Darktide’s current talent tree system is awesome but leaves a bit to be desired. In this OP I’ve compiled a list of notable talents I think need changing on the talent tree to make some choices better than the alternative, at least from a meta perspective.
I hope this sparks some insightful discussion. I’ve played this game for a while now and wanted to share my opinion on the most powerful options. Darktide is well-balanced in that everything is viable, but as a player who always wants to maximize their effectiveness, having more ways to do so would make the game more fun for me.
Psyker
- Kinetic Flayer: Talent now only triggers when hitting an Elite or Specialist enemy, and is guaranteed when off cooldown.
- Mind in Motion: On top of the current effect, now also prevents being interrupted whilst quelling Peril.
- Kinetic Presence: Increase damage bonus. From 5% to 15%? Too small to make a difference in the majority of cases.
- Unlucky for Some: Just get rid of it entirely, replace it with something better. Maybe another Soulblaze related talent?
- Warp Rupture: See this thread I already made.
- Telekine Shield: There needs to be a better argument for using the wall shield over the dome shield. Right now the dome is incredibly easy to use and arguably provides more value than the wall shield.
Ogryn
- Steady Grip: Far too small of a toughness boost to be useful in any capacity, outclassed by the rest of the tree. Needs a change, I don’t think it should restore Toughness.
- Bombs Away!: The worst of both worlds - a non-rechargable rock you only get two of with none of the problem-solving potential of the Frag Bomb. Objectively the worst Ogryn grenade, and needs a change to be competitive.
- Slam: Extremely mediocre talent overall, to be honest, as with all Impact talents. Ogryns don’t need more knockdown force, they already knock everything flat on their own. Compared to Soften Them Up, it’s a bad pick every time.
- Go Again!: Pales in comparison to the massive damage boost provided by Valuable Distraction, which can also be triggered by Attention Seeker. Overall not needed.
- Thick of the Fray: Inferior to Hail of Fire. Movement speed not needed during PBB. Bracing is generally not worth doing most of the time with ogryn guns anyways.
- Crunch!: You have to hold the heavy attack until it lets go by itself for a bonus that Thrust provides in half of the time needed. Especially for a fast-paced game like Darktide, this just won’t do.
- Stay Close!: Apparently only affects passive toughness regen. Not sure if true, haven’t tested this myself. Not a very powerful effect anyways compared to the other two auras.
- Too Stubborn to Die/No Stopping Me!: Just so much weaker compared to the talents right next to them. There is no reason to pick it them over the alternative.
- Implacable: Almost never comes in handy. Feels bad to have a dead skill point before a powerful keystone.
- Unstoppable: Supposedly broken and only increases toughness regen from kills to 5.5% instead of the previous 10%, making it worthless.
- Get Stuck In: Honestly it probably doesn’t need a change, it just lasts too short for my tastes, especially when combined with Indomitable. You get maybe 2 seconds of usage from it max.
- No Pushover: A valid contender for worst talent in the game. Why does this exist? Pushing doesn’t have cost issues, and the stamina efficiency bonus is small enough to not even amtter.
- Mobile Emplacement: See Implacable. More useful due to shootgryns generally not having as much close-range knockback potential when using PBB.
Veteran
- Vanguard/Tactical Reload/Out for Blood: This top side of the talent tree is a lot weaker compared to the other sides. The amount of toughness regen and defensive bonuses you receive from the left and middle always outshine. I hope Out for Blood isn’t bugged like Unstoppable.
- Smoke Grenade: Sucks. Worthless. Trash. The utility of the Frag Grenades and the Krak Grenades of killing enemies in exchange for… blocking a sightline? Really? A taunt Ogryn can do this so much easier and better.
- Get Back in the Fight!: Bad compared to Catch a Breath. If your Toughness is broken you’re probably already in a situation where that 6s buff isn’t gonna help ya.
- Survivalist: Too powerful, removes a skill element of the game by nullifying the ammo economy due to just how many elites and specials spawn. The amount of ammo regenerated is probably fine, but make it only drop on Specialist kills.
- Fire Team: Similarly to Kinetic Presence, this is too weak of an aura to make any noticeable difference.
- Close and Kill: See above.
- Kill Zone: While somewhat powerful, the nature of higher difficulty levels is that some enemies are gonna slip through the cracks or appear behind you, and that 8m radius feels bigger than it is. This buff will almost never be active when it matters.
- Opening Salvo: A meager +10% crit chance for, what. 4 or 5 shots? Come on.
- The Bigger They Are… You don’t need to highlight these guys. Takes too long to kill them to be useful with Relentless.
- Twinned Blast: Extremely mid talent overall and not worth taking compared to its two siblings.
- Voice of Command: This is a weird one. It’s fine on its own, but compared to Veteran’s other active abilities, it’s easily the strongest - spammable, powerful, and easy to use. Its addons allow it to easily transform into a win more and clutch button. The other actives need to be competitive.
