THE TRAITOR CURSE - Anniversary update coming in November!

The new map is a repair mission, right? We can have a second repair mission that isn’t Power Matrix? Or I’ll even take a disruption, so that disruption isn’t Hourglass exclusive.

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Poor Investigation missions, always the hated one.

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Since when? I thought Investigation was popular because you could rush the Data Interrogations so fast.

I was just being silly! Zaygr said he was hoping for a Repair mission, and I just thought I’d mention Investigation too, since there is only a single variant of it.

I don’t really hate any missions, come to think of it. Maybe Assassination? but thats more due to the bosses being a bit boring, and the fact that often a smooth mission can come to a violent end, if the team doesn’t know how to fight the bosses.

Well, I guess how Sanguinala celebrations on some worlds are described is very close to a carnival.

Also there are a lot of festivities and Saint celenratiins arround and described in many of the books. Even on Hive Worlds.

And the vast majority of worlds is just classified as “civilized worlds” woth living standards close to ours.

But Darktide takes place on a Hive world dedicated to production of tanks (becouse of their special mineral).
I imagine some form of recreation and “bread and games” will be put in place to keep the masses calm and keep the labor force running the mill. It’s cheaper that way then expanding money on forces killing valuable workers … that does not say, the regime wouldn’t do that if deemed necessary, but it’s all about money, tithe, investments.

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Honestly, all the mission types except Assassination feel similar to me…

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They’re different in theory.

Espionage: Data Interrogator planted and you need to repair it while Hadron gets an aneurysm.
Investigation: Find the clues with the Data Interrogator.
Raid: Steal something.
Repair: Carry big payload around, insert.
Strike: Kill Daemonic Growths. Usually.

The problem is that all of them have the same extensive “defense” duration at the end and the mission objective is only the first trigger to the defense, leading to the classic “Go get the Thermal Drill guys” Payday 2 phenomenon, where the missions end up feeling the same despite supposedly being different.

This gets further shaken up by many missions being totally mixed and the Mission Descriptor just being related to the end. So some strike missions have Investigation parts. Some Raid missions have the Strike segments where you need to kill Daemonic Growth. Etc.

Not sure if this is a holdover from the initial vision of all being randomized or what, but the end result is the missions thematically bleeding into each other and nothing really standing out.
They’d be 100% recognizable, if Investigation only came up in Investigation, etc.
As it stands you probably just pick mission by modifiers and mission picture. I know I do.

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We’re being sent to repair the Merry-go-round, because Zola really wants to go on it but it’s been in a state of disrepair for years.

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There goes all my excitement for the vet tree rework
image
The core issues are still the same, it’s all straight lines with no way to interweave with other trees like every other archetype can with their own trees

edit: saw the new one disregard this mostly lol

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Bit of honest feedback here.

Caught up with a friend today, and inevitably we got talking about gaming. So I ran through the Darktide anniversary update.

His response was “Okay, when you led with a Cinematic, I was worried. But new map and finishing the Vet? Cool.”

“And you can see loadouts”

“Right yeah whatever.”

I got to say, I kinda realised where he was coming from. I know its only part 1 so far, so I’m hoping Fatshark has something nice cooking.

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More stacks.
CEO of Fatshark is a warehouse logistics enjoyer confirmened.

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If the tree prior does not change at all (aka less operative nodes) then I feel like you are heavily limiting build diversity with these keystones. Like the right one has already 5 upgrades on top of the keystone pick.
Welp patch day will tell I guess.

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They definitely removed at least one tax point, namely right above the keystones. Between the blue and the red one used to be a stat node.

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Doesn’t Vet have the same bridges that the other classes have ?

Like after the Abilities it has the bridge then the way toward the keystones

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I suspect that you will be able to pick 2 (maybe 3) of those upgrade nodes - as far as I know, all keystone upgrade branches are mutually exclusive. The shared upgrade in the middle makes me think that one may be selectable in all cases, but that could be a kind of balanced upgrade, with full left being ranged heavy, full right being melee heavy and the middle node offering a 75/25 split or something of that nature

I think Warp Siphon is the only keystone at the moment that permits 3 upgrade choices, so I’d be very surprised to see anything new offer more choices than that.

Unfortunately, the screenshot doesn’t tell us if the tail end of the tree has gotten shorter. I can see Iron Will (and imagine Confirmed Kill is under the tooltip) but how far from the Ability upgrades are they? :person_shrugging: I imagine they’d be shorter, since the end nodes were already very hard to reach

EDIT: @FatsharkQuickpaw will there be more info about the Vet talent changes published before the patch, or will we have to wait until the patch notes are released?

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Tbh I prefer that they don’t announce if they are not ready. This can avoid catastrophic situation where players get angry at waiting.

What I don’t like is how the communicate. This is the minimum.

That and also their cosmetic policy.

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If nothing else, it gives an opportunity for some bug fixes to get in before the holiday window (in theory). Ideally, the releases would be well tested and we’d see very few bugs with the new content, but that’s probably a bit too optimistic.

Personally, I think it’d make more sense to have part 2 after the holidays, with a minor update/bug fix release in December (maybe with a small extension to part 1’s scope to make up for a part 2 delay). I think last year’s holiday release introduced a lot of frustrating bugs that weren’t going to be addressed before the new year

Depending on how they rearranged the start of the tree and how much fat is cut out at the end this might turn out okay. Ogryn has a similar distribution at the end of the tree. If they kept their standard “17-18 nodes to reach keystone” setup as other classes there would be a bit left over to play around with although not much.

On a sidenote, while the modifier nodes will definitely make or break the enjoyability/power of these new keystones (especially in the case of Marksmen’s Focus) I love the direction they are going with especially the middle one with the tagging mechanics.

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I personally think that we might get an Assassination mission later on in the Carnival zone, especially with that Arena tease, but it almost definitely won’t be this first “Mercantile” one.

Wait what new one? The pic you attached is the only one I’ve seen.

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