No more new classes please

No more classes please. When Fatshark creates a new class they are focused on making it fun to play for the buyer instead of making it a synergistic addition for the game as a whole.

We’ve had 3 classes added to this day and not one has an ability to protect the team from ranged units like the vet smoke grenade and Psyker shield.(The Skitari shields only himself and his gun jamming ability from what i understand only works in AoE range around him)

This means Psykers remain to this day the classes being forced into the box of running shield rather than any of their other 2 abilities due to the fact that there is just almost no alternative.

I am pointing this out as an obvious showcase of what I mean. Although there is an exception with the skitari who can send their survo skull to revive and do objectives which is a alternative to the stealth ability which Vet and Zeal have. But thats actually again the same problem because stealth is still to this day extremely under-used and misunderstood. So adding an alternative to an ability that is already underused and misunderstood is another bad play in the same context of anti-synergy with the whole game.

One positive step that FS did make is when you gave hivescum the ability to make all team immune to blight. This relieved the Zealot from having to run his aura but thats not really huge because that concerns mostly havoc and only missions with blight, nothing else.

Please focus on adding maps and content for the OG classes as well as incentives to move away from the currently established meta.

If Skitarii throws themselves into the fray and disables all guns in 30 meters it’s useful for the team?

The medicae servo skull is also really good for helping the team.

The overload keystone also gives your teams great buffs. And regening the team ammo with that one talent.

1.I already explained why the servo skull is bad in terms of design.

2.Forcing a slow moving and non-tanky class to throw itself in the fray is bad. This should have been a targetted ability like a grenade or small missle. Preferably one that they can later pick up from where they threw it and recharge it with their internal battery.

3.Ammo aura thing u mentioned sounds nice.

Arc Grenades can disable ranged enemies.

I strongly disagree with your premise, incidentally. We already have a lot of tools for dealing with gunners, and we just got more. Skitty provides good buffs to the team.

I would like to see a focus on things other than classes, but I’m not against more ever.

You are all still just giving examples of one single DLC class out of 3 and the examples are still very weak compared to smoke grenade and shield.

For as long as i remember, smoke nade did nothing but impede and get in the way. And this is coming from a vet main. I cannot think of even one instance of my 400 hours where smoke nade came in useful.
But can think of plenty of situations where it got in the way, actively preventing me from doing my job as a anti-ranged vet. Allowed specials/elites to get in close to the team without any resistance or our knowledge because we couldnt see the bloody bastards…

Even un-upgraded servo skull is more useful then the nade. Makes it so that you dont have to waste time on minigames and can entrench somewhere away from the objective with your team.

I’ve never had the problems you mentioned. Its a tool and if you dont use it properly it will hinder you.

Last update they also buffed the smoke grenade and now when you are inside it you arent blinded by it and can see same as if you aren’t inside it. So basically they made it noob-friendly now. You should give it a try again. HowJustice on YouTube has a really nice smoke grenade vet build.

I never used it?

Thanks but no thanks, personally i hate using other people’s builds. I prefer to make my own.

Vet main → Never tried smoke grenade → commenting that smoke grenade is bad.

Its hard to be optimistic about humanity. The more people I talk to the more I understand Mathew 17:17

? skitarii is plenty tanky provided you aren’t just eating the most obvious hits in melee ever

that aside, your arguement being… poorly thought out with little to no acknowledgement of the team value the DLC classes DO actually have, fatshark does need to stop focusing so heavily on them, even if it does rake in the cash.

the thing that will keep players playing is new maps, qol (pick modifiers/any mission), new weapons (veteran is HURTING on that front, give them something Fatshark, or at least make power falchion not dookie dogwater), and character interactions, which feels like a wholly under-appreciated aspect of darktide as of late.

If you think Power Falchion is bad then you have no idea about anything darktide related. Its literally the best melee weapon if you actually aim at playing more in melee as vet rather than ranged.

But thanks on agreeing on the obvious - they really do need to focus more on the game as a whole rather than just pumping out DLC classes and then spending 1 year fixing bugs around it and balancing it LOL

it’s not even good into mixed horde bc of it’s dookie adm, you’re better off taking heavy sword.
i aint wanna hear nothin about it on vet because good lord it’s probably the singular worst pick you could make outside of like.. no it’s just the worst pick on vet for melee, outright.

at least it’s marginally usable on skittles.

I’d honestly pay them to make weapons for ALL the classes, DLC ones included…been so long since we got new toys to smash heretics with as ogryn. My slab has been so patient waiting for a number of weapons he can’t count with all his fingers and toes.

Question here is - have you been playing all the currently available weapons? Or are you avoiding playing some if not most?

Thats just a bonus question. Otherwise thanks for the support and I agree with you

I was pretty impressed today, I saw someone using it really well on the train mission.

You can effectively block those doors and force the ranged to come in and fight you, it worked really well. It’s the only instance I’ve ever seen of it being so effective.

Sorry man, but in gamedev all spin around money.
New classes is a simple and plain way to make some, at least until FS stops FOMOsh!t and reconsiders price policy.

So they’ll obviusly add one more, at least, in six months.

btw, you chose a bad take to ground = scii have even two way to shield command from ranged damage - voltaic emitter and arc grenades. U could say these options bad, but they still two.

Insane take - I disagree that you are “forced” into playing anything. Venting Shriek and Scrier’s Gaze are both incredibly strong and arguably more impactful than Telekine dome, since both can provide value where the dome doesn’t.

All 3 classes implemented so far have at least one ability that allows them easily to kill or tank ranged fire - implementing another Telekine dome on top of the one that Psyker has; and Smokes that Veteran has seems a bit redundant.

For what it’s worth, I wish the Emitter shield Skitarius has was usable on teammates from afar, so that you could enable aggression into shooters for others/save people from ranged fire - it seems a wasted opportunity for a potentially really good team-play interaction.

They are doing that while working on everything else - the fact that it’s misplaced is another thing (maps-wise Expeditions being a “dud” or just unrefined to generate genuine interest). I wouldn’t mind more changes happening or features for vanilla classes being done, but it is what it is, and we’ll have to wait for quarterly updates for those.

Geee…it’s almost like the Emperor’s Light is a dogshit modifier as some of us (including myself) called out in the first season of Havoc. Trash shooters and elite gunner spam remain the biggest threat in Havoc. To players, and the fun factor alike. I love when you are forced to peak corners and waste time on arenas full of gunners. Lower my HP and toughness at higher difficulties sure, but Fatshark has NO idea how to make ranged enemies challenging and fun to engage with. So we have ended up with a Tide game with subpar shooting mechanics, from gun behaviours to enemy gunner mechanics.

I get that they wanted to make ranged enemies more of a threat and force players to respect them. Sadly the current state of things doesn’t mesh well with the Tide gameplay.

Maps were NOT designed with Havoc in mind. AI director code remains a steaming pile of sh…and it is supposedly unable to spawn balanced enemy composition in “play arenas”, so you face dozens of shooters and gunners on maps with very limited natural cover. Suppression on the top of that is a joke.

Top that with absolute rudimentary shooter behaviour, which brings back to me memories of early CS wallhackers and aimbots.

So lets just continue disabling AI with smoke, Smite, bubble, suppression. If you feel bored with that you can just run builds which are immune to ranged fire, or close to it on button press. Let’s continue pretending with Fatshark, that the current state of ranged combat, this is a peak Tide experience.

smoke nades are good, s tier in havoc