent points, because I think all subnodes needed. It’s got no interaction with dedicated keystone. I really struggle to make it work and when I do, I put 100% way more effort into it, for not great results. I wish it didn’t consumed stimm or stimm effect applied even if it was used. It’s cool down so long that it is possible to recharge it with 100% viscosity stimm.

Keystones:

Vulture mark, is ok, just more ranged buffs. Adrenaline frenzy is kinda weak, need 2-3 additional talents to invest in it for not so great effect.

Just side by side with vulture mark, it’s got 2 effects that are not easy to reach, while vulture mark gives 4 effects on its own that are easy to get.

They both demand additional investment, but vulture mark demands only one sub talent, while for this one I am using 2 and I’ve seen people using 3.

Chemical dependency is best keystone because it with sub nodes gives cool down, crit chance and damage reduction, all things that scum needs.

Overall class is not op, but also not extremely weak. It’s got unique ability to provide player with pure ranged gameplay.

Veteran can do it too, but more limited , he don’t have such mobility that would help keep enough distance all the time and is limited to las weapons due to them being his only weapon type with high ammo economy.

Survival problem of this class mostly comes from darktide being buggy and laggy mess, lack of damage reduction, lack of crowd control I.e stagger. But killing potential is there against everything, though bosses and armor require more effort than other classes.

It’s fun enough in aurics, but I am not ready to try it in havoc under threat of losing rank.

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I guess you have not tried the builds around stamina

the answer for me personally was level 27. No worries on getting good mate Ive been great since the old vermintide 1 days with games like these going into V2 and having around 1700 DT hours ingame. we gucci on skill bruh

melk’s RNG clown show is the last bit remaining of hadron’s old brick factory (the base weapons are also RNG, but unimportant in most cases). anyway, i don’t get why they couldn’t just add sliders for the weapon stats. perhaps keeping the old RNG base was just quicker. melk however… i don’t know what that should be good for, keep him a bit of relevance? @Index spent over 100k melk bucks trying to get 17t / 21h curios, all for nothing, while we were joking about sunken cost fallacies and that no, i won’t run after the carrot they’re dangling in my face. it’s not like we’ll fall over with the 16t / 20h we got but something as easy missing is just annoying.

anyway, so i thought our gangers (i refuse to call our guys scum) can use some health and toughness, while they have good stamina regen. and stamina curios / perks have become much less used, judging by the builds i see on lantern or on youtube / twitch. that was exactly what i thought about gunner resistance: when they shoot you, you’re done with or without the perk, so better don’t get shot.

i’ll have to try many things, as there’s no meta yet for a class that hasn’t been out a week. i put my first build together while leveling up using @Reginald 's melee template because the game generally favors melee over ranged, but this class might be different.

assist speed is just the difference between a clutch and a loss, i experienced that many times. it’s mostly half a second or so missing, and assist shaves that off. there’s also nodes like zealot’s providence or ogryn’s for the lil’uns which i try to take every time.

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I strongly do believe that Revive Speed is basically non-negotiable in my eyes if you’re serious about winning matches. There are of course niche builds that don’t include that, but it’s mainly for very selfish kinds of reasons, which is fine & everything… but I don’t think it’s optimal at all. Maybe for that particular build, but not for the team in a generalized sense. Yeah, Zealot with that on & that node is VERY clutch… I cannot tell you how many times I’ve saved teams with Providence & Revive Speed on, it’s kind of insane. Ever since they re-worked that perk, it’s literally the meta & a must take. 61% Revive Speed within less than a 1.4 second pick-up time & not just Zealot, of course all classes should be running this 100%. I mean, it’s just not even debatable unless you’re running a particular kind of build that needs other kinds of perks. The sheer win-rate of my games went up without a doubt in my mind.

It is pretty early to really tell what the meta is exactly for the class. I’m even still testing a lot of stuff. So far, Desperado with CDR/or Strength + Rending on stimms seems to be right up there, as it seems more to favor shooting. It can totally change if people eventually figure out other things. Like, with the Arby Meta, that was very easy to find, because the class is pretty simple mechanically, but this is another animal. We’ll have to wait & see, honestly. But only time will eventually show the true meta.

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depends on your build. desperado? dont take gunner resist, especially if you for some reason decided to also take vultures dodge.

revive speed is necessary for havoc ^ as is curse resist for different setups.

waaaaaah you lucky bastard :zany_face:

I spend 120k melk points on curios and all I got was ONE 21% health, ONE 17%toughness and three 3 stamina curios :nauseated_face:

never was rng that much :fu me

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The only reason is because I gave Sir Melk a special massage with that happy ending & he gave in, lol. No, but when Arby came out, it took like over 200k just to get 1x 17% Toughness, literally, so it’s all good now, we’re even.

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melk by any chance got “relatives” around the mourningstar?

happy little accidents could happen to anyone, no?

:smiling_face_with_horns:

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Jack Nicholson Creepy GIFs  Tenor

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I disagree on two counts:

Adrenaline keystone works well for me with just the kill talent, I kill 3 elites in sequence with a crowbar and get all the stacks i need. Elites are where I need it anyway. Movement speed would be nice, specifically to close distances to the next enemy.

On a desperado build I go vulture’s mark (you have a point about chem dependency being a good option) because vulture’s dodge is amazing and the crit and damage is there. I prefer using my stimm when I need it (armor) rather than to keep up the stacks.

My main disappointment is chem ultimate not proccing dependency, making the ult almost useless if you run the keystone (which I do on my third build)

Really, there are better classes for this, Ogryn and Zealot (veteran has lost their talent that was given to… zealot).

Really this class is a glass canon. I do not want they they buff its survivability to the point where they have to lower damages. Because, then, the class would be just an other class.
We have all seen that, with this class, we are on floor very fast… But I have also seen the enormous potential. Yesterday I did a bloodbath, Rampage was not dropping and I have seen how much the class can be strong (I had… but what I have seen here was special). I have not made errors (enough rare to underline it) and it lasted so much time… killed one monstrosity + elites and specials and normal enemies so many… it was insane.
The DPS potential is enormous… but the survivability is close to none.

I know, we’ve mentioned this above, not sure if you’ve read that part. That still doesn’t mean you cannot take it on other classes. It’s still super clutch, regardless of node variety & synergy with res speed. It’s pretty crazy to me not to take still. Unless you’re building something very niche & specific, which is fine, but not optimal in my eyes. If you’re in, let’s say Havoc, for example, where you need to res fast, which is of more importance in my mind. This is unbelievably crucial for actual success.

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