The Traitor Curse Part 1 Anniversary Update

Switching ranged to a melee weapon is instant. Currently there is no point in using gauntlet as melee weapon, because it has no advantages over another types of melee weapons, but it has noticeable disadvatages. The lack of block was offset by significant weakspot damage in the patch 14.

I would like to see the hybrid weapon to be competitive with both ranged and melee weapons. By the way, the ability to interrupt the animations of melee attacks by aiming would be useful here.

Previously, rumbler was overspecialized, but highly effective weapon for killing monstrosities.
With the new patch, this weapon become impractical, because it’s not capable to kill anyone except rippers and only scatters zombies around. It’s too short on ammo for killing specialists.

Bring back it’s key advantage. There is no need to limit archetype to a single role

@Nish bro actually saying rumbler bad unless it also melts monsters (while stunning them to oblivion lol) :skull:

Ty for update!

We’ve got a new crit bug. Melk missions with grimmoires don’t work. :frowning: (

Last I ran rumbler it was a potent anti-shooter weapon, staggered and badly hurt specials, coupled with an ability that made them basically dead meat with a light brush of autogun fire from anyone else in the team, and I could stack ridiculous quantities of damage with abilities. AFAICT none of that was changed in this patch.

Having played the new map a few times, I quite like it. Nice aesthetic, nice challenge, great music. I appreciate the variety of bug fixes and QoL changes in the patch as well. Good work!

Just wanted to say, you’re absolutely right about this build. It does make the bolter feel fun again for me, and I find the build has decent survivability and feels solid.

I ended up not using the keystone as I like having the ammo and supression immunity, but yeah at the very least I have something fun to play on Veteran for the time being.

Thanks for hooking me up with a good build!

Have fun :slight_smile:

Anyone know if the new map can come up for maelstrom missions? I’ve been keeping an eye on Live Mission Board Tracker for Darktide - Mission Tracker - Darktide WH40k - Games Lantern but haven’t seen it on either board yet.

While I respect the CM’s decision to delete my earlier post (it did have some questionable language in it), I must repeat the core message:

Please reconsider the decision to use a suitably rigid layout with three clear lanes for the vet tree. It’s at the root of almost all of the major complaints around both the previous and current iterations. It is an extremely unpopular design.

Edit: Brainfarted - The post I as thinking of is in another thread and was not deleted (I’ve removed the offending text though). However, my point about the tree design remains.

Have been through the carnival map four times on Damnation, with a zealot loadout I was capably performing with beforehand.

Every single time, we got bodied - either by seemingly endless hordes of gunners and shooter mobs, or by the dozen or so quasi-immortal, obscene-DPS ragers that appear rapidly. One time we literally had a dozen shotgunners and a half dozen dreg gunners spawn directly around our team, downing three of us in an instant and then netting our last guy with a trapper.

I’m going to assume y’all either have ridiculously broken spawns for the new map, or you fed the conflict director a mixture of meth and Jack Daniels, because this is kinda nuts. What happened to ā€˜we want fewer enemies and for each of them to feel impactful?’

Also I really feel bad for the vets because there is no way y’all are surviving this or getting any use out of that no-movement keystone.

It does seem more intense overall than other maps with the same modifiers. I’ve cleared carnival a few times so far and it always feels like the ā€œendless hordesā€ thing that crops up from time to time in other maps – just endless waves of trash mobs.

TBH I hope it’s intentional, I’m really enjoying the more intense spawns – I think it makes thematic sense, since the idea behind the mission is that we’re invading an enemy stronghold, which surely would have a very high concentration of crazies inside it.

They really need to fix exhilarating take down before i can judge the ranged trees viability. It’s a core talent for focusing on headshots.

As it stands right now ranged vet has defensive issues. Very glass cannon.

I run shock trooper even nerfed, the weakpoint node on the way makes it hurt, 3 kraks and the melee tree up to trench fighter. Las pistol and a shovel. I doubt keystones will ever be impressive for me - I just liked the nice toughness regen from the specialist modifier, but its another 2 points on top of that and has a cooldown preventing it from being as useful as even nerfed confirmed. May as well take the 4 you’d need getting down there and put Confirmed Kill and Out for Blood on. Seriously run Out for Blood now though.

