Survivalist is unhealthy for the game

Hanlon’s razor. We’ll err on the side of stupidity. It’s extremely common. I see it when I’m the only vet in a group and using a fairly ammo efficient Lasrifle to pick off elites or specialists, folks just gobbling up ammo boxes while I’m sitting on red ammo stores. There are so many folks with so little HUD awareness it’s baffling. I miss HUD cues too, but it’s usually because I’m preoccupied with fighting to survive in a bad situation.

I see people actively ignoring Medicae stations while they have half a bar of health and the remainder full of corruption, but they’d rather waste everyone’s time being picked up than spend the 20 seconds it takes to get heal (It’s a FREE HEAL).

These are Damnation players.

Tried bumping to Auric but Auric PUGs haven’t fared much better in my experience, and at least I can drag a team to the finish in regular Damnation.

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Difference between auric, and damnation full pugs is that Aurics you have a nearly guaranteed chance to get at least one competent person, and a non trivial chance of 2 good ones.

There is almost always at least one guy though. That weak link. If they just go down a lot that’s fine. Sometimes you’re lagging, or you’re having an off day. W/e.

But if you’re also going out of your way to resource hog however…

A lot of this would be fixed if FS just made numeric UI baseline so I still don’t entirely blame them, but it’s frustrating nonetheless. Probably why I’ve been playing zealot a lot more lately when my friends aren’t on.

I can go entire matches without using my gun at all while still top killing specials, and elites.

Wish Veteran had throwing knives.

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There’s also the fact that on a non-veteran ranged build your ranged weapon is explicitly geared towards a specific enemy type, so your ammo expenditure is tied to what kind of enemy you end up facing.

I don’t know guys, and this is my own personal opinion, but I want to shoot every single Poxwalker with my Recon VIIa, and with the build I’m using, and with Survivalist, I’m close to having infinite ammo

If I wanted to spend my time meleeing, I’d fire up Vermintide 2 or Chivalry, but in Darktide I’m blessed with a laser rifle and future tech.

I like melee as a last resort option when rushed, but my preference would be to have three weapons at all times, with the second being a sidearm and the third being melee.

Before somebody slaps me, I do a lot of melee in Darktide. Anyone who has played with me knows that, but I’m simply stating that I’d rather just keep shooting forever.

My wet dream is that youtube video of a Ogryn with Stubber mowing down a mixed horde while the solo from Lynyrd Skynyrd - Freebird is blasting in the background.

I enjoy shooting my shooty gun. :man_shrugging:

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look they just need to make demo team and confirmed kill auras

suddenly you have a choice between
the team regens ammo
the team regens grenades
the team regens toughness (while under fire)

and look maybe keeping the original aura (which i think is .75% ammo regen) or like .5% so you aren’t completely losing the regen, just getting a reduced version of it

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While it doesn’t address “Survivalist makes ammo management super simple”, I always thought it’d make more sense for the aura to boost the value of ammo pickups e.g taking an ammo pickup grants 20% (for example) of the ammo pickup’s value to allies in coherency, so if someone takes a 50% ammo pack, you get 10% of your reserve ammo.

Scaling could be an issue, since there is generally less ammo pickups available in higher difficulties (IIRC), whereas Survivalist scales extremely well with difficulty.

It’s hard to make it anything short of a must-pick, whether it’s a regular passive or an aura. Bringing back team wide Demo Team as a mutually exclusive option would be interesting though, once you figure out how to balance regenerating frag bombs :joy:

random fact, did you know that

survivalist stacks with bot’s scavenger?

eeeh eeeh? i bet you never noticed

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to use or not to use ammo is at the player’s choiche, if he runs out of ammo its his own business, you are not compelled to leave him the ammo you find if you are yellow or orange

there is no such thing as dependence on ammo, if dependence on ammo troubles a player he now can choose to play as a staff psyker or a veteran with survivalist

what you are asking for is to remove one option and give the devs a headache to rebalance a non issue in the first place

there is nothing wrong on shooting less in a tide game, if you can’t afford spamming you can just reserve you ammunition to counter shooters, its really not that big of a deal

exactly, this is a good sum up, the moment you connect your brain cells and use a melee weapon for 2 minutes all the ammo problems are gone all of the sudden

to me personally these type of topics make me want to run vet knife with bolter and steal all the pickups even more than i do normally

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I enjoy shooting my shooty gun. :man_shrugging:

That’s totally legit. I’m glad there is a build that allows you to do that. After all it’s the sharpshooter. Psyker can also play as ranged forever, but that’s more of a Harry Potter style.

