I’m glad to see the ability to disregard somebody who tries to use “Lil bro” in a disagreement/conversation holds strong.
For real though, just because this game holds true to the general premise of kiting and shooting doesn’t equal simplicity. I was one of the earliest people to true solo L4D, that doesn’t mean Vermintide/Darktide was one I could immediately jump into doing true solos in. (Though in fairness, a lot of skills do transfer over. It’s still wild to me when I watch people not utilize ledges/enemies being animation locked in the 'Tide games)
He used a recon gun and has shred everything. And believe me, maelstrom I-II, so with weaker monstrosities, we had a lot of enemies to maintain us busy.
OP is a true ForumWarriortm, reigning champion of not agreeing, medalholder of internet contrarianism, and the worlds foremost expert in infantile ways to get the last word in. A total waste of time.
Psyker has, for the duration of the game’s existence to my knowledge, always been the highest skill floor and highest skill ceiling class. Hardest to learn, most insane when mastered.
You’re a week in.
No one ‘randomly’ dies - that’s lack of skill. You say this game is just like other FPS, but it is decidedly not. For one, there’s a fairly intricate melee system, and for another, it’s a horde game. Most people I introduce to it who are great at FPS’s routinely die to poxwalkers because they get tunnel vision on doing damage at the expense of situational awareness. Dead people don’t do damage - you’ve played MMO’s, a dead DPS is worth 0 DPS.
If you want ‘skill’ described to you per a prior post, I’d say that the first thing on the list is taking as little damage as possible throughout a run. Look at the Maelstrom scoreboard 2 posts above - 3 downs, 0 deaths across the entire team in total on what used to be the hardest difficulty, and the only one not to go down was the gunpysker (so, by definition was the most survivable AND did the most damage). So much is in your control in terms of not taking damage, but new players don’t realize it. Situational awareness. Teamwork. Target prioritization. Dodging, blocking, pushing, spacing, positioning, knowing your chosen loadout’s strengths and weaknesses, knowing your melee weapons attack patterns and when to block-cancel or alternates between light and heavy, understanding sound cues (I absolutely recommend headphones for 'tide games, sound cues are incredibly important), knowing enemy attack patterns and animations, knowing the layout so you don’t get cornered, etc.
I rarely see anyone run extra wounds in Auric & Havoc barring the Martyrdom build, I haven’t run any in the last ~700 hours of play. Spotted a few in the occasional Damnation but I put that down to new players (which is evident by their player level) and hey, I ran an extra wound when I was first adapting to Damnation so I get it.
Relative power is very different the higher in difficulty you go. Psyker has many tools that scale with increased mob densities, others don’t and are also constrained by ammunition / grenade supply. You probably don’t see, for example, the Zealot flamethrower much in lower difficulties - it feels really weak early on. However, when enemies blot out the entire screen, it scales right along with them. Psykers have three staves and multiple abilities which scale right along with mob density and have no constraints but peril management.
The reason I have >800 hrs in this game and >1200 in it’s predecessor is because I find ‘mastering’ it to be incredibly satisfying. What’s the highest difficulty you’ve consistently completed (e.g. not being carried a few times and thinking you’ve accomplished something)? How many runs in Damnation+ have you been the bottom of the list for damage taken? When’s the last time you carried the team or clutched a game? When you ‘get it’, you’ll know.
Look. The game, by most accounts, can be VERY hard and is difficult to master. If you don’t think so, that’s fine, but it’s strange to say that in the same breath as complaining about going down a lot. You shouldn’t be going down at all if you think you’ve mastered this game.
I’d prefer to debate rather than debunk, but the OPs take on transferable skills…
Like; mate, we’ve all done FPS games. I’ve got (literally) 25 years of competitive FPS team play under my belt (go Google time-travel! UKTFCL ), which sadly, makes me old and slow rather than top tier. Of course we’re all transferring FPS skills. This isn’t our first rodeo, and the OP isn’t anything special. But there’s literally just piles of ignorance displayed from someone who thinks they’re good at other games and is ace-ing what turn out to be the tutorial levels, but who then just falls flat on their face seemingly now they’re in the real game and thinks it’s the archetype rather than them.
I do agree with op but there is one flaw. You tried to find specialist/carapace/monstrosity deletion on the AoE clear shoehorned class.
The DpS and high skill level everyone is talking about is chaff damage and this is seen by you as only CC/stagger.
No staff for itself is an anti-minstrosity weapon, that’s why slot of psykers have wet dreams for vt2 beam?-stafg. If you want to be first to delete specialists/elites you can try paring electro staff with a high damage layout
This is my own version of scoreboard, after asking (and denied) that on nexus.
I really think that seeing the numbers of kills by type, is saying more than just numbers of damages.
