would have been nice to keep at least one option that way, so when it does pay off it shows who mastered his playstyle instead of “button goes brrrt”
I disagree with the removal of exhaustion. It’s not that it made ability “easier”, it just made it less unique in my opinion.
rampage on auric maelstrom?
“sayonara guys im off to wipe the third next room, you wanna come along?”
Auric is only hard solo with bad/average quickplay players. In Havoc sliding in a room full of gunners without any thought gets you instantly killed, golden toughness or not.
“strength” is something very individual that shows itself apart from other participants.
There’s strength in people coming together and looking after each other, and there’s strength in individuals. If it wasn’t for people occassionally coming together to do things, nothing would get done in a cult of personality world.
I’m not denying your accolades, but I can look through your videos and probably find hundreds of times you were saved from the dog, or the trapper’s net, or just helped by teammates using their abilities at the right time.
same would go for desperado but at least rampage has to put in a lot more physical effort by dodging and flicking through the enemies melee.
It’s still the same ability for the most part. I just played Havoc 40 with Toll/Stimms and I think it still requires more input than Desperado and Stimm Crate.
This buff is mostly meant for much weaker players.
First, forgive my friends talking over the video, we were in the call and for some reason it got recorded even though I had mic recording off. And also poor quality of the video, just wanted to upload the video as fast as possible to make my point.
Rampage was clearly the weakest Hive Scum’s ability out of 3 that also accomplishes the most “unneeded” role on the team, since the melee fighter role are mostly performed by Ogryn, Arbites and Zealot.
Rampage buff might be unneeded by players like me and players stronger than me, but the majority of playerbase, even those playing only auric, clearly needed those buffs from the devs stats. On this video I still take nearly 10 hits to kill a single Final Toll Crusher under the buffs of Rampage.
If I say so myself, I played pretty well in this game (10 min cleared a pack of stimmed ragers and a horde solo and other decent plays). 24 minute and onwards (the whole bridge part) is peak Havoc gameplay with nice teamplay, also final event was pretty clean with how I kited around the objective. Despite that, Rampage in Havoc still needs lots of hits on many enemies, while being the 2nd or 3rd strongest Hive Scum’s melee (after shivs and normal knife). So even now, after the buff, it still IS the weakest ultimate out of 3 which requires the most input.
hence I prefer the later and auric maelstrom as a mode compared to havoc.
and I bet you’d have a good time watching
then again there’s at least as many carries and clutches, stuff that would not be possible in havoc or the same way and again, its the way I prefer the game.
that dopamine is mine and mine alone and I dont need to share it through the efforts of other participants.
ideal world would have it more like space marine 2 where they have disablers that can be dealt with solo and still offer a true solo experience with all enemies in place and high numbers.
until then I have to stick with what I got here in darktide
side note and “fun banter” : not so sure about that. from egyptian pharaos to adolf it was pretty much slave labor and a one-man-show, quite literally the cult of personality.
and stuff did get done
sure, no fun for the slaves, but stuff got done.
besides
is pretty much the whole schtick of havoc as a mode
I my opinion saw is an underperforming weapon because devs were expecting us to use it alongside all bazillion sources of attack speed and cleave from the tree.
If you use these perks with combat daggers, taxes or devil claws you’ll see that HS outdamages all other classes, even if scriers, martyrdom or weapon specialist might come close to the dps numbers.
You have to take into account that purg and desperado builds will always be first to hit enemies and they will often kill them before enemies can get in melee range, this is why evaluating builds just by total damage number is not a very good metric of build viability.
Desperado builds might struggle against carapace and/or bosses while rampage will delete everything in melee range regardless of the armour or shield type.
I personally don’t think crate is that useful outside corruption pools modifier and is usually carried by needle pistol being completely broken.
For my 2 cents I thought Rampage coming with a downside was super cool! However it was also the only ability in the game that came with such a mechanic and I honestly never really noticed it. Cool on paper but in practice it didn’t really change my gameplay at all.
