How is it possible that none of the staves have a themed alt fire yet?

Can we get some flavor for the brain pain boys and girls?

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All staves’ themed alt fire attacks are in V2 currently, wait for V2 servers to die, then FS can perform an autopsy to transplant that dark age of technology thing into DT.

Oh, V1 servers aswell.

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Don’t like only 2 staves in Vt2 have a special attack ? And one is more so using the 2ndary attack while holding the 1st iirc.


Imo the Force Staves shouldn’t really need separate special attack, but their special attack should be spruced up a tad.

Have it be able to power further but using peril and things like that.

Having new staves would be much more useful, both in the short term and long term.

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Most of them have special attacks.

Beam staff - beam/beam blow + short range cone shotgun.

Lighnting - machinegun+spear throw.

Conflag - trauma

Corsi-bla-bla - fire wall/tornado + single target shotgun, like choke.

Fireball indeed has the same light attack as Conflag, tho i’m not sure about damage values.

Flamer staff - basically purgatus

DT staves are extremely boring, why do i even need staff bonk on my trauma, give me a Gendalf ā€œyou shall not passā€ fast cast around my character. Or like placing trauma blows like mines up to 1-2.

Or a living bomb skill for purgatus i mark an enemy killing wich cause fire explosion.

Imagin being imaginative about space magic, damn.

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Oh so having Trauma, Void and Surge use different 1st attack, could be nice, but seeing that they did the new Power Sword instead of changing it, just better to aim at getting new separate staves.

Still need Bolt Staff, just reskin it as an electrical staff.

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Yeah I meant unique attacks, rather than special attacks in the context of DT, so special attacks also can be something else.

Like psyker unique shove is neat. Hitting people with pole is the same as buttstock hit for guns, everytime i see it i think it was something they throw for special cause there was no time/desire to create something cool.

as boring and dull as the move is its actually useful, especially with anticipation or whatever the nonsense crit range dodging is called. I’d way rather they take a look at the ā€˜old man nudge’ you do with the special, good lord that attack is useless and for some reason they wasted time animating 2 attacks for this and not any weapon with a bayonet? but the staves are already so broken as is that would cause more creep. maybe wasting 2/3s of the functions is for the best considering how you can just main staves even into havoc with peril and psyker-magic sourced damage nerfs.

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Yeah, power creep is a concern, but honestly - is there any excuse for something to be flat out without value entirely across all 4 staves?

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I’m always in favour of adding new flavour to the exising Staves. I’d really like for Fatshark to reimplement an improved version of pre-Patch 13 Electrokinetic Staff via a new Mark. Variety is the spice of life.

Psyker is missing a whole bunch of Staves from Vermintide 2. I personally want a Beam Staff for Psyker more than anything else. I think a bunch of new Staves would soften the blow if Fatshark ever gives Psyker the nerfs it needs. I’m just saying.

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Trauma/voidblast staff that instead of blowing things up, sucks them in and crushes or stomps on them.

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That would be amazing, for Inferno staff maybe a wall of flame or instantly consume all stacks of flame for instant damage on ignited targets.

Don’t forget weapons specials! i want to use it as a lantern flash light at very least!

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Hell, I’d take that even.

Have psykers create a glowing orb that follows them for 30 seconds, costs 30 peril.

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Electrokinetic should be Darktide’s Bolt staff. The autoaim in it’s current state is jank if the target is obstructed by enemies.

Autoaim can go, replaced by a manually aimed bolt that can actually hit weakspots and finally Electrokinetic’s Secondary Weakspot damage bonus of 30% againt Flak/Maniacs will actually have a purpose for existing. :man_shrugging:

Of course, Electrokinetic - the supposed single target focused staff - should have a better Weakspot damage modifier than just 30%, seeing as how Voidstrike Secondary has a Weakspot damage bonus of 70% against Flak/Maniac and much stronger cleave too… (not that Electrokinetic should have that cleave) but one thing at a time

Voidstrike:

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I’d like it if they could do three separate Marks of Electrokinetic Staff.

