r/DarkTide • • 10h ago

Gameplay just when you thought pox bombers arent bullshit

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2 Upvotes

r/DarkTide • • 10h ago

Weapon / Item The Huntsman's Shotgun needs Man-Stopper+Tighter Spread When Aimed

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111 Upvotes

I recently made a post where I directly compared a Mk IX Combat Shotgun vs a Huntsman's with both guns having the same build. But this misses the fact that the Mk IX Combat Shotgun has manstopper, I also didn't do some long range test that some people want so I'm adding that in as well. Also throwing in some Mk VII Combat Shotgun tests as that is the long range Combat Shotgun and most people say that the Huntsman's is better at long range.

And yes the Mk VII Combat Shotgun is worse into hoards but if you want to play a precision elite/specialist removing build (and don't want to use the Helbore), then it is a better option then the Marksman+Exec Huntsman's builds I see people running.

I do find the Huntsman's fun however it is sad that it is just worse then the Combat Shotgun. If it had manstopper (I literally had to check this 10 times because I still cant believe it doesn't have it), a tighter spread, faster reload, and maybe a bit more ammo it would be great.

Personally I would prefer they rework the Huntsman's into a more unique weapon as it is currently very similar functionally to the combat shotguns. My choice would be to make it a slug shooting shotgun that loads buckshot as a special ability as that would make it the inverse of the combat shotgun and I think that would be more interesting then what it is currently.

More tests and details can be found here: https://forums.fatsharkgames.com/t/a-detailed-breakdown-on-why-the-huntsmans-is-disappointing-on-veteran-and-is-outcompeted-in-every-use-case-by-other-weapons/126658?u=jdls

Finally if you have any ideas for tests/scenarios/builds where the Huntsman's out competes the combat shotgun please do tell me and I will test it. If you can get significantly better times on these tests then show me.

Explanations About The Tests:

In the group tests the Huntsman's has scattershot and Flechette and the Mk IX has Manstopper and Scattershot. Beyond that the talents and weapon perks are the same.

All the shotguns can one shot a sniper at these ranges (also in havoc and the range tests are havoc), its really a 50/50 for any of these if a sniper takes 1 or 2 shots to kill at 50m.

The shooting gallery tests have multiple enemies to better reflect gameplay with the luck involved with spread evening out over multiple enemies.

I did 70m tests and its basically the same thing, each shotgun has pretty much the same chance to 1-3 shot a sniper at 70m its almost entirely luck. I don't think adding a section where every shotgun kills a sniper at 70m in one shot is really adding anything to the tests. They all struggle about the same at 70m and the Mk VII comes out on top just due to its higher fire rate.

I ran all of these tests many times and took the best results from. I believe these are pretty close to the best times you can hope for generally.

I did test crushers, the Huntsman's really doesnt do well into them. It is technically better then the Mk IX but the Mk VII slug is way better into crushers. Either way they take over two minutes to clear the crushers and maulers test group so I didn't feel like including it in this video.


r/DarkTide • • 15h ago

Discussion I made this in rage.

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0 Upvotes

r/DarkTide • • 10h ago

Suggestion Smite Rework

5 Upvotes

First and foremost I am a Smite lover, I love chaining mechanics like this in games...I don't like that it's completely reliant on the team to deal with any sizeable horde and said team might not want the Smite help in the first place. So, why not a rework that makes Smite more versatile in builds aside from the panic button that people only want once or twice a match while keeping it from being the crutch of instant full horde perma stun.

The base node is now a quick action that throws a bolt of lightning (Like blades of faith, doesn't equip the blitz) that hits an enemy and quickly spreads to neighboring enemies, applying electrocuted and dealing low damage while generating 25% peril. Hitting electrocuted enemies stuns them for a short time and deals increased damage (maybe half a Poxwalkers hp). Repeated uses after 2 casts dramatically lowers the stun time and damage so it can't just three shot entire hordes or keep them perma stunned while engaged with them.

Two branching nodes provide an active blitz that is charged and released through holding M1. Choosing one locks the other :

Focused Smite : Acts like Electro Staff charged attack (Which I will mention later), but instead casts up to three bolts that prioritize the highest current HP enemies in a wide cone and do a lot more damage for similar peril generation.

