Patch #14 Notes Part 1

They made an account just to make this point, and I happen to agree. If bleed is already being nerfed, leave the ogryn Batter talent as it is for now to test the result.

Got to say I really hoped the update would drop this week. Can’t wait to be able to actually kill stuff beyond malice with my beloved Mg Ia. :slight_smile:

Especially with volley fire once again as fun as before patch 13.

And a plasma gun that will feel mighty again…

All this changes seem nice, except lowering the number of elites. There are already barley any and get deleted instantly.

The wonderful game they had to apologize for? That they fully admitted to using us as Guinea pigs for the play testers they don’t want to pay? Seriously we had like 45 days of ‘only dog specialists’ as a modifier (over Christmas holidays no less) because they were trying to iron out dog AI. I know players who had crash logs numbering in the thousands, because for the first 3 months that was literally everyone’s experience.

I mean I get it, you’re new and you could not have actually experienced that. Because if you did, you’d realize that Darktide did not even remotely come close to a finished state or at least one worth purchasing until 2 weeks ago.

Yeah, with the consensus of how people I know felt about Harder, Better, Faster, Stronger deed in VT2 compared Vanguard, this change really makes no sense to me.

@FatsharkCatfish I think they forgot about this!! Rumbler interaction with Light 'em up

So @FatsharkCatfish, will we still be subject to FS wiping our loadouts again or has this serious oversight been resolved? Will FS be properly testing this patch for obvious issues your customers will be impacted by? I, for one, do not want to keep wasting my time rebuilding loadouts for all of characters and each of their varied loadouts.

To be honest, that’s a pretty good change. Voidstrike will still be great in it’s niche, it just won’t facemelt Crushers now. As intended.

Naw, crucis is all about sweeping attacks and risk vs reward special attacks. Ironhelm is all about sacrificing raw damage for more versitility and less risk that you slam your special into fodder since it can cleave through 2 unarmored or one non-elite/special flack before discharging the clap. Personally would like the Ironhelm to function more like the power sword or illisi force sword and just be a powered up hammer for horde clear and increased armor damage while the crucis takes its move set and remains the go-two one-shot zealot weapon. That way they aren’t two weapons that do virtually the same thing but one deals more special attack damage.

Indeed, and with so many “on elite kill” talents having so many has been amazing for synergzing and cooling down ults/keeping toughness up.

That’s because the designer hardly plays his game. Unlike VT2, DT’s junk weapons can never be used in high level. The ammo and stamina limit will destroy them first.

But this is the only way FatShark can use for the online population lol.

There’s too many good things to go over, so here’s the shortlist of things that spark joy for me:

  • Assail
  • Telekine shield
  • Exe stance
  • Braced autos (incl stat changes from part 2)
  • Void staff
  • Speedload
  • Fire Frenzy. Incidentally, the current description suggests it’s close range damage already. Is this what was causing the apparently random attack speed increases for me?
    image

Looking good so far!

Oh, also I really have to say that the crafting system is a huge problem when making significant changes to gear and gear features. Figuring out an alternative that allows people to rework their gear after a big change will help keep people around and there is simply no way you don’t know that. Work fast.

Oh x2, for Telekine Shield, would you consider adding an alternative placement mechanic? The way it is now requires you to hold a key that’s normally used for movement, which makes placement really difficult when the pressure is on (ie, whenever you want to use it). Also, please adjust the visuals so that the smokey fire effect is on the edges. Having it spread evenly across the whole shield obscures vision and makes it hard to fight back at whatever is shooting you, and it gets worse as the shield gets damaged and starts to pulse.

Shame, my favorite gaming moment was the use of that. I will return to Ogryn then :frowning:

Well that’s no good. Here’s hoping the Obscuros gets enough of a compensation to make it worth using over other options.

@FatsharkCatfish
can we please get stuff like this as hotfix in the future. anything that heavily impacts performance and is some gfx bug shouldnt be in the game for weeks.

I haven’t looked at the other force swords, but it looks like every attack is getting buffed in some capacity on the Obscurus

Interesting perspective. Seems like youd support an even more extensive redesign of the weapon. If a weapon like you describe was added it could be Interesting as a totally new weapon, even.

I definitely like the crucis as the VT import greathammer with a 1 shot button. Personally, I see ironhelm as forcesword esq; one that trades a more comlplicated basic moveset for a more fool proof special activation. Is that really all the ironhelm currently cleaves through? I feel like I get through more… haha

Yeah a sad change. The ability is still good at least

I love PG pierce. Finally would be a gun that you can actually shoot most of the time instead of carrying it most of the time.