Skitarii - Your Opinions?

Chordclaw is Thunderhammer, but better.

claw with redline could definitely be toned back. being able to 3 shoot sword twin in havoc 40 is kinda busted

the transonic blades definitely need their attack speed increased and galvanic needs it’s ammo supply increased, don’t have many other complaints

Still early impressions, but for now I’d like to congratulate Fatshark on making the first DLC class that isn’t ridiculously broken out of the gate. Skitarii is actually a great experience. The only thing I’m a bit miffed about is chordclaw putting my zealot’s thunderhammer to absolute shame. Other than that I haven’t found anything worth mentioning. Overall a great addition to Darktide.

ehh i still kinda think it is if im being honest :laughing:

certain builds anyway, servo skull almost plays the game for you, you can sprint cancel the chord claw for infinite uses(a bug :laughing:) just to name a few

Close to what a DLC class should be. Feels strong, isn’t baby easy like Arbitrator, while also not being absurdly overpowered in even somehwhat mediocre hands like Scum.

The tree needs a little work, some nodes can only progress from the center, instead of from node to node, which seems implied.

This prevents you from backtracking or working down the tree in a unique way.

Allright, I’ll bite. Show me a build that’s hilariously overpowered and I’ll try it. Maybe I just haven’t found it yet.

it’s fun to play around with new weapons, but none of them are very well implemented in particular, although their special mechanics are great. i wish they had marks with different, more simplified movesets because all of them except dual swords have a couple very obtrusive moveset oddities that just make them feel bad to use. just lazy to not have marks to be honest.
the dual swords are good in this sense but i was never a huge fan of dualwield so i’m biased.

the ranged weps are similar. nothing groundbreaking, two of them just spam effects you can barely tell are happening but are pretty potent. players who don’t care much about style and immersion will probably enjoy them a lot on h40

the talent tree, surprisingly, is very meh and doesn’t really give me much to have fun with. the claw is the fun exception. otherwise none of it is really gamechanging… it’s hard to describe this properly, but it feels like the talents could’ve all just been passive. they all have these really easy to get trigger conditions so your buff bar is constantly full of things that got triggered. none of it feels gamechanging like say, weapons specialist, until death, or ogryn talents like taunt block or the enhanced push every 10s. it all very much feels like just statistical enhancement with no real effect on your gameplay decisionmaking, other than a select few talents (mostly the ranged ones)

capacitance was interesting for a bit but once you figure out a good balance of talents for it just means you can spam your skills

the skulls are mostly disappointing. the exact dynamic with events that i suspected would come to be, came to be. it’s a lose lose, the events are now less intense AND take longer. i am now quitting missions on interrogation finales because they’re just not worth playing through anymore.

overall i think it’s a shame that the most “high concept” class so far is the one with the least interesting implementation, in my opinion. especially the new weapons that came with the class. them not even having marks makes the weapon selection on skitarii unacceptably bad.

I like it. I’d bump my rating up if the talents got more time in the oven, the most glaring example being the refractor shield and its subnodes, but I’ve been having fun with the class.

I don’t know if i would say it’s hilariously overpowered, but it is pretty brain dead easy :laughing: , I can pretty much hold block and just ping elites/specials the entire game and have the servoskull do most of the hard work, im also only using the top ability right now for penances, so those 2 points will go elsewhere eventually

but so far this build has treated me really well


(the dumpstats on the weapons are cleave and mobility to 60%, im just too lazy to correct each of those small sliders :laughing: )

Some initial thoughts Is anyone else.... Disappointed with Skitarii? - #129 by Downer

Some extra from today:

  1. Voltaic nades should go off faster.
  2. Shield should replenish itself even if its 80+ seconds cooldown and 2 chargers instead of 3.
  3. On auric level ranged ultimate feels strongest and most fun, but i doubt it will work great in havoc, not without veteran on the team who is willing to share ammo. Also bugged with left keystone.
  4. Electro ultimate feels like venting shriek 2.0, kinda boring.Claw is grail knight ultimate from vermintide 2, which is both stronger and weaker than original, stronger because there’s more charges, they go back faster especially with red line capacitors, but also damage feels lower, less cleave on the armored than grail knight sword, no boss stagger. Not a bad option for using slash version with with new gatbage power sword.

Melee Weapons rating:

  1. New power maul, perfectly mediocre weapon. Ok moveset, ok damage, good special.
  2. Transonic blades. Damage kinda low, but good cleave, ok moveset, ok idea with alternative move set, investment into attack speed make them better than chain sword vs both horde and single target.
  3. Power sword. High single target damage, bad move set, feels very inconvenient to play, special attack demands extra charge by holding mouse button for maximum damage, which also adds inconvenience, i have 12 ragers in my face and you want me to hold special slash to deal with them? Nah.