Channeled Smite : Closer to current Smite, but doesn't immediately stun enemies or spread as fast. The longer the cast is maintained the better it gets, however the peril generation scales with the buffs. After 2 seconds the chain speed improves to match the charged Smite currently. After 5 seconds it begins to stun enemies. Damage increases by 100% each second to a maximum of 8 seconds for a total of 800% (Reminder that Empowered Psionics is a 200% damage increase and it still tickles). Peril generation starts at half of current Smite, but scales same as damage, capping out at tripled peril generation.

The nodes already on Smite are also tweaked or replaced
Enfeeble : Now applies 20% impact instead of +10% damage taken to electrocuted enemies.
Conductor : +1% damage for each electrocuted enemy in coherency, up to 15.

There aren't many blitzes that have alterations to their mechanics through nodes like this (Of the top of my head Skitarii's Servo Skull) so if two options for charged casts is too versatile Focused Smite could become the Electro staffs charged attack, and if not I pose another change for the staffs charged. The bolt is cast for as long as M1 is held and slowly spreads to up to 5 nearby enemies. When the primary target's HP reaches 2.5% (0.5% for monstrosities and bosses) of total they are executed and the secondary targets take the percent of health as damage.

I've been thinking of this for a few days now so forgive the yap but with these changes Smite can compete with the other blitzes in other builds. Melee Psykers would ignore the charged cast nodes and take Smite for the effect applications and damage buffs instead of Brain Rupture for Kinetic Flayer. Builds that need more armor killing potential will take Focused Smite and those of us who want to cosplay as Palpatine can finally do some serious damage without pissing off the people who want blocks and dodges or think it's boring to fight a stunned horde.


r/DarkTide • • 22h ago

Discussion What's with the influx of people blowing up barrels next to you constantly?

40 Upvotes

Has a game died recently and we have an injection of toxic refugees or something? Usually the community is pretty chill outside of Havoc shenanigans bringing the worst out of people sometimes.


r/DarkTide • • 15h ago

Discussion The WARBAND calls once more

0 Upvotes

The WARBAND is once again calling for new members. We are a community LFG server with the sole intent of giving people the option of playing with the same people instead of the randoms on the larger LFG servers.

We offer many vcs, channels and a merit system: a system of challenges designed by us where completion gives you a special role reward. If any of this sounds interesting to you, or if you simply want to talk warhammer, feel free to join here: https://discord.gg/km9x6ZHw7B


r/DarkTide • • 15h ago

Suggestion Could Ogryns talent "Can't hit me...Again" use a small improvement? (Compared to Zealot "Wait in Line" talent)

0 Upvotes

Every Ogryn player knows our biggest killer is ranged enemies, and every non Ogryn player that has tried and given up on Ogryn has probably complained on here about getting minced by ranged enemies.

I'm an Ogryn main and I've been playing my Zealot a bit lately, and Zealot has a VERY nice talent called "Wait in Line"

Wait in Line: 20% Damage Resistance vs Ranged Enemies

On Ogryn we have the talent called "Can't hit me...Again"

Can't hit me...Again: 20% Damage Resistance vs Ranged for 2.5s after getting hit by a ranged attack. 4s cooldown.

In comparison, Zealots ranged DR is always on. Whereas Ogryn takes the full Damage from the first hit before it activates for 2.5s then goes on cooldown for 4s after which it can be activated again by taking another full Damage ranged hit. Zealots is better in every way.

Personally, I'd like them to just copy and paste it to be the same as Zealots talent, but in the aim of keeping the talents more unique, I wanted to make the following suggestion to improve "Can't hit me...Again"

I suggest keeping the current effect, at the same 20% baseline, but adding some scaling to it during the 2.5s active time, such as (increases by 5% Damage Reduction per ranged hit taken, up to a cap of 40%)

Zealot still has permanent uptime and therefore reduces damage from the first hit taken as well, but Ogryns still take full damage from the first hit, have a short activation time and a cooldown, but it has some scaling to compensate for it not having 100% uptime

Numbers used in my suggestion are obviously just for example purposes


r/DarkTide • • 9h ago

Question Well I've had fun with the Ogryn and Arbites classes, which other class should I try next?

8 Upvotes

Personally I'm leaning towards Zealot, but I'd love to hear your guys's recommendations!


r/DarkTide • • 9h ago

Meme My one wish...that will never happen

0 Upvotes

It will never happen (maybe who knows)

My dream class? Ork...

