You’re right but 8 years late. We’ve been saying this since VT2 ![]()
I don’t know boss, I like being able to help people up after they mess up or do objectives when nobody is even trying to give cover, without being bothered by enemies. I might be in the minority there, but I don’t just use it nilly-willy just to rush ahead alone and dump aggro on the others…
The idea is it has no place in a game like this. Giving a guaranteed jail out of free card every 30 seconds all at the cost of a button press? Seems like a huge crutch and it also enables very bad gameplay habits as a result.
If there are three other teammates in a game and one person pressing stealth causes the AI to become an “ambient spawn” - that doesn’t seem like a feature to me, seems like very lazy programming that wasn’t addressed and then forgot about. Should be simple enough to make it so enemies go to teammates rather than standing still until stealth is over.
Stealth existed all the way back in Vermintide 2, and it exists here. It sucked in that game, and I bet that there were people just like you back then who complained about the Assassin Kerillian and Huntsman Kruber, only to be ignored and for nothing to change. Stealth, as unfitting for a Tide game as it is, is never leaving, so the best thing we can do right now is deal with it.
Just block the player using the Stealth abilities next time you encounter one and move on becasue that’s all we can do.
As a lot of times before you confuse failures in play style with a failure of mechanics.
Stealth is not the problem. Rushers are in general a problem and even with removing stealth and the knife NOTHING would really change.
In short: You are wrong and I disagree.
same here, i just don’t see the point in playing co-op with people who are just interested in running forward because enemies can’t see them.

I think this is more an issue of players rushing ahead and not playing with the team. Maybe FatShark should make it so players who rush ahead have increased enemy spawn on them which are buffed, and decreased ult regen. That should slow them down, or even get them downed pretty quickly.
and ensure that you can’t clutch at all on any character in any scenario if you get too far “ahead” of your team mates without actually leaving the area, or make it impossible to actually implement that
and why do you think is that?
apart from higher havocs, what “use” do other classes have if you already can solo auric and above through sheer overpowered-ness of characters?
happily waiting for a stranger to catch up?
cheering for a gun scum to hog the kill feed while you twiddle your thumbs?
cooperation is build around necessities, otherwise its a rat race for who gets “to play more” ![]()
in its early days darktide didnt have this problem, damnation HISTG was a jolly co-operation cause you where indeed needing the help of those 3 other rejects.
fast forward to today, anything that aint havoc 40 is old women fighting over the clearance bin on a sale, get your kills people before they are gone ![]()
so currently you got 2 options
a) 3 other skilled players and get a sub 15 minutes game in a “darktide done quick” mode
(which aint “bad”,theres a nice flow to it most of the time, but shows how far in tve wrong direction balancing went for the last 3 years)
b) leading 3 blind mice towards the exit, pickup here, carry there and somehow you are the “rusher” for playing the game at the pace it allows?
mind you this isnt “dropping aggro” on the rest but waiting for them to follow through emptied corridors.
whats the “rush” here ? enemies been killed, items been picked up, auspex been scanned, the game has been “played” ![]()
now if i wanted to teach the game to a buddy i knew in real life, id go easy for reasons of personal connections.
if randoms, as much as they spice up the game compared to premades, consent to enter a difficulty setting i expect them to at least know their way around.
i didnt put them in there, nor did someone else force them to pick that setting.
the moment the match starts no one should be expected to hold back either, its common courtesy no?
parts of it i actually like cause it gives someone who’s “in the zone” something to push for and still feel occupied when others are plucking daisies.
could the server though have 2 different enemy settings in one model for different players?
cause if for some reason those buffed enemies pass the forward player and pick one from behind they sure as hell wont be prepared for whats coming.
Fatshark should have learnt their lesson after taking OG Camo off the Veteran.
For those who do not know what I’m talking about; early in the games life, Veterans had a passive ability called Camo that activated when you crouched and did not move.
