There can be a lot of variation within a hive city too. Some concept art showed what looks to be water processing which was large enough to seem like almost like an aquatic biome, hydroponics and greenhouses, the massive trash tip similar to the one in Necromunda hired gun that had WW1 style trenches and fortification built on top and throughout it, forgotten cathedrals and former mid-level facilities that were built over, I believe there were some mentions of missions being set at mid levels and the occasional spire.
About the melee, there are no Berserks and no monks and no Stormvermin (Halberd and Shield), those in combination with the hordes was what made the melee combat fun and challenging.
So its a step down from V2, I was expecting a step UP, not down, but this unfortunatley seems to be a common trend in many areas in Darktide.
Sure, but now there are Ogryns and a good amount of ranged enemies. I agree that it is barebones compared to Vermintide 2, but you guys also have to understand that Darktide is not a continuation of Vermintide, but a new series. I cant be the only one who expected that it will be like Vermintide 1 again, even though it also is barebones compared to that game.
I would certainly understand the commotion if Vermintide 3 would be barebones like this, but many of you expected a little too much from this game.
iām a little confused about exactly how classes are worded here. the four classes are veteran, ogryn, zealot, and psyker with the subclasses of sharpshooter, skullbreaker, preacher, and psykinetic respectively, correct?
with it being limited to four classes at launch, does that mean we are also limited to four subclasses as well, or will there be additional things to choose from? itād be pretty disappointing to only have the options we did with the beta on launch, to be honest.
The wording from their blog uses 'Archetypeās as the characters (Veteran, Zealot, Ogryn, Psyker) and āClassesā is the Sharpshooter, Preacher, Skullcrusher and Psychokinetic
If thatās the case then having only four āclassesā on release would be a pretty big disappointment.
To anyone worried about a lack of content from observations in the beta, I would say wait and see. Yes, there will only be 4 classes, but there will be 12 maps (word is the same map can have different final objectives too, which will help shake things up) rather than 4, 70+ weapons instead of 16, and we know there are enemies we didnāt see in the beta because weāve seen them in streams. The Dreg mobs for instance. There was a weapon property, damage vs maniacs, and no apparent maniacs yet.
Iād say they were holding content back quite deliberately for final release, so at least donāt make your decision based off of that.
They will probably charge for classes and other things how else are they going to keep the servers running for the game?
I think there would be virtually no opposition to this idea if there was a more reasonable number of classes included in the base game. Less than a third the number of classes in the base game compared to V2, with what if looking to be a very similar level of build diversity (feats seem functionally identical in scope to V2 talents). Hard not to feel like thatās a sizeable step down.
As things are the first class released for each archetype post launch really ought to be free to my mind. Charging for subsequent classes released after that would be palatable.
Heya, curious about these Dreg enemies you were talking about. What stream or source can I go see them in?
Sure. Weāve seen the Dreg Tox Flamer ever since SGF footage drop and he was in the beta, too, shooting corrupting fire all over the place. We first saw Dregs in a cinematic trailer (here and here) where one of their bosses seems to be accepting the fealty of a scab captain (who we now know is a sort of lord boss) so there was some speculation they were a subfaction of enemies in Tertium. And then we got to see them in action finally in the gameplay loop in the background of the Devstream from 19AUG and these mobs did NOT show up in the beta. They seem to be functionally very similar to scab infantry. Able to switch back and forth from melee to range but they appear to be equipped more with autoguns rather than lasguns and probably less armored but also infected so a possibility of inflicting corruption damage too.
Iād say, where the Scabs are traitor guard, mostly of the Moebian 6th, who were converted back in the Fringe, the Dregs are most likely Nurglite cultists. They were either already in Tertium and they are uprising to join the efforts of the invading Scabs or they are something from the Fringe that came back with the Scabs. Possibly just chaos-worshipping humans or a mutant strain of human or possibly a minor xeno. Although some xeno are passable for humans, especially under concealing rags, I still doubt this one but it is possible; the main foe in the Fringe War is said to be xeno in nature.
Ahh yeah ok Iām seeing what youāre talking about now. Yep it seems like there is a faction/subfaction that was left out of this recent closed beta. Very good catch! Gonna go watch the dev stream you linked - I completely forgot they were doing these accompanying streams ![]()