Regarding DLC classes and longevity

I just wanted to check in with our community about this.

Perhaps I am alone in this opinion.

I’m back to my main Veteran, Jado (true level 2058), after leveling my Skitarii to true level 104, and my thought is that something with the DLC classes is severly lacking, which causes me to return to my main once the initial shine of the new classes has worn off.

There aren’t many cosmetics or weapon options, and while each new DLC adds a new mechanic, such as dogs, stimm labs, or servo skulls, it doesn’t feel like there’s enough to separate them from the original classes.

Scum is like a Veteran, but on Fentanyl. Skitarii is a Veteran with a metal body, and Arbites is a little Ogryn with a dog, but the OG classes are significantly more varied than the new ones.

Are Fatshark playing it too safe when it comes to releasing new classes by just making human classes, over and over, and I understand that using the human skeleton saves a lot of time and resources, but doesn’t it feel a bit… restrictive?

Is the next class yet another variation of a Veteran?


Not completely related, but I wanted to show my current Veteran drip, that was inspired by Captain Nemo from the movie ‘League of Extraordinary Gentlemen’ (not the comic book):


Yeah feels quite samey for me. Arbites is a vet with melee staying prowess. Scum is loner zealot with better grenades… Didn’t try scittles yet.

I think the key is the weapons alongside the classes. For example if scum would have featured a spear that would have been quite of a game changer. If arbites would have access to cats blade I would begin the absolute slaughter spree…

“but would another power maul make the class feel different?”…“ship it!”

We just need more bloody maps a d modifiers lol. Everything is going to feel the same until then imo

too way many p2w mechanics like with the medic servo skull where it makes kind of useless the revive shout from veteran, or solving the minigames automatically and then things like reloading your ranged weapon automatically

i’d say is a veteran and zealot, because scum has also some insane mobility, capable of outrunning everyone including zealot most of the time

arbites also some mixture between ogryn and veteran but makes sense cause it feels kinda the equivalent of a human foot knight from vt2

prob zealot, cause maybe novitiate

looks like those imperial officers from star wars xd

Yeah, while I agree that the minigame Servoskull is a nice addition, it takes away a huge element of the game, and if you just have one Skitarii on your team, the game becomes much easier because no one needs to spend time hacking.

Definetly P2W.


I just think that Fatshark should create entirely new classes if they want to sell them as DLC.

Skitarii is a fun class, but I agree with another forum member (forgot the name) that it could and should have been much more.

The skitarii in Darktide feels just my Veteran, except they are dressed in armor and have amputed limbs rather than being a weird, almost undead looking guy who has been brainwashed and is a member of an insane group that believes machines are superior to humans.

It’s as if my Skitarii is a veteran who dresses up as a Skitarii instead of actually being one.


Please, if they are going to waste resources on more classes that we do not need; do something actually new like Beastmen or similar, but I want maps and weapons!


I get what you mean!

I was inspired by this guy, though:

I definitely agree that DLC classes should receive more (i.e. any) support in the cosmetics department.

But beyond that, I have to say that if skitarii felt like veteran, I would have probably mained veteran instead of zealot. The two are nothing alike to me. I can squeeze competent melee performance out of skitarii in a way that I never could with vet. Part of that is admittedly me just sucking at vet, it’s probably my least played class (and the one I find the most boring), but I do think that skitarii’s melee kit is much more compelling.

Either way, if we take personal opinion out of it for a second, I don’t think there’s any denying that skitarii DLC is a success. Player numbers of 50k+ on steamcharts (first time since launch) tell you what players think about it. If you want longevity for the game, that’s a good contribution IMHO. Those numbers will of course come down over time, as they always do, but there’s no denying the massive amount of interest the DLC has generated.

But I agree that a DLC class obviously can’t stand alone, improvements to the core components of the game has to come along with it. New missions are sorely overdue IMHO, just to name one.

I don’t think it’s them being human that is the problem. You said it yourself that classes like the veteran have more variety and they are 100% human.