The ability made it so enemies ignored you as long as you did not move, which meant that all aggro was dumped on your team, and we didn’t have the many means to regain toughness back then, so your life was a nightmare if you were a lone Psyker on a team with three Veteran’s.
Camo was a good idea on paper; a a ility that let the Veteran sniper heads in peace but the problem was that all classes were squishy back then except for the Veteran that for some reason has the most toughness and one of the only classes that had a way to easy regain it: OG Exec Stance.
exe stance didn’t get regen until very late in the updates, it was unwavering focus (now removed talent; 75% damage reduction during exe stance) and confirmed kill being 25% regen on applicable kill and 25% over 10s. but if your gun went away exe ended, exe stance had 5s duration pre buffs/bigger they are rework and you had to give up either grenade regen or bleed grenades to run reload buffs (besides the ult activation). camo was in the same row as unwavering focus so it was 100% a trap to run at all.
I’ve been telling this since the tree rework. Stealth has no place both gameplay and lore-wise.
Yeah, that’s the major advantage of stealth. And, I don’t know, it seems that has increased a lot in the past couple of weeks. I mean, that noone cares about doing the task or covering you while you do it… I haven’t played the game for some months, even de-installed it because I was so fed up. But I came back and I have the feeling specifically this got worse. I know there was a sale on Steam for all WH40k games, maybe this pulled in a couple of new players that do not understand yet what the task during such mission is…
You are right with stealth you can do very nice things you can reset aggro and doing a ping pong with mobs finally if well used you can help your team. Even a psyker or dunno what can ruin a game. The comportement will still be there.
I’m pretty sure the Game already spawns dogs targetting the solo player if they’re alone
That’s the great thing about being human - we are all allowed to have opinions even if some opinions are just straight up wrong. Invisibility has no place in a horde shooter. It’s a crutch and provides no real benefits to the team other than “support” AKA “I can pick you up no matter the situation because I become invisible while simultaneously dropping ALL aggro from EVERY enemy.” It’s an overpowered move that needs to be toned down in all aspects if not just be completely removed.
The game released without stealth and it would of been perfectly fine without it even after the talent trees released. Just because one game does it doesn’t mean it’s okay to do it in another game.
I honestly think it’s just another way of drawing in more people to play the game by giving people straight up crutches that make them feel like they’re contributing when in reality they’re a glorified resser bot. Which is why the last two DLC classes are straight up premium pay to win classes that are LEAGUES ahead of the original four classes.
I am also curious - lore wise, how do “rejects” get access to INVISIBILITY but can’t get access to higher tier weaponry?
If we want to get REALLY technical, I am sure mutants, dogs, and many more of these enemies would be able to smell you even though you’re “invisible” but I guess pressing the move takes them to a completely different dimension because DAMN do these enemies become stupid when the button is pressed.
Indeed. You are allowed to be wrong, but why highlight it?
So say you.
Question:
Are you a game developer? How many horde shooters have you released?
Here is a list of horde shooters with stealth characters/Aggro Blockers
and the studios which made those game:
Darktide & Vermintide 2 - Fatshark - Obviously…
Zealot (Shroudfield Ability)
Veteran (Infiltrate Ability)
Kerillian (Shade Career - Infiltrate)
Bardin Goreksson (Ranger Veteran - Disengage)
World War Z: Aftermath - Saber Interactive
How Stealth/Invisibility Works:
This game features a lore-accurate “Masking Effect” inspired by the franchise’s film, where zombies ignore individuals they cannot detect. When masked, your screen takes on a deep blue tint, confirming you are safe.
The Invisible Classes:
The Fixer (Masking Gas Grenades): Throws a specialized smoke grenade. Anyone standing inside the cloud instantly gains a masking effect, causing massive zombie swarms and Special infected to immediately halt their attacks and wander around confused.
The Medic (“Secret Ingredient” Perk): Modifies the Stim Pistol. Shooting a teammate (or yourself) with a stim injects a masking agent, granting true invisibility/undetectable status to the zombies for 5 seconds to clutch a revive or run to safety.
