Darktide

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I don't have any experience with the Hiver yet, but my favorite Class is still the Arbitrator so far.

I've been leveling my Zealot the past few days, but it's kinda rough even on the lower difficulties thanks to being in squads of nothing but Scummers.

Both Classes are rather squishy, and that can make for some tough fights when you get jumped by a Plague Ogryn.

Just having a single Ogryn or Judge in your squad helps tremendously.
 
Also yeah, fuck the right keystone side of the tree. Way too much hassle and cd micromanagement to make it work, just pop ability, hold down lmb and go brrrr is way more fun on the left.
Honestly, the right keystone would be the tits for gun builds if vulture's dodge wasn't a thing. Really, what's needed is that the middle keystone should be axed and there should be a chem toxin keystone with some tweaks to the other melee damage nodes. It's too early to theorycraft how to fix the class but what I'm seeing now is that the stimm supply is shit and chemical dependency is better on non-supply builds.
 
Honestly, the right keystone would be the tits for gun builds if vulture's dodge wasn't a thing. Really, what's needed is that the middle keystone should be axed and there should be a chem toxin keystone with some tweaks to the other melee damage nodes. It's too early to theorycraft how to fix the class but what I'm seeing now is that the stimm supply is shit and chemical dependency is better on non-supply builds.
The weakest link is definitely Stimm Supply in general. I think it is by far the most boring, least impactful generic "AOE team buff" ability in the game right now. It had to have been a last minute change, otherwise the whole thing is just an extremely surreal design decision.

On another, completely unrelated note: FUCK THE NEW EVENT AND THE GORILLA NIGGER WHO MADE THE SOUNDS FOR IT. The bell sound from finished altars has me fucking tweaking like I'm Pavlov's dog, it sounds exactly like my doorbell. The first time I ran an event map I literally quit the match because I thought my Ubereats got here.
 
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The weakest link is definitely Stimm Supply in general. I think it is by far the most boring, least impactful generic "AOE team buff" ability in the game right now. It had to have been a last minute change, otherwise the whole thing is just an extremely surreal design decision.
It was a last minute change because how it worked in the playtest was completely busted.

I mean it's fine if you're running Desperado. Just faucimaxx with the CDR+ CDR on melee kill line whenever Desperados ability is on CD, it does help you get it back significantly sooner. I do agree that it's like the only possible use case for the CDR stimm.
Meant to respond to this too but I erased my post. The big issue right now with cdr on the stim is what I alluded to in my seethepost: If you want cdr, you only invest into cdr because the other effects are ones you'd want active during ability uptime where they'd be most impactful, where due to cooldown lockout, cdr does fuckall. The way you outlined its use is the only way to use it. Completely unintuitive.
 
