The blessings available to lasguns deserve their own time to moan about, too!
But @Khorne_Dawg is better for that than me, though.
The blessings available to lasguns deserve their own time to moan about, too!
But @Khorne_Dawg is better for that than me, though.
Spotted the circle hunter whom uses it to belittle people.
How lovely.
There is nothing worthwhile in your post to discuss other than “they don’t perform as much as I want them to”. When you can see past your terrible excuse for belittling people and bring something worthwhile and manage to construct it into an argument - as you should have been taught in school, then you may come back to the table.
Until such time, good hunting.
enjoy cuddling your “not-carried” at the kids table, i’m out of participation trophies to dish out ![]()
if confronting someone with his own inabilities is “belittling” it’s no wonder people go
at the thought of maybe not being as good as they think they are.
I’m sure it’s a great way to commend someone through school despite abysmal grades, or the entire workplace despite being a lazy bum as long as he “feels good” ![]()
I still prefer the “shove the nose in the turd” method for a reality check
yep, that your performance and dedication counts and if you lack in any you should improve, rather than “I feel bad about it so cut me some slack”
this isn’t a compassion contest, you better pull your own weight.
I’m sorry to nitpick but at launch???
People gotta stop trying to rewrite history.
Honestly just one idea is enough to fix a lot of the skewed balance Darktide has. Think about it, what’s the reason so many players are playing on difficulties where they can’t mechanically compete? It’s because the overtuned weapons and abilities allowed them to get there, so subconsciously there’s less incentive to get better. All you gotta do is tune those things down really.
And rework blessings too while you’re at it, we need more preference options and less mandatory ones.
Brain Rupture / Venting Shriek Gun Psyker
Brain Rupture against far away targets and for sniping elites mid hordes.
Gun for close quarter burst damage if needed (use a laspistol because it is as fast as you are in terms of weapon swap) or quick application of Kinetic Flyer
Illisi Force Sword for melee to generate peril at will to get rid of with venting shriek (to apply soulblaze stacks in good moments to hordes of enemies as well as speed bumping your Brain Rupture depending on enemy types)
This I think is the jack of all trades character with lots of mechanics and “skill” involved
Not sure if anyone’s said this because there’s so many replies, but zealot has a talent that gives you up to 20% damage as you lose stamina.
Hive scum has a talent that gives you up to 20% damage at min stamina, but if your stamina is full you get up to 20% damage reduction.
Just the same talent but better lol.
Gotta get their money’s worth lol
It is and yet zealot is a million times tankier than the scum is.
I really think this game would be way better if trees were cut down and they just implemented that mandatory 80% damage (or so) every class gets for totally trivial triggers (15% damage for hitting an enemy. Really?) into the base class or weapon balance.
That way you would be left with smaller trees with more significant choices and you could avoid making a majority of talents just “that talent that already exists but with x”
While dunking on Fatshark for not delivering what they said they would talent tree wise on launch was the correct option, with the benefit of hindsight it was at least theoretically easier to balance?
For sure. Although I never minded the launch system. Near launch I didn’t keep up with their promises or talks much, so I thought that they would be adding a class swap feature to each character. I.e. your Ogryn Brawler would be able to swap into being a Gunlugger, with unique Gunlugger passives, the Vermintide style talent picks, and unique weapons and cosmetics. Apply the same logic to different types of Veteran, Psyker, Zealot.
I personally still think this would’ve been better. Especially because they could make e.g. the Gunlugger active/ammo conservation options actually good because they don’t have to balance it around being available on a melee build. Just like how in VT2, bountyhunter could have great options for ammo without affecting the other careers balance.
While I understand a lot of people like the trees, I think they’re unecessarily convoluted and add nothing to actual buildcrafting because their design is so strange. In every tree you can basically just get every good talent for the build you want, and then just fill up with some random stuff. Compelling tradeoffs would be more interesting.
I’ve always felt that the skill tree is worse than vt2’s system. Vast majority of builds are very samey because you just run through and grab all the good nodes with a couple variations like keystone or nade. People who aren’t aware of the good nodes are just playing a worse character for no reason. Like just imagine how the players who don’t know you can scroll down the tree and just grab all the top nodes must feel trying to play the game.
I will parroting myself - if you have only 30 lvls and want every talent to be impactfull means tree will be packed tight with them and easy to grab the best.
Add here there is no taxation. No stats node, you don’t need “x” ammount of strenght to equip bolter and “y” agility for DS.
There are no logical clusters it seems, like notables are placed in PoE.
Neithere there is an equipment weight system. Loadout points. All talents cost the same 1 talent point.
Most games with minor RPG elements, not full blown ARPG manage it with talents has cons. Like DRG overlocks.
Or like there is a restricted ammount of melee/range/deffensive/mobility perks you can allocate.
Items have cons aswell - you have more hp - you are slower, longer CD, etc.
It’s partialy so in DT, like big guns are supposed to have worse mobility but you can compensate it with high mobility melee that also deals tones of damage. Plus crap mobility weapons suck cause it’s a fast paced game throwing clown cars at you, so you can’t rly play slow but tanky bonker, everyone should play run’n’gun, even with dmr guns.
And theeeen those mobility stat is full of modifiers like dodge distance, sprint, stamina, dodge limit, etc. So for a better balance you need to tweak them manually rather than mobility overall.
So if you nailed talents power but fked up tree structure you need to rework it, cause your game has no tradeoff system.
TBH Arbites was the last straw for me. Because it, as all powercreep does, led to every other tree getting overhauled to match its nonsense of ‘everything is accessible by every single build’ and that kinda killed dead the last ideas of ‘you have to have tradeoffs of convenience on these talents’.
Like I dogged on Veteran for being underpowered and people dunked on Zealot for being incredibly restrictive but at least those trees inflicted opportunity cost? People just complained because they were less good than the other classes at things.
I can’t really blame Fatshark because we got what everyone said they wanted but it’s still weird.
Players are good at complaining what they want, they just not good at saying how to achive that most of the time.
They either should have implement another form of taxation, rather then skill tree structure itself.
Or make blitz and ability to be an off-tree stuff. And let the tree to be a passive talents only rather than for active stuff aswell. Imagine if weapons were locked behind the talents.
There are so many things idicate FS devs don’t play games much.