@FatsharkCatfish

Preemptive apologies as I think I’ve tagged you more times in the past week than at any other point, but a question occurs to me:

I don’t doubt that you guys will eventually fix what’s been done to the veteran skill tree, but I think I can safely say that this experience has been exceptionally unpleasant for more than just myself. Indeed, I don’t know if I’ve ever seen the community quite so unified as it is now in opposition to changes to the veteran.

I guess the question that I’m meandering towards is simply what reassurance do we have that this won’t happen again? Because this was a pretty consequential misstep made to what is statistically the most popular class, and which likely won’t get fixed for weeks, sadly.

The community becomes beautifully ā€œunifiedā€ in rage by every single thing short of free content (but also that, see the Vanguard bundle and newer penance wear).

The vet changes have opened up the play/build space HUGELY. There is no doubt a crunch for points, and I hope that’s alleviated a bit. Just needs some tweaks.

And since we’re talking directly to FS: please please please keep making big changes that shake things up. Some of us know y’all are human, will make mistakes, will miscalculate, but many of us have also been here and seen how you continue to hone the Tide formula.

@FatsharkCatfish

The Veteran keystones are a little better than I initially thought. I think the bigger issue is the point tax for getting to and upgrading a lot of things.

For example, there’s 3 low-value travel nodes on the way to get Tactical Awareness and Iron Will, and they removed easy access to the elite damage nodes that used to be near them. It’s much harder now to justify spending the points to branch into there from the left or right side compared to patch 14. That bottom-middle section used to be a central point of general utility nodes for basically any Vet build.

Likewise, most classes have two +15 toughness nodes as connectors out of the top section, with Ogryn having two +25 nodes because…reasons. The new Vet tree only gets one +15 toughness at the top and is also forced to path through one of the low-value travel nodes as well. Psyker and Ogryn don’t have to path through any low-value nodes to leave their top section. Zealot does have to take one, but they at least have a higher concentration of good nodes in the top section and pretty good pathing in the rest of the tree. Vet just has to pay this point tax with no real compension.

They really need to get rid of those top-level points tax nodes: +5% health, +1 stamina, +5% movement. Also, all +5% health nodes should be changed to +10% health as is standard for other classes. (Ogryn has iirc one +5% health node, but they get double value due to their base health.)

Veteran also has too many optional upgrades for its abilities and keystones, which further exacerbates the point shortage they feel from pathing:

  • Infiltrate is particularly egregious, having 4 upgrade nodes for an extremely barebones base ability. At least one of those upgrades (probably Surprise Attack) should be baked into the base ability.
  • Executioner’s Stance should have one of its upgrades (probably either Relentless or Enhanced Target Priority) added to the base ability.
  • Marksman’s Focus should just have the Camouflage upgrade added to the base ability. I also would be in favor of reworking this keystone to lose stacks from missing shots rather than from moving.
  • The ranged upgrades for Weapons Specialist are pretty decent, but it’s still too costly to get all of them in most builds. The melee upgrades seem lower value to me. I would just consolidate these by combining Always Prepared with Fleeting Fire, and Invigorated with Conditioning.

If these changes were made, I think the Veteran tree would be in a reasonable place. There’s always room for further tweaking, but this would go a long way toward enabling build variety.

Based on holidays coming up soon I think we’ll have to wait for a proper fix until at least mid-January. Hopefully, we’ll see some adjustments (apart from bug fixing like the Exhilarating Takedown fix) to the vet in the next update, but I’m not keeping my hopes up too much.

Fine pal, I’m glad you like it, but I and evidently plenty of others do not, and your dismissal of that and of the opinions of your peers, all of whom bought the game just as you did, comes across as rude and condescending. If that’s going to be your attitude, then we’ve got nothing more to discuss.

REALLY like the new map. Well done. Also nice to see more banter between NPCs being put in.

Also like the ā€œFocus Target!ā€ keystone. I tend to tag a lot anyways. And +20% damage every 10 seconds comes in handy.