I think it is the other stuff you listed. Cosmetics and weapons.

For me, it’s also the mechanics; Skitarii have auto aim, hrrm hrmm Executioner Stance hrmm.

I just think that with new classes taht you sell for money, you should try something entirely fresh rather than repeating “shootie guy” (Veteran, Scum and Skitarii).

Why not make a class that uses a Power Glaive, for example, where the Glaive functions like the ones in Vermintide 2, introducing entirely new combat styles to Darktide due to reach adn etc.

When I think about Skitarii, I do not think about shootie guy with melee, but a cybernetic soldier which should open up completely new potential, but it just doesn’t.

Ogryn is to me the most unique class to date because Fatshark really nailed it with feeling like a big and strong brawler.

I think at this point it’s either lack of imagination from the devs’ part as they glorify themselves on what a good job their massive boring talent tree is, or it’s the natural conclusion of what happens when you don’t have structured talent trees and instead design everything as a carefree experience for the player where no matter where you go it’s all strengths and no weaknesses. There is nothing in the skitarii tree that really stands out as new to me.

Like, there’s a ton of ways to make characters with nearly identical toolsets still play unique from one another. Fighting games do this all the time. Street fighter is like 20 shotos and 3 zoners and has a largely universal and overwhelming set of system mechanics in place that makes every character feel incredibly strong, yet there’s still a lot of unique properties and interactions and knowledge for each and every single character you play with. Darktide will never pull off that level of complexity, but it’d be nice if they even attempted to or tried.

dunno how to say this, but your character looks nothing like sean connery :joy:

then again sean connery doesn’t look much like sean connery in that picture rather than the actor that plays the man in the high castle :smile:

as for the toaster…
main reason (except for psyker, hate that harry potter stick boy, chicken leg wand wiggling) i play every class to a certain point but keep an ogryn main is : “know your enemy, keep him close”

so in order to not surrender the stage to some gun-scum or arc rifle zapping toaster i need to test the viabilities myself and look for holes in the perma-brrrrt.

alas it needs more active player input than say the arbi-keyboard-facerolling and ive seen far more toasters getting their “critical error” during misplay than the other, far more forgiving classes.

gameplay wise i prefer fast melee engagements and while the toaster cant hold a candle to my beloved ogryn (personal playstyle preference), upper/lower tree and shock maul has a certain pace to it while getting pretty ok toughness regeneration.

will i play it equally long to my main? hell nah, but since i stay away from the outliers like claw & arc rifle i still find it rewarding when topping off against scum & arbi using their shortcuts.

Well game already got core features like being 1st person shooter with humanoid characters, in pretty restrctive universe with already established and highly controlled lore, there’s no doubt that there’s more weapons they can add, but it is inevitable that all classes will be veteran variations.


Going forward, I don’t see myself purchasing any more classes because the value is simply not there for me. Is it fun to level up a new class and see what’s what? Yes, but once I’m done leveling, I always go back to my Veteran, who also has the best drip, so what’s the point?

I would buy a weapon bundle (including Plasma Pistol for Vet and Sword + Board for Zealot) hint hint

Skitarii have fun weapons, but I honestly expected more from a Skitarii class in terms of class/cyborg RP based on novels, Mechanicus (the game), and other lore sources.

It’s not that I think that the class that they sold us is bad, but it doesn’t really reach close to its potential either, at least for me.

Hard disagree. The only way Skitarius is anything like Veteran IMO is the autoaim ult which kinda looks like executioner stance if you squint really, really hard. Hive Scum is nothing like Veteran either, it does run and gun like a recon veteran maybe but that’s where the similarities end, the vast majority of HS builds will be nothing like vet and even the run and gun plays different in terms of mobility, effective range, use of different weapons, different damage sourcing (no infernus), different ammo sustain mechanics etc.

