The Book of Grudges: Because Fatshark Won't Listen

Yeah that was a bit of shorthand.

Basically it’s really hard, especially on higher difficulties, to do ‘sharpshooting’ due to enemies spawning behind and the constant flow of melee threats coupled with Executioner’s Stance turning off when you switch to melee.

I included it because it’s not something intrinsically wrong with the class, it’s with how the game spawns enemies messing with the class’s toolkit.

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Here’s a grude for ya! The chat does’t work! They use a 3rd party system for the in-game text chat, that can be blocked by your computer with no fix! I havn’t been able to see any text chat in the game for a gods-forsaken amount of time! Only afflicted me after an update, but the problem goes back YEARS. And still no fix!

HERES ONE FROM THE FORUMS PROPER

HERES A MORE RECCENT ONE FROM REDDIT

Some claim that it is VPN or firewall related, and that restarting the game/disabling these things fixes it, but not anymore! It’s permanent, and text chat will not work no matter how many times you restart!

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Damn, this revived your account after five years?

I definitely recommend filing a bug report of your own if it’s affecting you, because it looks like you may have a new issue.

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The issue of chat not working as expected is known, and I’ve been making noise about it for a while now as it’s something that’s regularly reported to us. Unfortunately, I’ve yet to receive an update on the case, but I do plan to chase it up in my next meeting with the Production team.

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Necromancy…

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I don’t post often (well, I don’t have a group to play, so I haven’t logged in for a while). But if you go full Asmongold I’ll be ready to come back and sort it out. ( <3 )

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well, grudges don´t die

image

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Everything written here so far has been collated and shared internally. o7

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On auric level missions you’re so constantly forced into melee on account of the pressure put on you. This was worsened after Patch #13 and worsened further by the recent uptick in difficulty. Not saying this is a bad thing necessarily, but changes need to be made on the players side of things to account for these changes. On top of this, things like enemies jumping off very high ledges to land behind you very quietly and jumping up very high ledges add another layer of constant close threats. Executioners stance suffers greatly from this. Here are some simple ideas to mitigate it:

  • Aiming whilst the ult is active should give you a toughness damage reduction of some noteworthy amount, similar to the ogryns Steady Grip talent.
  • It should not deactivate upon switching weapons. There’s already a timer on it, I’m not sure why this was done in the first place.
  • A slight reload speed buff would also help minimize your need to switch away from your ranged weapon.

Other things I think could and should be done to further reward ranged play on the veteran are:

  • Give the veteran a talent like the zealot’s Voice of Terra talent that gives you toughness on ranged kills. This really should’ve belonged to the veteran in the first place.
  • The recent survivalist nerf I understand, but I feel was too heavy handed. Either drop the cooldown from 5s to 3s or increase the amount received on each activation because right now it’s a smidge too weak.
  • Add some talent that is similar to the old “camo expert” talent from before Patch #13 that passively reduced your threat level so you were not targeted as much by enemies. It doesn’t have to be as powerful, but some slight version of it would go a long way in giving sharpshooter vets enough breathing room to actually do what they’re meant to do.

PS, it’s great to see FS employees interact with community feedback like this. Kudos to you both.

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This got me thinking a little, I’ve started a Gameplay Feedback thread for simple fixes for Vet.

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if enemy placement or rather spawns were just a little less erratic (dont mind the numbers, dont mind the damage they do, its fine on auric maelstrom, dont want it “easier”) the pacing of when to switch from melee to ranged and how fluid it´d work could improve a lot.

had a couple matches lately were enemies visibly wished themselves into existence. excise vault i believe after the elevator coming up from the corrupted/tentacle purge room.

reaper + scab small stuff ( 6-8 if i remember correctly ) just plopped into view, accompanied by the announced hound horde that may have spawned already legitimately.

thing is, this doesn´t always happen in your frontal view but at your 6 and no sound queues to react upon.

the first you notice is a shaking screen and taking damage, frantically stowing away your rifle and flail around with your melee, if you survive that long.

and its not even that your mates did a bad job, thats a legit way of losing a round.
they werent there a second ago :dizzy_face:

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I’ve seen it happen on the new map, with a horde + rager pack appearing on the stairs leading up to the elevator (the section right before you go up and break ice off a buncha gears) once we’d gotten past it.

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I’m still annoyed that most Ogryn melee weapons can only kill 2 groaners at a time. Fatshark keeps adding more weapons to the game while all the old maces and shovels are forgotten. No melee weapon should exist in this game where it doesn’t have some means for it to kill at least 4 zombies at a time if it’s slow attacking.

Things like the combat blade killing more zombies per second than an Ogryn mk 1 mace is insane to me.

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May I add these two (unintended?) stealth nerfs to the Tigrus Mk II Heavy Eviscerator to the list?

The short of it is, due to changes to abilities/mechanics not related to the weapon or the target, the weapon performs worse as it no longer hits a necessary breakpoint.

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I HAVE A GRUDGE!

Submitted this last year and it STILL isn’t fixed, even though newer backpacks sit properly on the model.

May it last eternal until fixed!

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Thanks! Found the link and will add once I check it against my own vet. Might need to consider separating out visual bugs from gameplay ones at this rate.

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Surprised to see there are no grudges about the game’s shoddy net code and servers. It’s so obnoxious that a 6 year old peer-2-peer game like Vermintide 2 has such dramatically smoother networking than Darktide does.

There are at least a dozen melee weapons I don’t use in this game entirely because the game cannot handle inputs with them on even moderate latency. V2 is more playable at 200+ms ping than Darktide is at bloody 75ms.

The input problems are listed under bugs rn, but should probably be updated to a long-running issue.

So this is interesting.

Pretty much every backpack in my inventory clips to this degree on stuff with these pauldrons. The Hestia unlocks, the Vanguard pack one, the vox caster, and the Mortis Zone Operative one all do this. I think it might be intentional/unavoidable - the clipping doesn’t happen on armor without those pauldrons.

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I didn’t see anything specifically about input issues. Just the ghost hits, disconnects, and crashes. And I wanted to register a separate complaint about this kind of bull****.

Here’s the the game interrupting attacks I make. This happens constantly with certain weapons. And there’s also this sort of thing.


Where the game loses track of my attack chain and resets it. Again, a persistent, constant issue with certain weapons.

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