Remove pickpocket or lessen hive scum ranged spam

The amount of duel uzi spam is obnoxious.

its all down to the pickpocket perk. They need to have that on a 10-30 second cooldown as at the moment, all they hav eto do is A move forward holding down mouse one and to top it all, dodge is through the roof, immune to ranged fire power when they activate there F.

Either put a cooldown on pickpocket, or remove it. ITs to obnoxious. Its worse then plasma gun spam. It removes all difficulty and makes all games with them in it a snooze fest and it removes the feel of the game.

honestly miss it when my bigest complaint was knive zleots just running aorund getting themselves killed.

SOme serious rework here is needed. im a long time player and it removes the love and feel this game has at least for me and its an easy fix.

2 Likes

Just gonna once again point to the VT2 talent pickpocket was clearly inspired by and ask why talent design has taken such a massive backwards step here.

Wow only procs when out of ammo entirely. Like there’s some kind of risk/reward happening here. How novel.

12 Likes

I love the idea of forcing Ranged Hive Scum into Melee if they want to keep shooting, since it’d create more balanced and dynamic gameplay.

Pickpocket doesn’t need to be removed or anything, it just needs to only proc on an Elite/Specialist MELEE kill, rather than ANY Elite/Specialist kill.

After all, how does one “Pickpocket” outside of Melee distance? :wink:

2 Likes

And exactly the same thing happened with psyker cast-vent loop, it’s so simplistic in comparison with Sienna’s gameplay.

I get they may be did it on purpose and removed range-caster being forced to play in melee just to be able to cast more, Like for the sake of class fantasy or smth, but them removing that moment of pressure and stress made it worse.

3 Likes

Nooo!!! WHAT DO YOU MEAN Psyker shouldn’t be able to use Peril as an INFINITE TOUGHNESS FARM whilst also NEVER HAVING ANY CONSEQUENCES WHATSOEVER from their Peril being high all the time?!

I’ve brought it up many a time but it’s still just so weird to me that they’ve so totally and completely abandoned the melee kills to replenish ammo mechanic.

2 Likes

“…and then we added infinite cleave flamer and autoaim staggering lightning HA! HA! HA!”

1 Like

Hear me out…

Quietude should only apply to Passive Quelling.

Manual Quelling from Critical Peril should Damage the Psyker’s Toughness first, then their Health if they run out of Toughness. Like with Sienna’s Staves in Vermintide, or Veteran’s Plasma Gun in Darktide.

This would reward Psykers who Passive Quell, giving them a slow but reliable source of Toughness to count on while they back off.

This would punish Psykers who exploit Peril as an Infinite Toughness farm because they’d either take DAMAGE or get NOTHING out of it at all for trying to do that with Manual Quelling, since Quietude would only apply to Passive Quelling. This would give Manual Quelling a fair tradeoff for it allowing you to use your Warp Attacks more often.

Of course, this isn’t the only issue with Psyker. There’s plenty more to fix.

Make Psyker a Glass Cannon again!!!

3 Likes

The VT2 talent seems balanced.

4 Likes

a man in a white coat is standing next to another man in a blue shirt and suspenders

I think the talent would be more balanced and also more thematic if it was just: “Whenever you or an ally in cohesion kill a ranged elite (Reaper/Gunner) there is a 1/20 chance it drops a small ammo pack”

This both makes the class less selfish (others can pickup the small ammo pack as well), makes the talent less annoying while playing with your team (cant have your ammo stolen by someone else getting the final hit), and is actually thematic to the name (cant pick pocket someone half the map away you need to like… Pick their pocket. Also you cant summon ammo out of thin air after killing a crusher or something)

1 Like

V2 talents design strikes again

4 Likes

Yeah pretty much lol. Its funny that the vet gets a weaker version of that ability but… More lame. Idk I feel like needing to actually go and grab things feels better and more interactive then it just magically appearing in your inventory. But I guess they feel its the opposite since they did it backwards.

(That being said vet survivalist is a good passive for gameplay and I generally like it. Doesn’t need to be changed really)

Yesn’t. The idea of you need to explore around and loot yellow boxes to have more boolets was always there and was more prodominant.

But, the vet aura, knife rushers and the whole thing game spawns stuff behind and punish for going sideways just killed that.

Idk but they partialy could solve the ammo economy problems with stationary arsenals just like medicae stations work.

Or even as a side objective - want more ammo loot the randomized spawning arsenal rooms, you need to hack causing alarms and some waves. Risk-reward.

They tried having the ammo drop at the feet of the special but changed it so the ammo drops at the feet of the character with the talent because ranged enemies tended to stay in out-of-bound areas and specials get picked off as soon as they are noticed, even when they are still out of bounds.

1 Like

Yeah a fairly big issue with the game is how inconsistent ammo/grenades are. Like you could run around opening boxes but you got a equal chance of never finding ammo doing that, and your probably better off just running through the level and hoping you see ammo on your way then wasting time scavenging.

Ammo boxes next to health stations would help with that. Something like SM2 ammo boxes where it fully refills your ammo but it only has a limited amount of uses. Would probably need to lower overall level ammo spawn rate though.

Yeah thats fair though I dont think that is much of a issue in Darktide as 99% of enemies are inbounds and the only ones that regularly arent are snipers, sometimes bombers. Needing to actually get over to where the gunners are to get your ammo would be a decent balancing factor to the hive scum’s current extremely easy infinite ammo.

Add here you need to click twice every box - to open and to loot, waiting the open animation to see what’s inside. When there are 3 boxes near each other in every room it just become a slog.

Yeah SM2 just running into (probably only for ogryn in this case lol) or hitting wood boxes make more sense then the giant metal security chests we have here lol.

Ironicaly SM2 while being more of a casual game has a better player behaviour. People tag things and more important they see when others tag (atleast it was like that, haven’t played much 11.0)

SM2 players also WANT to loot stuff, cause one swing can delete 70% of your HP. DT psykers don’t take crates cause they don’t need ammo, lmao. I’m not even saying how people don’t care about stimms unlike they do about potions in V2.