I also strongly disagree that the original classes are significantly more varied than the new ones. Like, not even close. I recently decided to fill out the last build slot (8th) for all classes and every time I was doing one of the OG classes I had to groan a little at how uninspired I felt working on them compared to the much more interesting mechanics and options on the others. I doubt I’d even be playing Darktide anymore if all we had was Vet, Ogryn, Zealot and Psyker. The Zealot talent tree makes me wanna cry at how little variety it offers. The new classes bring me more interesting trees to tinker with, more reasons to use different weapons and overall enough variety that I don’t mind going back to some of the less interesting classes on the regular, cause I can always spice it up in a few games with something more intricate.

most of the talent tree are done by playtesters, and so the rework ones too

for example a playtester saying that the arbites talent tree was nearly made 90% if not 95% by playtesters only

and most playtesters don’t even know what vt2 was so you can expect random stuff/copy paste from other classes

Yeah, this is just my opinion, and I just want to clarify that I’m not talking about build slots here, but whether the new classes contribute anything new “rp wise,” which I don’t think they do (that much) save for very specialized class abilities like Arbite’s Dog (which you can build out of) and Stimmlabs (meh), and Skitarii’s servo skulls.

Scum is essentially the same as a Veteran; for example, Bounty Hunter scum is most likely an ex-military who turned mercenary, just like how Necromunda Enforcers are often made up of ex-criminals and other dregs from the lower hive.

I don’t think Fatshark has really struck that ideal stride with the DLC classes since, in my opinion, they don’t add enough over the original classes.

The OG’s are perfect:

  • Ogryn - Big brawny mutant and you really feel like a towering bully that throws everyone around
  • Psyker - Skinny femboy flamey magic human
  • Zealot - Unhinged melee warrior who has some kind of faith mechanics (SoB) at their disposal.
  • Veteran - Long ranged expert who knows how to fight in the trenches, might or might not be a ganger (loose cannon) and also good in melee.

I just expected more from a Skitarii class and I’m dissapointed by what we got :man_shrugging:


I’m not sure if the playtesters having so much power is a good or bad thing?

Fatshark has been focusing on the wrong areas of the game recently, in my opinion.

Still waiting for the promised Veteran and Vermintide 2 weapons for karking sake!!!

then what does this guy do?

the video says he is in charge of talent trees and abilities

The species isnt the issue. They could make a BDSM exalted daemonette as a playable class and i guarantee you, you’d make the exact same post about it as with skitarii.
The problem is the talent trees themselves. The keystones and abilities.

This is my opinion and i know alot (if not most) of people will disagree. But i think they should go absolutely wild, crazy schizophrenic with the talent trees for new classes, unoptimized unbalanced but NEW. Completely new, outside of the box type of thinking and not even a little bit safe.
This is how you make new classes actually feel completely new instead of feeling like a copy paste with some things changed.

Its easiest to see just how terrified and unwilling to do anything un-safe fatshark is when it comes to new classes, when you look at the hive scum chem-tree. On paper it sounds amazing but what does it actually do? Only small stat changes, no cool new effects whatsoever.

BUT i got to give them. Sometimes you can see them try to peek out of the safe bubble as we saw with first the doggo and then servo skull. And i guess the skitarii talent tree layout, though i think they should’ve had went further with that and made every talent unbound (so you can select any talent on the tree without having to pick the ones before it).
Hell maybe even allow players to combine abilites now THAT would be original.
Imagine having both chord claw and the blast, so when you use the chord claw it also sends out arcs of lightning. Stuff like that.

Maybe even combining blitzes, like when you combine arc nade and shield, instead of protecting you the shield constantly damages enemies around you.
OR servo skull and shield, when you use it it pops a psyker shield bubble or smth.

just like arbites which is done entirely by playtesters, it still goes through to fatshark cause you know, fatshark has the final say since it’s their game…

and do you wanna doubt of playtesters that made talent trees of new classes and the talent tree reworks? and they said themselves the talent tree was done nearly 90% by playtesters

fatshark did or playtesters did?

playtesters