Darktide

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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.
Something I hope Fatshart realizes going forward is that a modicum of shared progress is a good thing. Being able to share jewelry in VT2 was a huge QoL feature that was sadly never replicated in DT. It's mildly annoying that while it's the easiest thing in the world to get a perfectly rolled weapon, getting a 17% toughness curio remains an unbelievable pain.
Also to clarify, you don't have to replay the "campaign" but you are forced into completing a certain number of maps on whatever difficulty to unlock the new one. There is an option in the director to disable quickplaying into ongoing campaign missions that I highly recommend everyone turn off.

A different order of business entirely. Hyper Critical and Hyper Violence don't work together very well at all.
 
Is VT2 worth playing without any of the dlc? Grabbed it when it was free but looks like there is a ton of dlc built up.
 
Is VT2 worth playing without any of the dlc? Grabbed it when it was free but looks like there is a ton of dlc built up.
Yes and not paying Fatshark a cent is a winning move. Here's what each of the dlcs gets you though.
-Shadows Over Bogenhafen: 2 maps
-Back to Ubersreik: 3 maps, a weapon for each class
-Winds of Magic: 1 map, a weapon for each class, cataclysm difficulty, weaves gamemode
-the remaining paid dlcs are new classes which each contain some weapons usable outside that specific class
-every map after winds of magic was added for free

Any of the paid maps can be joined if the host owns them and to be completely honest, aside from the maps from back to ubersreik (which are remade vermintide 1 maps) both the bogenhafen and winds of magic are bottom of the barrel. The real shame is that a lot of the weapons added through paid dlc are really really good.
 
Damn didn't realize it was more than just additional classes, maps are fine if host having them is enough but weapons is a shame. Thanks for the info gonna fight some rats later.
Something I forgot to mention, during the Christmas season, VT2 does a little daily login rewards thingy. Most of it is cosmetics but every few days they'll give some red dust which can be used to craft veteran (max stats) gear, making it worth it for that alone.
 
I haven't tried out the Hiver yet, I'm still having too much fun with my Zealot.

Igniting my Relic Blade and barrelling into a crowd of heretical vermin whilst yelling praise to The God Emperor is a LOT of fun.

I've even started using my headset so I can bellow imprecations at the filthy vermin and encourage my squadmates to greater fervor.

It's a real hoot and a holler.
 
Something I forgot to mention, during the Christmas season, VT2 does a little daily login rewards thingy. Most of it is cosmetics but every few days they'll give some red dust which can be used to craft veteran (max stats) gear, making it worth it for that alone.
Good to know, got a couple elf skins thanks. Its pretty good, a nice break from darktide.
 
Been playing again. Noticed there was an event where you could earn aquilas and being fashionably late I had to grind it out on the last day. Not sure how often they give those out but afterwards I checked what I could actually get with them and it's like 20% of a single skin for a single class. I'd say Fatshark run this full priced game like a F2P game but even those give out more free shit than these subhuman swedes do.

Anyway I'd been having some fun with my vet.(haven't felt like redoing the talent trees again for other classes) The plasma gun feels really good to use and I wonder if I'm ever going to switch, turning everything into little clouds of blood is just too fun. Tried the new power falchion which looks awesome but it's just too clunky and not worth the effort like the relic blade is.

I'll say this event really exposes the shitters though, I was playing on heresy which I find a nice mix of challenge and casual fun and I kept running into these veterans running peashooters like it's a CoD game and they couldn't handle armor, hordes or much of anything. Naturally these are the players who also splurged on paid cosmetics like the krieg set.
 
Not sure how often they give those out
Once a year at best. They're elfish.

I'll say this event really exposes the shitters though, I was playing on heresy which I find a nice mix of challenge and casual fun and I kept running into these veterans running peashooters like it's a CoD game and they couldn't handle armor, hordes or much of anything.
The DMRs suck ass but the infantry autoguns work everywhere besides high tier havoc as long as they use onslaught (40% brittleness node, bottom right). Virtually every meta weapon either has natural armor penetration, access to blessings that mitigate much of it, or is especially enabled by brittless/rending nodes from the respective class skill tree. It puts them in a hard spot going forward with weapon design; anything new will have a laundry list of criteria to fulfill if it wants to see use in high tier lobbies or else it gets completely ignored like the power falchion. This probably could be fixed by changing crushers' heads from carapace to flak though it's a deep problem that was only cemented by the buffs to armor.
 
I truly love this game for what it is, but I dislike how it encourages you and your team to rush through the mission at top speed.

Fat Shark did an amazing job on the environment of each level and I wish it was possible to just slow down, look around and really appreciate all the great work that went into creating the Hive City.

Re-using these same assets in a story-based single player RPG like Deus Ex would be incredible.

Anyway, I'm still leveling up my Zealot and having a blast with that crazy bastard.

Bolt Pistol goes BLAM!
 
I've put my Zealot on the back burner for now to focus on my Hiver.

The first few levels before you get access to the Rocket Launcher and Dual Stub Automatics were ROUGH.

I'm still experimenting with trying to find the right variety of drugs for my custom stim, but it's slow going.

The Dual Stubs are fun, but quite a workout for my trigger finger. LOL. Plus, their Blessings are kinda mediocre.

I think that Desperado needs a bit of a boost in either Ranged Damage or perhaps Brittleness to help deal with Crushers and Maulers though.

I switched from Shivs to a Devil Claw and it has really helped my effectiveness in melee combat.

I like the class overall, and I consider it worth the DLC price, but it definitely lags behind the Arbites Judge as far as ease of use.