Ranged weapons rating:

  1. Phosphorus pistol. Big damage, 6 rounds, good blessings, relatively fast reload speed, only downside is it’s kinds hard to hit enemies sometimes, not sure why.
  2. Galvanic rifle, great visual design, precision weapon somewhere between helbore and infantry single shot autogun, got bigger damage than infantry, got cleave like helbore, but way less ammo both in chamber and generally. I think it’s ok as secondary weapon, aimboting with ultimate is also fine. But if use as special killer, pistol is better. For some reason don’t apply shock or deal extra shock damage. 5
  3. Arc rifle, it is only really good with investment into ranged talent tree and upper talent tree, also needs crit chance, such investments turn into screen wipe weapon, but still reload speed is abysmally slow, like plasma if not worse, but also plasma got many shots from one reload with really high power and also can hit many enemies, while this one got only 40 shots, thus it demands way more reloading than plasma and this demands either reload speed talents or charmed reload blessing.
  4. New plasma is ok, focused on charged attacks, so possibility of nuking yourself is real, but i think eventually it will not be popular as cleave version because damage on primary is lower and not only does it lack cleave vs enemies, there’s no cleave vs objects that old model has.

the auto-aiming function is used on old revolvers, automatic rifles and electric shock machine guns, as these weapons have sufficient ammunition and dps support, enabling them to kill a sufficient number of high-threat enemy units at one time. However, the Garland and Phosphorus revolvers exclusive to skitarii are not suitable for this skill. Because the replacement speed and magazine capacity of these two weapons are both too small.

I hope they can reset the shooting talent on the right, at least to give Garland more bonuses, such as:

1. Headshot kill offers more resilience recovery, such as restoring 10% resilience within 2 seconds after a headshot kill. This skill has 2scd

2. Headshot kill can directly recover one round of ammunition from the stock and insert it into the current magazine.

3. Headshot Kill will suppress enemies 8 meters near the target.

4. Continuous headshots can stack 8 layers of 4% armor-piercing ability.

5. Integrate some branch skills into the auto-aiming skill itself, such as activating the skill to restore 10% resilience and increase the reloading speed by 25%

6.Add more mechanisms related to the burning of white phosphorus

7.Add a mechanism related to electric shock to the Garland rifle so that this weapon can be combined with talent tree to create more BDs

8.Reduce the smoke from firing the Garland rifle. I know this looks cool, but at 40k, I believe no forge world has yet developed smokeless gunpowder

Overall, skitarri’s design is extremely conservative both in terms of mechanics and numerical values. Some exclusive weapons cannot even be more deeply integrated with their inherent talents.

All classes have uniquely strong features and skitarii matches simply that power level.

im convinced if zealot would be released today with gold toughness, the second life and thunder hammer one-shot builds, people would call it pay to win and freak out even worse than with any of the actual dlc classes.

It’s a little grating to have 4 robot voices bantering all games every games :sweat_smile:

Yeah definitely agree with this. The melee weapons are definitely the low point of the class. It’s weird because they could have gone with halberds, sythes, and spears…very different to what we have on other classes but instead they kinda just copied other classes weapons but made them all feel awkward.

  1. Strongly agree! That delay is annoying. I was playing with them earlier, while working on the penance of getting Malfunctions, since these 'nades can give it with a node. The delay was crazy long. These things are actually moderately powerful, though; in Mortis Trials they were actually killing Crushers a lot. In the Psykhanium I couldn’t get them to do more than 1/3 of a Crusher’s health, though, so maybe it’s just the weird scaling of that mode.

  2. I like the electro ultimate, but man - it really should penetrate cover. Right now it doesn’t, so the slightest of environmental effect will keep them safe from it. It seems to be a horizontal radius from the player, which also means that enemies on different heights will avoid getting hit. However, just using it into a horde with Arc Rifle will mean you just annihilate that horde. It’s very strong even in Havoc. Ultimately, Malfunction is more of a bonus than something you want to focus on. The stun is nice, though, and being able to repeat it at quicker intervals with just 1 charge is nice. I like it, I just hope maybe they can make the hitbox have a height? Or just do a sphere centered on the player? I don’t feel like it’d be that big a problem if it had vertical travel.

Melee:

  1. Transonic blades are pretty decent. Not the best damage output, but can kinda deal with anything decently. I love the mode-switch, it’s really fun. But I do wonder why they feel these things need to take as long as they do? It’s fast, but it feels kind of slow an inconsistent while playing. Just a little clunkier than I think it ought to.

This should either have a cooldown or be limited to heavy attacks. Critical hits are relatively easy to trigger, and landing just one hit leaves Crushers and Maulers completely stunned for 3 seconds. If you land another critical hit before those 3 seconds are up, you can keep them permanently stun-locked.

I don’t really get why the shield takes a grenade to use when it feels like it should be an ability on a long cooldown.

Psyker has a whole party wide bubble for free.

Am I missing something with Skitarii bubble?

Add that to the long list of things that put the thunder hammer to absolute shame…