Fixing the crackhead theory hour, just like how I said I wouldn't :eli3:
Theorycrafting is pretty gay in general, though I'm skeeved enough to subject myself and you unfortunate fucks to it.
General:
  • Get rid of cooldown lockouts. This is retarded. Hello my name is scryer's gaze, hello my name is executioner's stance.
The Cartel Special:
  • Get rid of its cooldown lockout too. Increase the max cooldown to 90s. Baseline cooldown is 30s.
  • The entire branch dedicated to toughness replenishment is worthless and shit. The game has terrible lexicon consistency but "toughness regeneration" is simply coherency regen which is the most useless kind of toughness anything in the game. It SHOULD be replaced with toughness replenishment which is toughness amplification from all sources (think restorative verses from martyrdom). Honestly, the whole attack speed branch is pretty bad too but let's ignore that for the time being.
  • Increase the rending to 10% and 15% so it's at least on par with a red stimm.
  • Add a fifth branch: duration. Something like +1s/+1s/+1s/+2s/+3s etc.
Desperado:
  • Focused resolve removed. It's a worse version of the Arbites charge node that does the same thing.
  • Add another node or two, idk what.
  • This ability is kind of fine as is. It's fun, even if it's not that good in havoc. It would have been good in old havoc before armor spam was the big roadblock.
Rampage!:
  • Too many sub nodes. Make forge's bellow part of the base ability.
  • Increase cooldown to 45 seconds.
  • Make re-activating the ability purge the exhaust effects.
Stimm Supply:
  • Complete rework. Stimm supply now takes the place of the cartel special. The cartel special is no longer usable as a stimm. The player can now pick up regular stimms even with points in the cartel special. This ability does not function without points in the cartel special. Similar effects from multiple stimm supplies do not stack, the greater effect always takes priority.
  • Ability cooldown is now that of the stimm. Is affected by both ability cdr and sample collector, with innate cdr applying before sample collector.
  • Practiced deployment would no longer work so it's gone, booby trap can stay, and the fast acting stimms effect now lasts as long as the stimm effect does on its own.
  • New node: 10 additional points for the cartel special. Cooldown now caps at 120 seconds.
Vulture's Mark:
  • Untouched. Vulture's dodge is as legit as fuck node.
Adrenaline Frenzy:
  • Banished to the depths of niggerhell.
Chemical dependency:
  • Chem fortified is boring. Add 2.5% attack speed per stack instead of the 50% toughness restored on stimm use.
  • New node: 5% toughness replenishment per stack and 10% movement speed at max stacks.
  • Additional base effect: withdrawal. While at max stacks, going below max stacks reduces maximum toughness and toughness replenishment by 25% for 30 seconds. This effect can be immediately purged by returning to max stacks. Or something. Just some flavor that bites you when you're not paying attention.
  • Stack duration should probably be tied to stimm cooldown in some way, potent stimms and all that, but that'd be something that would require lots of testing and tweaking.
New keystone:
  • Something related to chem toxin.
  • Base node: enemies affected by toxin take an additional 15% damage from all sources including toxin itself.
  • Sub node: toxin applies 15% brittleness.
  • Sub node: elites and specials that die with toxin leave small short duration toxic puddles. Might need an internal cooldown.
  • Sub node: killing enemies affected by toxin with melee weapons coats the weapon with chem toxin for 3 seconds, applying one stack per hit (same as that cleaver weapon). Duration can be refreshed.
  • Sub node: killing enemies affected by toxin with weakspot hits causes the enemy to explode for damage based on its max health.
Rocket launcher:
  • it sucks lol
Does this make some things too strong? Maybe.
 
Free weekend for Darktide from dec 4 to dec 8

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Yeah, Hive Scum is fun but Weak and situational. I personally want dual sawed off double barrels. I also saw that they released a new level and bundled it in a new operation with 2 existing levels.

I'm fine with 12$ classes as long as they get to work on adding more levels.

I named my Hive Scum "Floyd"
 
Here are some crappy builds.

Screenshot 2025-12-05 170032.png Screenshot 2025-12-05 171450.png Generic melee build. I like the mk6 combat blade with uncanny/flesh tearer so I can be the king of dots but it works with whatever weapon you like. Something you might notice: I did not take the attack speed node (swift endurance) from the bottom left nor did I take hypercritical. The reasons are the attack speed isn't that good with the knife because you only get 4 stamina with it and hypercritical has anti-synergy with toxic renewal as insta-kill effects don't count as melee kills. Why does that matter? Because this class fucking sucks at generating toughness in melee.
It's possible to drop maxed out chems for something else and take a stronger stim while you're at it but I'm personally confident in keeping this stimm available when I need it.
Some other matters of clarification, jittery isn't that good when we only have 4 stamina and we're constantly draining it with push attacks so we can only take the crit aura. That middle part of the tree is really badly laid out. Cheap shots is crap but it's better to have at least something that can potentially give us damage than something that's not active often enough to be useful. Nimble is good and I don't like not taking it when the class is this fragile. Burst of energy and battering strikes are both pretty good (burst of energy is also on the veteran tree but on a 20s cd) and if you wanted to ditch maxed out chems or punching above one's weight for one or both of those, that would work.
This build does a crap ton of damage and dots are about 40% of it with the enemy density on the higher difficulties but it dies so fucking fast.




Screenshot 2025-12-05 172847.png Screenshot 2025-12-05 172928.png Uzi build. There are two extra points, I'd take some combination of focused resolve, long lasting, sticky hands, burst of energy, or maxed out chems. It's also possible to juice up the stimm a bit more. The rending from the stimm plus the rending from pick your targets lets you kill crushers but it's not good at it. The shivs or the mk3 combat blade with uncanny probably have to come out for dealing with crushers. Other than that, it's hose everything with no survivors. This build can be set up to use regained posture and the infantry autogun with stripped down where you can do a budget veteran and sprint with infinite stamina through gunners but you already can do that with desperado so eh it's a thing I guess.








