The reduced availability of ammo feels super bad

Ok fair enough, but by definition of being an aura Survivalist kinda gotta be team based. How would you see things arranged for survivalist to just be self regen?

Also Zealot might not have a ranged focused branch but I’m pretty sure they still appreciate the extra bullets in their pocket.

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Put it in the left side tree where the ammo is now, and buff it to 1.5%. Replace aura with a +10% damage on weak spot aura or something similar.

I’m pretty sure, I definitely do playing mainly braced on Zealot, but as many discussions I see about (many of which I agree with) that as a team-based aura it’s the best value all around, I’m just not feeling it as an aura.

If this is the roadblock behind Vet being able to be an actual ranged-focused class (much like Psyker) it’s probably a good idea.

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Fair. That’s actually a pretty smart approach now you point it out. Definitely don’t want a Vet buff just facilitating more Rumbler spam :rofl:

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NO-GOD-PLEASE-NO

I’m up to meeting 7 so far.

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To me this is a good thing, but this is where we disagree.

Fair enough. I never meant to put words into your mouth. I consider the ammo boxes woefully inadequate as they work on charges without making it clear how many there are. You can empty a charge with a single bullet or with your entire store of ammo depending on how much you have left. Fixing it is trivial enough (either clearly mark how many charges they have left, or have them work as med packs where you only empty as much as you need).

And this is where I think that maybe a bit of expectations management might be in order. As someone who really likes doing both ranged and melee I’m not happy when everything dies before it reaches us, but this is just my personal opinion of course. I try never to speak for anyone but myself. I am ok with how the ammo system is now… if anything it’s still a bit too lenient, but on the other hand, I play mostly with a close vet friend who is also really good at melee. The exact balancing is difficult ot get right.

My only guess is that FS made these changes because they felt that everything was too ranged focussed. And I agree with them.

This is actually one of my pet peeves about this game.

I don’t buy into the idea that the goal of a single class is to be solely responsible for specials/shooters.

Whether I’m on my Psyker (Revolver), Zealot (Revolver), Veteran (Helbore MK II), or my Ogryn (Slab/Rumbler/Rush), they all have exactly the same duties as each other in my opinion.

They may have individual strengths, such as my Ogryn, which excels as a frontliner, putting bleeds on everything, being disruptive, and perma stagger Monstrosities, but he still deals with the same thing as my Veteran.

For me it’s more about which flavor of class mechanics I want to have fun with for the moment.

Although I’m an old time Psyker main, Ogryn and especially after the update, is the class I enjoy the most.

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In truth I never have really any issues with ammo with a low ammo pool weapon as long as I have a Veteran with ammo regen aura in my team.
The aura did not get nerfed as much as many think it is, the amount of elites has been increased so it procs more often, honestly the more affected by this nerf are rumbler/gg ogryns and I’m fine with this, it was really too strong.
People need to understand to stick in coherency, and be smart about how to use their ammo.
Pox hounds, bursters, mutants can very easily be dodged/pushed and killed in melee, yet a lot of players dump their magazines in them even in very controlled situations, wasting ammo and not being able to handle them in high pressure situations as a result.
Same thing goes for elites, ranged weapons pack a lot of stagger, you don’t need to necessarily finish them off with your gun, once they are on the ground they are easy pick in melee for you or one teammate. Too bad everybody is too concerned to get high scores on the mod scoreboard to show off instead of actually playing good.
Be mindful that in this post I’m addressing veterans the least as they are the most justified to shoot treats.

I agree with this 100%

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Agree,

I can two-shot-heavy-attack a gunner with the Slab Shield.

If they don’t die from the two heavy attacks, they die seconds later from bleeding out, while I walk away like I’m a guy that is too cool to look at explosions.

The mutant ammo dumping is absolutely a problem or a bad habit, from people not knowing that Mutants take extra damage from melee attacks, but are resistant to firearms.

A lot of the mechanics in Darktide is unfortunately not explained or obvious to someone who is new, inexperienced or uninformed.

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Until they buff Gauntlet, Rumbler with reign supreme due to buff to Adhesive charge. Even with splash damage buff reversion.

You have a rock! Best antimutant solution since Sentinels.

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But they did? Seemingly by quite a lot?

Also GG has always been considered good, even before this patch, so I’m very confused by this sudden “GG bad” take.

Pinpointing was also mega buffed by the by.

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I wouldn’t object with that statement, if the shooters AI wasn’t still broken, magdumping in your face point blank while you’re giving them a new haircut

Or silly stuff like Scab Shooters being impossible to stun out of their melee attack animation with long ass tracking unless you shove them or hit them with 3000% impact

I’m not saying it’s “bad”, I’m saying it’s worse than current Rumbler even without Rumbler splash buff.

I did try this recently.

It wasn’t good enough to feel a reliable ranged weapon.

Yes, Veteran is the only one who had nerfs incured. Everyone else got massively boosted. Maybe too much even, but I want to be conservative with nerf calls because I hate to see fun toys diminished. Same reason I argue against the Assail threads.



Honestly, they really do. Same happens to me all the time. I have to be careful not to write non-sequitors because “didn’t we just talk about thing X or this thread Y now?”.



That only happens when you have several dedicated ranged players.

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That frankly just sounds like power creep brain to me. Cause it sure was a reliable ranged weapon before patch and it only got buffed, even relative to enemy health increases.

No disagreement that the Rumbler is an absolute monster now though.

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Yeah, but when I was playing before with it, there weren’t as many Ogryn patrols.

Do mind, I haven’t played this summer entirely and I always preferred Rumbler and Mk2 Ripper to GG.

You might not like it, but it’s a design intent. Mind you not sharpshooter doing all the specials, but the majority of it.

It was the same way in VT2 where Marksman specializations were the main special remover.


Currently of course it’s not the case, Veteran isn’t better at special removal than other classes (maybe a little). Psyker with a Zappy staff on the other hand..

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GG performs very well aginst ogryn patrols.

I disagree, even before patch 13, everyone could very easily cover any threat in a single build, after the overhould this is more true than ever.
The approach to the characters has changed since VT2 ( rightfully so I must add)

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I’m trying so hard to not derail right now but uhhhh I’ll just say crossbow WHC, longbow HM, Rep handgun mercenary, Zealot with anything he goddamn likes only had to be marginally more skilled than a dedicated ranged class to out special kill them, they could get mostly the same breakpoints just had to reserve the weapon for only specials and couldn’t shoot at every elite and even some horde like ranged classes could.

Honestly my ~1000 hours in VT2 say the exact opposite to me, that this series has always expected all classes to carry their fair share of special killing duties. It’s the non special enemies where the ranged/melee distinction has always been much more prevalent.

That’s not to say you’re wrong about the design intent of Vet in this game, though frankly if your Zealot can’t kill their fair share of specials with their melee weapon and a brauto I have to question what the hell they’re doing.

And I also have to question what such a design intent wants PUGs to do when they don’t happen to have a Vet in their party. Seems like the nature of QP demands that all classes can cover as fundamental a base as special removal to at least a passable degree, and not hand that crucial task too asymmetrically to a single class.

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100% on point.
None of the Tide games were ever fully committed to a “Class X has Job Y” playstyle. That’s classic Ragnarok MMO stuff. But as far a I can remember you were always able to clutch solo, even in VT1.

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Oh, HM is for Hand Maiden, not HunsMan was it? I almost wrote entire paragraph about that. I do agree with your statement though.

Yeah… I’m gonna disagree with that.

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