By example, the last scoreboard I posted shows that the veteran used krak grenades (feats say for first number 2) and did 101k of the 113.5k on monstrosities with them… just an example of what I can read with this scoreboard cause… I have written it.
However, I am not enough confident in LUA to publish it on Nexus. To write this, it took me a lot of tests (and crashes).
For the inspirations:
Loadout monitor for the feats and weapons at the bottom
ammunition, I was the one that written it (after the author of scoreboard mod denied my demand… but later included that lol)
Survivability: mine
On floor / Helper: i think it is in defence addon (scoreboard addon)
Materials picked: my code (I wanted to track the number of times someone pick a material, not how much they collected)
Enemies: well, all is me…
The presentation: inspired by overnproof’s scoreboard
I am not sure that there are not bugs in what I have written. Cause here, you see the configuration I use all the time. There are options to show differently the number of kills, but I must admit that I did not test them intensely.
As I have said some time ago… such work take time. And keeping updated a mod takes also a lot of time (I have written and published several mods on steam but obviously not for darktide). And the problem is that I have run out of time irl to be able to make a support for a mod. Especially cause I have learnt reading and writing code by myself. So let’s say, as I said earlier, that I am not confident about my coding skills, especially in lua.
Also, it uses part of code from different authors… and that’s not good to exploit and publish something like that.
An example of what I would have wanted to add, but not sure we can (and I am sure I cannot):
number of dodges
the weapon accuracy (the game knows it… but I am not enough skilled to write that…)
the number of times you staggered an enemy (the scoreboard way to give you an info about that is totally inaccurate)
a scaling of ammunition percent with havoc hidden modifiers
Have you looked into Power DI? It is an end of game stats framework that the author of Ovenproof went on to develop (and is the reason the ovenproof scoreboard extension is no longer maintained). It has great depth of information, but it can take a fair bit of setup to get it to display. It also makes it easier to do the sort of module additions that you’re doing, it even has documentation, so you could then more easily share your efforts as extending the mod is part of the intention.
I don’t like it… and it doesn’t give me the infos I want.
What I describe at the end of my post is what I would have tried to do if I was enough good in LUA. But, I just played with the code of others (and why also I won’t upload it on Nexus). I have rewritten large parts, but always by using what I could see from others. This is how you learn to understand a language when you do it by yourself… but I would not be able to deliver a support for a mod.
At contrary of stellaris, that use an home made code. But this one, that I have learnt by myself, I was understanding it pretty well.
Regarding PowerDI, it is an incredible work. I don’t deny it. But the mod doesn’t interest me. It is not a summary of a game, you have to click a lot of times to get the infos. And it is not easy to read.
It could be made to have a better initial summary though, and some way to set a default view for each report rather than always needing to click the same several buttons.
I spent quite a bit of time setting up custom reports to show lots of really useful information it doesn’t by default. Like an total enemy summary that collates the whole teams kills/damage into a single number, which gives the best indication of the match intensity at a glance. I calculate the lethality percent of each type of player attack, so you can easily see how often you’re hitting one hit break points for any enemy type. I’ve also got it to show a lot of information about toughness and health performance. How many and which melee hits you absorbed at 100 toughness, how many and which melee hits you partially absorbed with toughness and how much hp you took, how many and which bullets your toughness absorbed, how many and which attacks broke your toughness, etc, etc. It tracks dodges, and could probably be made to track dodges that actually avoided attacks. I’m pretty sure with some effort and persistence you could get it to show all of the information you want.
If you want to give it another look, and skip some of the setup, I can share my custom reports with you with the file that stores them. Hit me up on Discord (MeowBeep) if you want, or let me know here.
IMO Psyker is the most fun to play. They are also the most difficult to perform and survive with. Staves and force weapons are all I use on my psyker. Your build and gear stats matter IMO. Build to your strengths and weaknesses. I know this all sounds cliché but it’s true. Focus on the fundamentals. Don’t be in too much of a hurry to be at endgame. Explore your style, builds and gear. With the new upgrade system it’s never been easier and less expensive. All staves are useable at endgame in the right hands. Don’t let the low damage stats of the Inferno fool you. It’s a beast. Also don’t neglect your staves primary attack. For me Inferno and Voidstrike are best but Ive seen others rock with those I’m weaker with so…
yeah you overcome the learning curve, figure out the enemies and the tricks and suddenly it becomes the devs obligation to find more ways to upset you…never before in video games do I see this. most people just think damn I totally own this game I may as well have wrote the code myself. though I think it speaks well to the dev’s actual talents that they are in fact delivering up challenge regardless of what people with tons of hours insulating themselves in groups with team-buffing talents think. the random experience shows, and some of these moved boss spawns make ‘just solo everything’ a challenge. because believe it or not picking up the same people like 30 times in a game does require effort and attention on that person’s part. regardless of every mechanical bit of nuance in the game being ‘cheese’ or ‘not earning it’ or what have you.