I cannot make the fucking crate work. I was also wrong about something: of course dropping the crate uses the stimm, it needs it for the effect. Using the crate without the stimm up only purges corruption and makes you immune to gas. This both devalues practiced deployment as you want to use the crate with a fat stimm and also makes chemical dependency entirely unusable on crate builds as dropping the crate does not count as stimming yourself.
 
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Anyone having a bunch of lag spikes as shit loads in?
Surprisingly no, not even a desync. The game on a whole has been significantly more stable. No crashes either besides from broken mods.

Also, shitty stimm crate builds have arrived :pickleman:

Screenshot 2025-12-06 211212.png Screenshot 2025-12-06 133313.png Where we're going we don't need no keystone. Since fat stimms with the crate have anti-synergy with chemical dependency and none of the other keystones offer anything, instead this goes ham on melee. Booby trap could be dropped for burst of energy or toxin mania. Hypercritical helps the guild get its stimm back extremely quickly. Definitely there to buff the psyker but it puts out respectable melee damage on its own.
It's definitely not good but I got through a havoc 32 with it. Used the shivs and I also found out it has a gimped version of uncanny for whatever reason.








Screenshot 2025-12-06 212940.png Screenshot 2025-12-06 212004.png The entire purpose of this is to trigger booby trap on as low a cooldown as possible. Any crappy stimm works. It works with the other build about the same but I like the safety net of chemical dependency if we can't rely on the crate for anything. The way this works is to stimm yourself, drop the crate in the middle of a fat pack of enemies in the last 5 ish seconds of the stimm's uptime, and let the aids mop up. Because aids is getting a lot of kills, it's tripping sample collector for twice the normal amount. Again, definitely not good but it's a unique playstyle.








Bonus Rekieta jumpscare
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hive scum has been fun to play but man does this patch feel worse than usual.
Im talkin bursters not bursting or straight up hitting me with a 20 yard hail mary jump
and melee attacks hitting me from 2+ dodges away
not to mention the fuckin out of memory errors
 
Despite how squishy my Zealot is, I enjoy energizing my Relic Blade and dashing into a group of heretic scum so I can butcher them in the name of The Emperor.
If you like the relic blade, you should try the eviscerators. It's fallen out of the meta but I think it's zealot's highest sustained boss dps weapon, not counting one shot weapons of course. Not sure how you're building your zealot if you think it's squishy. It's got some of the best damage mitigation nodes in the game.
 
I'm just going down the left side of the Skill Tree.
The core of zealot's survivability independent from Until Death/Holy Revenant is Benediction, Second Wind, Enduring Faith, and Good Balance. There's also Hubris but that's in the bottom right. Both Blazing Piety and Martyrdom have massive toughness damage reduction sub-nodes. Bleed for the Emperor and Restoring Faith aren't that good against chip damage and neither saves you from one shots either so they can safely be skipped. Shroudfield has a sub node that gives damage resistance but it's Shroudfield and isn't exactly cut out for the relic blade.
Pretty much every build takes Benediction as it's the the only real aura choice unless you're playing Havoc and there's pox gas or that modifier that makes enemies puke corruption puddles on death comes back into rotation. Second Wind is right under Disdain which every build takes, Enduring Faith is half as good as it was when the game came out and it's in prime taking position if you're using Fury (which enables the relic blade), and Good Balance is so good that it's worth going down the middle and taking Providence for (Against the Odds is better than both Desperation and Punishment imo). Hubris can be skipped but it's still great. The node beneath it, Riposte, got nerfed and I personally spend that point elsewhere. Hubris and Good Balance are flat damage reduction which I think still stack multiplicatively with toughness damage reduction as if they were additive, you could be over 100% toughness damage reduction with everything active and they nipped that outlier a long time ago in VT2 when Ironbreaker could get 100% dr.
Regardless, a fully dr'd up Zealot sits at something close to 80% toughness dr with the dodge buffs and one of the keystone tdr nodes active. It's the highest amount of damage reduction in the game before factoring in abilities.
 
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1 month of gifts and double XP for Vermintide 2.

Also, after playing darktide and VT2, I can definitely see the differences. VT2 has more soul even even if it has some Jank.

The big thing for me is if I change class, I can play any level I want that I've already unlocked whereas in Darktide, I have to restart the campaign all over again.
 
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