The Glass Cannon is definitely a style that takes some getting used to and I'm still learning.
 
I've put my Zealot on the back burner for now to focus on my Hiver.

The first few levels before you get access to the Rocket Launcher and Dual Stub Automatics were ROUGH.

I'm still experimenting with trying to find the right variety of drugs for my custom stim, but it's slow going.

The Dual Stubs are fun, but quite a workout for my trigger finger. LOL. Plus, their Blessings are kinda mediocre.

I think that Desperado needs a bit of a boost in either Ranged Damage or perhaps Brittleness to help deal with Crushers and Maulers though.

I switched from Shivs to a Devil Claw and it has really helped my effectiveness in melee combat.

I like the class overall, and I consider it worth the DLC price, but it definitely lags behind the Arbites Judge as far as ease of use.

The Glass Cannon is definitely a style that takes some getting used to and I'm still learning.
Chem grenades take care of armor quite well, and every other enemy in the game really.
I love playing hive scum myself, but i think it needs some serious love when fartshart comes back from vacation. Like the auto pistols not being able to chain crits and the Needle pistol being as janky as it currently is perks and blessings wise. Oh yeah and the bug with stim supply being able to give yourself 3 hits of the Stim boost with proper micromanagement
If you havent yet take scum into the mortis trials. Its a blast playing in there
 
Came back to play a couple of low 30s havocs with the buffed melee scum after not touching the game since the Christmas holiday. It feels great and the ability has stupid high uptime despite being confined by the cooldown lockout rules only the scum has to tolerate. I still don't like the shivs very much and went back to using the combat blade after two maps. The gimped uncanny strike isn't doing it any favors.
Here's the build I was using.
Screenshot 2026-02-12 094208.png
Both Cheap Shots and Battering Strikes could be dropped for Toxin Mania and Toxic Renewal, I'll have to play around to see what works better. The weakest part of the class is definitely its lack of toughness replenishment.
 
Still kinda new, but starting to get into all the progression systems and I think I understand most of the unexplained terms too, such as brittleness and impact.

The mission selection screen is fucking awful though. It's one of the least coherent things I have ever seen. Just playing the campaign feels like a disjointed series of accidents instead of something with a rigid structure, feel and vision. Most of the missions seem to have timers too. Probably for the best if I don't even ask why.

Once I accepted the game for what it seems to be, it's fun. Bit janky and weird but fun. What it needs to get right, it does. Playing with a controller so some guns feel kind of bad, but others (such as the braced weapons) feel pretty great. Not being able to dodge diagonally forward is fucking me up, because that's all I do in other games, but other than that it's quite alright.

I got similar general vibes from Hell Let Loose. Both are sympathetic games with a good heart, solid attitude and some ambition, but kind of rough and perhaps lacking in resources. I'll take it over the usual AAA slop though. Cool game. It's on the lowest/cheapest tier of Gamepass too. Might actually buy this once my sub ends, getting a bit hooked on the progression.
 
New game mode: Expeditions

Basically Darktide's version of Chaos Wastes.


Seems like it could be cool. At least we know what the map designers have been up to for the last year and a half.
It sounds like the hive exterior serves as a traversable overworld that connects traditional mid and end events. This is a step up from the Chaos Wastes stringing mini maps together. I think the challenge the mode is going to face is keeping average match time not too long. Obviously a feature is that players can choose to extend their run but it would suck if the minimum even with competent players is upwards of 45 minutes.

The mission selection screen is fucking awful though. It's one of the least coherent things I have ever seen. Just playing the campaign feels like a disjointed series of accidents instead of something with a rigid structure, feel and vision. Most of the missions seem to have timers too. Probably for the best if I don't even ask why.
I actually meant to respond to the comment you made in the what are you currently playing thread but forgot. The mission screen is a cancer and everyone agrees it's cancer. Despite that, it's better than it was. Before, the available mission rotation was available on a per difficulty basis and it was only in the last year or so that every difficulty was able to select the same available mission. I assume because hosted lobbies aren't a thing anymore like in VT, that's why players can't select any mission at any time. Absolutely haram. I use a mod to clean up the mission screen but sadly that's not available on console.

Also, you're more correct than you could ever know when you said that the campaign felt like a disjointed series of accidents. That's quite literally what it is. At the same time the mission thing I mentioned above was changed, the "new" campaign was retooled into what it is currently - all available missions strung together with a couple of new voice lines explaining absolutely fucking nothing. There's an option in the mission select screen that allows you to opt out of matchmaking into ongoing campaign missions that I highly recommend enabling.

There's only one mission that has a timer, the train bomb mission. It's the only one of its kind, I'm not entirely sure where you're seeing other timers.
 
I'm not entirely sure where you're seeing other timers.
In the main mission selection screen, when I hover over the missions. I see timers in pretty much all of them, I assume the game just randomizes a bunch of variables in certain maps, like if they were Warframe alerts, and shuffles that shit in and out. I didn't mean timed objectives once the mission has already started.
 
In the main mission selection screen, when I hover over the missions. I see timers in pretty much all of them, I assume the game just randomizes a bunch of variables in certain maps, like if they were Warframe alerts, and shuffles that shit in and out. I didn't mean timed objectives once the mission has already started.
Oh I understand now. Yes, the available missions rotate, usually on a 60 or 80 minute timer. I wish they were all always available but it is what it is fuck the players amirite? There's some value in doing it this way as missions can come back with different modifiers, though it obviously makes running a particular mission a giant pain if you're trying to do a specific penance or something. It's more noticeable in the higher difficulties, maelstrom missions, and havoc, all of which have an extensive list of modifiers.
 
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