- Hunter’s Resolve: Basically just a worse version of Low Profile. Why take TDR when I can have effectively 10 extra seconds of cloak?
- Shock Trooper: Completely inferior to Survivalist. Barely has any effect.
- Marksman’s Focus: There’s already a thread about this that explains everything wrong with it. For my part, I’ll just say it feels bad to play around.
- For the Emperor!: The duration is too short for me to appreciate, and the bonus too small. I see a lot of meta Veteran builds use this, and I just don’t get it.
- Competitive Urge: Again, compared to its siblings, just extremely inferior. The bonuses are powerful on paper, but the inconsistency is the issue.
- Close Quarters Killzone: Once again a mid talent compared to its siblings. Same deal with Marksman.
- Skirmisher: Strange activation, poor tooltip, minimal bonus. Overall just inferior to Reciprocity, really.
- Weapon Specialist: Why isn’t this the one called Agile Engagement? Regardless, this whole keystone rubs me the wrong way - for a similar reason to Marksman’s Focus, it feels bad to play around. All of the add-ons are mostly moot (except Always Prepared, that’s pretty rad on plasma guns or revolvers) and the effect is awkward to take advantage of.
- Veteran keystones in general: These are all just awkward to use and weaker than other classes’ keystones. Instead of being a powerful passive effect that you take to enhance your chosen playstyle, instead you have to change your playstyle to suit it, and suit it exactly, otherwise you don’t get the full effect. They’re all really really weird.
Zealot
- Fortitude in Fellowship: Same kind of deal with Stay Close!, and sitting right next to a damage up.
- Blood Redemption: See Unstoppable and Out for Blood.
- Top Zealot tree in general: For a melee-focused class, the +30% crit chance and powerful dodge/crit bonuses on the top right side of the tree feel disproportionately powerful to the other two sides, since dodging and critting are things you’re going to be doing all the time.
- Dance of Death: This feels like a dead skill point and also awkwardly placed - why not on the right side with Good Balance? Having to take it just to reach Thy Wrath Be Swift feels bad. Less spread and recoil doesn’t feel useful at all, maybe the most it does is quality of life for Bolter.
- Desperation: Too small of a damage boost to matter, trigger condition is too dangerous to try and take advantage of.
- Until Death/Holy Revenant/Benediction: Ah, yes. The get out of jail free card and the best Zealot aura. For every Zealot build I make, I always path over here, because these talents are just SO STRONG - why isn’t Until Death a keystone? It feels like it should be, with how strong it is.
- The Emperor’s Bullet: Impact strength is meh. Trigger condition doesn’t happen often enough for attack speed bonus to be useful.
- Unrelenting: See Vanguard.
- Shield of Contempt: Really just feels like an awkward talent to use that isn’t gonna clutch anytime soon.
- Hammer of Faith/Grievous Wounds/Punishment/: Impact bad. Damage good. Do I sound smart yet?
- Beacon of Purity: Considering that it only cleanses corruption up to the next wound, it seems mostly useless unless you’re playing a game without a Veteran running Field Improvisation, especially considering that it doesn’t actually heal that cleansed health, not like the purifying torch does in Chaos Wastes VT2.
- Loner: Auras that don’t help your team are bad. The toughness regen from always counting as being in 2 coherency is too small compared to the multitude of other toughness regen bonuses you can get from the tree.
- Invigorating Revelation: Doesn’t really feel useful, as Shroudfield is an offensive-focused active ability, meant to get big damage numbers.
- The Master’s Retribution: Unlike Gromril Curse, which is really useful in the context of Vermintide, this isn’t as useful, considering how much more powerful your defensive options are. Also, ONLY that one attacker? That’s awful! And Invocation of Death is right there! Why would you ever take it?
- Left Blazing Piety: Bonuses simply aren’t as good compared to right Blazing Piety. Toughness regen on trigger doesn’t mean squat when the duration is refreshed for every kill, and you aren’t gonna have lost much toughness by the time a proper fight starts and Fury triggers. Giving allies a meager +5% crit chance isn’t worth the additional skill point, either.
- Martyrdom: I’m gonna say it: I don’t like it and I think it’s bad. Per-wound basis stuff is on a lot of important things (like health stims and Beacon of Purity) and to gimp that in the name of some more attack speed and damage, on top of being in one-hit territory, is a bad idea. Zealot in VT2 has the advantage of temporary health to fill up his health bar when he’s in a scrap, making him as durable as he is at full health, which Darktide Zealot doesn’t get, even with I Shall Not Fall’s small TDR bonus. Along with Martyr’s Purpose, which only triggers when you spend a very limited resource, I just don’t think it’s good.
- Retributor’s Stance: Considering you’re already on the dodge side of the tree, you’ve probably got Second Wind on lockdown and don’t need the extra toughness regen that this talent offers. No reason to take it.
/rant