Let’s just call them Mark I, Mark II and Mark III for simplicity.

Mark I: The current, post-Patch 13 implementation of Electrokinetic Staff.

Mark II: An improved version of the pre-Patch 13 implementation of Electrokinetic Staff.

Mark III: Bolt Staff 2.0, Electrokinetic Boogaloo.

a cartoon drawing of a person with a lightning bolt coming out of their mouth

5 Likes

Why replace when both have a place to exist.

Surge staff at most should have it’s action 1/light be replaced.

Imo:

Telekinetic Staff:

  • Force Bolt (Current Trauma, Surge and Void’s light) → Dark Heresy 1e Telekinesis
    • Crush (Current Trauma) → Dark Heresy 2e Telekinesis
    • Overbleed Force Bolt (Current Voidstrike) → Dark Heresy 1e Telekinesis
    • Force Barage: Summon multiple Force Bolts and release them as salvo → Dark Heresy 1e Telekinesis
  • Push: Short ranged concussion attack → Dark Heresy 1e Telekinesis
    • Assail: Ramping Channelled; Highlight a moving area that will lag behind the aiming point and cause sustained ramping damage to enemies inside of it → Dark Heresy 2e Telekinesis
    • Shockwave: Bigger push causing bigger damage to close enemies → Dark Heresy 2e Telekinesis

Biomantic Staff:

  • Bio-Lightning ā€œLightning Arcā€: Throw small bolts of electricity (Bolt Staff reskin)
    • Stormlance: Charged; Throw a much bigger bolt of lightning (Bolt Staff reskin) → Death Watch st Founding
    • Smite (Current Smite) → Various
  • Bio-Lightning ā€œElectro Surgeā€: Electro shotgun (Corruscation reskin) → Codex Angel of Death
    • Lightning Field: Charged- Channelled; Create electricity that surround you zapping enemies attack you → Dark Heresy Ascension ā€œStorm Wrothā€
    • Lightning Storm: Charged; Create a self centred explosive blast of electricity → Dark Heresy Ascension ā€œStorm Wrothā€

Pyromancy:

  • Flame Breath (Current Purgatus) → Dark Heresy 1e Pyromancy
    • Overbleed Flame Breath (Current Purgatus) → Dark Heresy 1e Pyromancy
    • Molten Beam: Charged-Channelled; (Reworked Beam Staff) → Dark Heresy 1e Pyromancy

Would be nice to have the ability to underline, can’t seem to make it work.

But basically cut up staves into different category, which mostly describe what their light attack will be, with then having the charged/alternate attack being different.

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I want all the varieties, all the marks, for all the weapons… just flood us with mark options even basics like physical weapon specials vs flashlights if that’s the only way the system can handle it.


Not post worthy but just this weekend noticed Ogryn PickAxe has crazy style points can attack while slide for special uppercut attack; likewise Psyker 2h sword has different slide light attack. Zealot/Psyker 2h swords also have a sprint charge attack that’s pretty cool and unique too but have known about those.

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Yeah, different marks is certainly a solution worth considering. Another one could be a Blessing that removes the chain of secondary for higher damage or conversely another Blessing that decreases initial secondary damage for increased chain lightning stagger reach.

Whatever the approach they take though (if they do anything to it at all), I really hope they consider getting rid of secondary autoaim or at least putting it into an optional Blessing and making default secondary fire a fully manually aimed attack like Voidstrike that can actually hit weakspots for Talent/Blessing purposes.

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Focusing all of Purgatus’s damage into a single Beam attack would be pretty interesting, I like how Beam staff functions in Vermintide 2, the ramping damage and alternative shotgun attack to control approaching melee enemies.

Using telekinesis to crush enemies and manipulate them would be very interesting too, like throw them into other enemies or use the environment to damage them - holding them in Flamer/Bomber fire, dropping them off a cliff. Perhaps manipulating the bigger enemies - like Crushers/Bulwarks could require more Peril per sec or limit the amount manipulated (5 humans or 1 Crusher at a time).

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