Whatever damn lore jury rigging we need to make it happen I don't care. Getting to kill nurgle worshippers as an Ork talking about Ol' Bale Eye would be PEAK.

And honestly it would PRINT money I think. So here's an off the cuff shit post of how I'd make Da Boyz...

Abilities:

  1. WAHHHHHH

Shout for da one thing an Ork is good for...the Wahhhhh! Causing enemies to become suppressed nearby and become marked for glory. Every enemy you kill that's marked extends the duration of the WAHHHH! Killing Crushers, Bulwarks, Monstrosities, Captains, Maulers, and Berserkers make you WAHHHH again causing the suppression affect to ALL those nearby for 1 second if a melee unit and 6 if a ranged unit or in ranged mode. Marks last until the ability ends.

Upgrades:

OI! YOU LOT! (Turn your shout into a targeted area instead of around you to suppress and mark enemies from afar)

SCRAPPIN AND HACKIN! (Hitting marked elites and killing marked mobs extends the duration by X amount)

FOR THE BOYZ! (Enemies you and your team mates in coherency kill that are marked by WAHHHH grant those who damaged the killed enemy attack speed, move speed, and damage stacking up to 30 times giving 1% attack speed, 1% damage, and .25% move speed per stack

  1. Sneaky Ork...

Wrap ya self in dis purple cloak of no seein and them gobs can't see ya...granting you the element of surprise as you cause an eruption of fear and making nearby enemies to deal less damage, attack slower, move slower, and take more damage from you

Upgrades:

NOT A COWARD...KINDA! (Instead of going completely invisible, lower threat by 90% for the duration and only apply the debuff on enemies you back stab or hit on their weak spot for the duration. Duration does not end on attacks)

MORE PURPLE! (gain an extra charge but extend the cool down)

NOT PURPLE! REEEEEEED! (Abandon the purple cloak of no seein and dawn the red cloak to taunt all elites close and far. Gain more threat rating when near monstrosities and captains. Causing you to be targeted more often but not all the time. Apply debuffs on any hits but at a reduced intensity. Extends duration and can be ended on ability press. Not combinable with MORE PURPLE!)

  1. HAVE A FRIEND!

Pull a little squig or gob from your backpack and toss them at the enemy. Causing them to chomp down on the enemy and make them take damage and lower their weapon accuracy with ranged or melee attacks. Enemies in the line of fire or hit will take 30% of the original damage and depends on the armor of the enemy receiving the attack. Has multiple charges

Upgrades:

LOVE ME BOYZ! (augment your friends. Squids and Gobs alternate on ability use. Goblins will more frequently cause friendly fire on enemies and squigs will apply bleed stacking up to 10 stacks, brittleness up to 8 stacks, and still be less likely to proc friendly fire as the goblin does)

NICE KNOWIN YA! (Every gob you throw will now self destruct after grabbing an elite or specialist. Squigs will knock down flak and below armored enemies and continue to plow through them while applying 6 stacks of bleed and 4 stacks of brittle on every enemy it hits. On carapace, squigs act normally. Cannot be paired with LOVE ME BOYZ!)

AURAS!

ORK STRONGEST. Allies in coherency gain 5% attack speed, 5% strength, 20% blitz velocity speed, and 10% reload speed. Applies to FRIENDS if also in coherency.

Hate the gunnas... Allies in coherency deal 20% more suppression and damage against all ranged units excluding captains. Suppressed ranged units stay suppressed longer. Stacks with WAHHHHH.

PUT EM UP! Allies in coherency do not flinch when losing all stamina to a blocked attack and can recover immediately. Stamina Regen delay decreases by 1 second. Can block 15% more effectively

KEYSTONES!!!!!

ONE: Love da Wahhhhh....

On melee kills gain stacks of Glory! Each stack grants cleave and attack speed. Max stacks is 20. 1% cleave and .5% attack speed per stack

Nodes:

  1. Gain impact and weak spot damage instead of cleave and attack speed

  2. At Max stacks ignore 50% hit mass and never bonk off of carapace while using blunt weapons. Also deal bonus stagger on melee weak spot hits

  3. All stacks only give attack speed. 1% attack speed per stack but stacks dissipate one at a time much faster when not hitting an enemy. Duration of freshest stack is refreshed on successful melee hit of elites and specialists and kills of trash mobs

TWO! Part of da Boyz...part of da crew.

The total HP of allies in the mission influences bonuses of your unique coherency stacking on top of your chosen aura talent node.