Weapon Perks (“Ghost” & “Backup Plan”): Certain weapons can trigger a 3-to-5-second masking effect upon hitting specific conditions, like executing a headshot while low on health or running completely out of ammo.
Space Marine 2 - Saber Interactive
How Stealth/Invisibility Works: High-tech active camouflage used to drop Tyranid or Chaos attention mid-combat.
The Invisible Character:
The Sniper Class (Camo Cloak Ability): In the co-op “Operations” horde mode, this class can turn visually translucent for up to 10 seconds (or until you break it by attacking).
It completely drops enemy tracking, allowing you to walk away from a swarm, pick up fallen squadmates, or position yourself for a high-damage sniper headshot on major threats.
Does this sound familiar?
Aliens: Fireteam Elite - Cold Iron Studios
The Aggro-Blocker Mechanic:
The Recon Class possesses an ability called PUPS (the scanning drones from Prometheus).
By default, they reveal enemies through walls.
However, using the deep perk-grid system, you can modify it into a massive defensive tool using a modifier called “Distraction” or “Got Your Back”.
How it works: When activated, the pulse from the drone disrupts the Xenomorph horde’s sensory tracking. It drastically alters the threat generation tables of the AI, dropping your personal aggro to zero and forcing the charging aliens to violently pivot away from you to find other targets.
Helldivers 2 - Arrowhead Game Studios
The Aggro-Blocker Mechanic:
Smoke Stratagems (Smoke Grenades, Eagle Smoke Strike, and Orbital Smoke Strike).
How it works:
Unlike a lot of shooters where smoke just blocks human player vision, the enemy AI in Helldivers 2 actively uses “line-of-sight” and “last known position” tracking mechanics. If a massive horde of Terminid bugs or Automaton bots is hunting you, throwing a smoke stratagem directly onto yourself or between you and the enemy instantly breaks their tracking link. It functions as a hard aggro-blocker: the horde will stop shooting or charging, become confused, and start blindly investigating the area where the smoke landed while you slip away entirely undetected.
MASSIVE AGGRO-BLOCKER! WAY BIGGER then Stealth in DT!
So we got 6 Horde Shooters
& 5 Studios
with either direct stealth mechanics or hard Aggro Blockers.
I guess those 5 Studios have no idea what they are doing…
And here we are at the point why you are wrong.
It’s not a “crutch”, it’s a tool.
Stealth as an ability is not the issue (neither is the knife).
The issue is in HOW people use it.
Stealth can be used to:
- flank & hit enemies in the back,
which several abilities in the skill trees are clearly meant for, as are several blessings on weapons. - drop Aggro, to then hit stunned enemies in the back.
- complete objectives safely and quickly.
- carry objects in safety to objective.
- save fallen comrades, EVEN when dozens of enemies are between you and them.
- Focus on high priority targets, bypassing mobs.
It’s only a problem if people play not as a team player, but as rushers,
which use stealth to run away.
It had a form of Stealth with the Veterans Camo Expert.
You completely forgot that right?
The Trees, including Stealth abilities evolved from this.
COMPLETELY DIFFERENT TOPIC!
Well, Zealot use a Shroudfields and Veterans learned to infiltrate.
They have arguably high tier weapons.
What are you thinking about? Orbital Bombardments? Mind Bullets? Saying “No” and “Win”?
Any more questions?
They joined Chaos.
They are stupid.
Also this is Science FANTASY, not Science Fiction!
It works, because the Orks believe it does and thus it happens.
Deal with it…
I do agree with what you’re saying, needs a nerf right now
But overall Shroudfield does more than what you described, mainly dealing massive damage to bosses as well as being able to get on the enemy backline to kill problematic enemies (Reapers in Havoc)
There has to be a way to nerf the supportive aspect, cuz I do like the big dmg as well as the infiltrating the backline
Something like not being able to revive people while invis maybe? That could be goode
