The non-hardcore players are not playing hardcore difficulty, and non-hardcore difficulty allows for almost any build to be easily viable. Darktide barely has specialist builds because what would be considered specialist builds in most games are still heavily rounded to some degree in Darktide, with few exceptions. This was by design to allow for greater roll flexibility, and I don’t see that design ethos changing with the new skill tree.
Just run generalist, avoid QP, and pick your back up specialist build if the lobby you load into looks like it favours it. Simple as.
(3. Apparently the AI director takes into account builds and team composition when it decides what and how much to send at the player. The worst team composition ever may have an easier time than a meta composition on a mission because of this so I wouldn’t fret about it too much lol.)
because a lot of their fanbase wants to believe they can cry about it until it IS an RPG and sadly for everyone, fatshark just wants to make everyone happy so they’re trying to find a middleground where those guys are also happy.
It’s an rpg system only if you take a brief look at it. Like it’s not really any different from the Vt2 system, just that you’re able to use the first 2 row of Slayer, then use that of Ranger, then Outcast Engineer.
Tell that to all the people who hit 30 and still regularly face real challenges in Malice. Yes, they exist, and yes, there’s a lot of them. If you don’t believe me, go play back-seat in a few malice or heresy games on your kitted out 30’s and see how often you’re the last man standing. And this is with the generalist-leaning build diversity we’ve got now.
Right now, for sure. Though if that video posted earlier is to be believed, the new
system not only allows for a much higher degree of specialisation, but encourages it.
I hadn’t heard about this, but it’d certainly explain why the director feels so random sometimes.
You might as well have a degree in cynicism😂Your ability to find the maximum pessimistic and sceptical angle in this is really, uh, something…
You may have had a point if the weapons in Darktide were just plain weapons with no stats like in Call of Duty or whatever, but they aren’t. The weapons in Darktide are ‘loot’ and have stats and builds with the perks/blessings like you might find in any ARPG. Those numbers are more than just a flat attack and have things like reload speed and blessings like power cycler too.
Tide games have always been like this. It’s perfectly okay if you want to google meta builds and just run that, Fatshark no doubt expects a tiny minority to do that, but for the overwhelmingly vast majority non-meta build experimentation that you can customise to fit your play style is a draw.
It’s like, if we’re being maximum cynical then why not just play vet and never touch anything else since it’s the strongest class…
I can understand that, but it still sounds like (after unlocking is said and done), the subclass would still just be a different skill tree you would select from a menu.
It sounds like the next talent tree is really basically that with a few extra bells and whistles on it. On top of that they’ll get all of the subclasses out of the way at once which will take care of, like, 1/6rd of the content draught angst we’ve been going through (maps, weapons, plot, enemies, biomes, subclasses).
Really, only two things I’m worried about is that passives that are objectively too good to pass on (like Heavyweight Champ) won’t be limited/locked to one side of talent trees, and there won’t be any visual cue to let the team know what major build you’re running (I can see not knowing if you’re with a Zealot preacher or Zealot death cult assassin being a thing).
If you fail on low difficulty, it is usually not because of your gear or build.
Even on high difficulty, people usually do not fail because of their build choice.
They fail because they are not good at the game and make decisions that are bad as solo player and as teamplayer.
I frequently see people in damnation HI+STG missions and maelstrom, who i would not want as teammates on any difficulty.
They behave like small children playing football.
Yes. Both of the above.
As well as having an attention span of a few milliseconds, walking towards the wrong end of the field and randomly running after a teammate or enemy…
Among a few other things.
Can any playtesters or people who have spoken to playtesters confirm if a new character starts off with their blitz and ult abilities, or do you have to wait until you hit level 6 and 14, respectively, to even use them?
I really hope that the current abilities are available from the beginning.
Otherwise, new players are gonna have a terrible time leveling.
Imagine a new player trying out all of the 4 archetypes, just to see that 3 of them are basically identical for the first few hours.
But still would take plenty of missions to get there.
I hope that the current blitz and ult are still available from lvl 1 after the update.
Running around like a regular dude until you then get 3 alternative options all at once, does not sound as interesting.
Getting to the point in the skilltree, where you can pick a new blitz or ult, is probably more exciting when you already had a few hours of fun, using the default abilities.
The grenade and ult node in the central branch should add bonus effects to the base abilities, which bring the basic types to the same level as the alternative options from the side branches.
I do , he was trying to be a team player, Mr im gunna full auto ammo dump at every single lone pox walker and refuse to hold the line EVER , well he isnt even doing that
but my point was simply that you already cant tell what someone is going to do based on the archtype, hmm well maybe except for vets you generally know your getting a COD bro with them, but not always