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Might be my personal bias here, but i ALMOST always think its more efficient to just whip out a melee weapon and shred a horde with it rather than try to clear it with a ranged weapon, even if i am on a vet with heavy focus on range combat.

I save my ammo for specials, elites and groups of ranged mobs that i cant slide into without putting myself at to much risk.

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Don’t worry as per Fatshark’s procedure, Fatshark would nerf Survivalist to make the other two option viable.

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For anyone suggesting that it should be changed to “share ammo pickups“ in coherency…

Please pay attention to the situations in which ammo is usually picked up.
Teams usually spread out to look for pickups between fights.
You would be lucky to have even 1 person in coherency, when picking up an ammo bag.
Having to stay close to a specific teammate, while running around and looting crates, is a terrible idea, since it slows down the entire group and likely reduces the overall amount of boxes opened by a group.

Teams tend to stick together while fighting, which is where auras should do their thing. That is where the aura currently does its thing.

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Grenade regen aura is not a bad idea, but changing confirmed kill to an aura is just lunacy.

It would completely cripple veteran toughness economy (when using any other aura) and buff everyone else to an insane degree (when using the aura).

If you want a toughness regen aura, it should not replace the most essential toughness talent for veterans.

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Grenade regen would have to be fine tuned to not work with some nades.

Fatshark does not do fine tuning.

Example? Reload on executioners stance completely removed because of Bolter.

Could have just made it not work with “power weapons”, and made that list Plasma, and Bolter. Letting the rest of the weapons keep it. Nope.

So what does this mean for our hypothetical nade regen?

They won’t put it in.

They’d have to put in the extra effort by making sure it doesn’t work with ogrynheimer nade, or making it count as a 3-4 nade so you need multiple procs for it work.

If we go by timer based then they would need to have it be a timer for each grenade for balance. That’s too much.

There are a total of 9 you say?

That’s not very many?

It is to FS.

Over 20 days to fix surge staff gaining 125% damage because it was likely coded with the same name as smite.

Just saying.

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if kill confirmed was something that grants the aura holder an increased amount and then a reduced amount for team members it would be relatively fine i feel, additionally if kill confirmed is moved to an aura you can just replace that slot with anything else that grants toughness so that it’s no longer completely mandatory for everyone to take two talents so they can survive a gunner pod

if it is simply reworked to “restore 33% of your grenades” rather than just +1 grenade it’s already fine tuned to everyone, grants 4 knives to zealots, takes 3 procs for a ogryn bomb and actually means the +1 nade capacity is useful

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Instead if becomes a mandatory aura, and you risk ammo starvation because you don’t have toughness regen for your primary job.

25% maybe. This is a good idea. FS won’t do it, but it’s a good idea.

At 33% you could run 3 ogryns, and 1 vet and just Hiroshima any remotely bad situation. Very fun for a few matches, but it would get old very quick.

At 25 maybe they’d have to at least think about it a bit instead of instantly dropping Little Boy every time they see a couple of crushers.

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Confirmed kill should stay untouched and the aura should work differently.
Two of the auras being bad, is no reason to fiddle with one of the essential toughness sources of the vet tree.

You would just create more problems and would have to make an additional new thing for absolutely no reason.

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Hard agree with OP. Survivalist is so strong, it’s warping the game around it, let alone the vet’s skill tree. It should be removed or reworked. It’s not an easy fix but it feels like a needed one.

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I mean, the proc chance could just be reduced based on yournade capacity. Something like:

Proc Chance = 2.5 X Grenade Capacity

Alternatively, different grenades could get a counter that goes up with each proc of the skill, with them receiving a grenade when its procced a certain number of times, varying based on their grenade choice.

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It has been true since even before patch 14, starving on ammo should not be 99% based on wether there’s an aura vet or not

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