I am THE most prominent person that has been saying this ability would be the meta for pub lobbies since before the class dropped. You are speaking to the choir in terms of its value to a team. However in terms of “power” you cannot simply ignore the fact that rampage has utility and safety value to the hive scum and other players with forges bellows while also outputting THE MOST melee damage into all targets with no trade offs in the same build.
This is only true for situations with 3 plus dreg ragers where their attack speed and insane noodle arms cause issues. Bulwarks are the single most annoying enemy for a melee player period but that applies to everyone, still I melee them on scum most of the time anyway. However I took a crowbar into rotten armor numerous times under rampage and had no complaints, to the contrary I felt that Can Opener was stand out as a huge boon for myself and the team. I am unconcerned about fighting with rampage scum into a wall of armor. It feels amazing. Shivs under rampage have the fastest anti-armor clear of any weapon I have yet found.
In the current batch of annoying modifiers for Havoc 40 games Purple heals enemies quickly, but not quicker than Ramapge+Hypercrit instant kills mansized targets anyway.
This is my main complaint with the removal of exhaustion. We are taking stylish, interesting, mechanics that balance power with cost and removing them to satisfy who? The game power creep moves ever closer to “warframe press Q to clear room” and ever farther away from the actually intense combat game promised by the core mechanics of the game.
Small edit:
I routinely play with pubs both in H40 and in Auric.
Wha lol it is the strongest second is the ranged one the medkit is the absolute most worthless ult. The explosion is small the stacks aren’t meaningful and yeah the stimm is good but you have to have it on cooldown for it to matter and even then the other two are just better.
What makes me sad is Scum is animated doing a giant horizontal sweep on that heavy crowd clearer in 3rd person, but they clearly decided to give it ass angle syndrome late in balancing it as if it was the OP weapon and not the freaking box cutters. Maybe marks for DLC characters could be a thing.
My only real gripe with Bone Saw is how slowly it swaps between the different Poison Coatings. I often find myself just using the Chem DoT Poison Coating for EVERYTHING because I rarely have sufficient breathing room to actually justify swapping to the Brittleness Poison Coating. Bone Saw is easily still my main Melee on Hive Scum, though.
wild idea, but why not add a pay 2 skill class that offers unique cosmetic unlocks upon achievements ?
and no, not the penance cheese stuff, but
be consistently up on the kill/dps charts
get downed the least
get a consistent win rate over the next 2 months
etc. etc.
would actually be something that catches attention rather than some braindead classes face tanking due to talents and op weapons.
time for a catachan, with absolute unique weapons that are not obtainable by other classes, nor can he use op sheet like the plasma or dueling toothpick in return.
a closed, fresh eco system based only on physical skill of the player.
real talk though do people use the purple wipe? besides making ogryns look like grimace more toxin is just gross. maybe if there’s another scum about doing it, don’t wanna feed them kills…
When I play Darktide, I play close to only Scums. For several reasons:
zealot has too many crunches. Tried again yesterday to play with it yesterday and stopped really fast. Zealot is less interesting for me now.
Scums are interesting as a canon glass that has no power (so, not a psyker)
Scums allowed no real error… for ranged 2 x 17% toughness + 21% health, for melee, 2 x +3 stamina + 21% health. I play close to only melee. This configuration allow no real error
Rampage (that I often want to name “Berserk”) is the main ability for me. I feel that the right part is somewhat broken since the buff… usuall business from Fatshark. The right part is a little too good, and also stupid. You drop a crate, and get critical bonuses. Stupid.
So Rampage was great. Exhaustion was THE interesting mechanic that I would have wanted to see on other classes. THIS was the best mechanic for Scums, forcing you to pay two times attention to not die…
I hate that they have AGAIN buffed things.
For the ones that don’t want playing Havoc, such move, buffing buffing and always buffing, is destroying the game. And destroying is the right word.
Please Fatshark stop the powercreep… There is already a lot of things that needs nerf in Scums… Chem grenades, nail gun are the two most broken…