Each ally over 50% HP gives you and the squad more damage and stability. Each ally under 50% gives the squad more toughness mitigation and coherency regeneration. (Tough to quantity this)

Nodes:

  1. Buffs apply regardless of distance to ally and is given to each ally

  2. Depending on the progress percentage of the mission, revive, reload, and carry objectives faster up to 20% for you and allies benefitting from keystone. Caps out at 75% mission completion.

  3. For every elite, specialist, or monstrosities killed gain stacks. Each stack gives different bonuses depending on amount. Stacks reset on death. Bonuses apply to allies as well.

50 stacks: mantle faster, weapon special cool downs reduced for all

100 stacks: pushing angle increased and stagger from push increased on trash mobs and specialists

200 stacks: every 200 stacks you and all allies get their next blitz used enhanced. Dealing 100% more damage and costing nothing. Can only throw an enhanced blitz if you are a psyker or have 1 blitz in inventory

500 stacks: your next personal ability use will cause the nearest monstrosity to flee in horror. Consumes 400 stacks.

Mechanic explanation:

Elites give 2 stacks

Specialists give 1

Monstrosities give 20

Captains give 50

BLITZ (I forgor)

SHREDDA NADE. Toss a timed spiky grenade that sticks to the next elite or specialist it hits. Cleaves through trash mobs to a limit. Causes 16 bleed stacks on infested and unarmored enemies and 16 brittle stacks on any and all armored enemies permanently if hit by the blast

SHROOOOM NADE. Rip off a piece of your own excess flesh and yoink it at a surface or enemy. The attached target will emit a nauseous gas that slows melee units and causes ranged trash units to be blinded like smoke grenades. All units affected by the gas itself gain stacks of chem toxin at a very slow rate. Can use 1 every minute. Using one while on cool down will cost 1 wound worth of damage (non corrupted)

DA HORN! Pull out a megaphone/intercom and play the songs of your Boyz. Press the primary attack to give your allies a move speed boost. Press block button to grant nearby enemies a weakness to you and your allies weak spot hits by 40% percent on their next 5 successful weak spot hits. Cool down: 45 seconds. Max amount: 3.

AND THAT'S IT! tell me your thoughts. It's not a super serious post but it's fun to think about.


r/DarkTide • • 10h ago

Suggestion Plague marine suggestion.

0 Upvotes

I know the addition of enemy plague marines is a hotly debated topic whenever it comes up, but I have an idea of how it could work. It would be a boss for one mission instead of an enemy that could just spawn. During this mission we'd support a team of NPC gray knights that have finally been sent to help take back ground within tertium. though they can't stay for long because they have more important things to do than fight a cult that hasn't done more than a few beasts of nurggle.


r/DarkTide • • 2h ago

Discussion What is the most DAKA class besides Ogryn.

7 Upvotes

What I mean is class that can go through auric/havoc missions gunblazing with automatic weapon with high fire-rate.


r/DarkTide • • 19h ago

Discussion Will they ever fix Havoc matchmaking? (i am in SEA server)

0 Upvotes

I tried to get into HAVOC but GODDAMN I remember it now why i didn't. I was sitting there press R FOR 20 MINUTES GOT REJECTED AND WHEN I GOT IT, I PLAY FOR 40 MINS. IDK How it is for yall in US and EU countries but GODDAMN it's bad here.

So that's main reason why I rarely play Havoc. I couldn't even find a party. Compare to Auric where i just click on the Find Match and done.


r/DarkTide • • 13h ago

Question Help

2 Upvotes

I'm looking for a good melee ogryn build. Y'all have any tips or guides? Appreciate it.


r/DarkTide • • 12h ago

Issues / Bugs Rename/personality switch just screwed me

22 Upvotes

So I paid the 50k to rename my character, which for me is actually a lot as I'm pretty low on the totem pole. Anyway I had a random assigned name as "Waynoka" on my Hive Scum, worked up the ordos and renamed myself "StimmJob" it decides not to tell me anything and said. "Success!" Now my hive scum is named "Heinrike" what in the hell is going on?? It's not like we haven't all seen some heinous names way worse than mine


r/DarkTide • • 19h ago

Question Best class for PS High Havoc?

13 Upvotes

Playing on PS5 and I feel skillcapped. When I watch YT Videos of PC H40 Players, they seem to have advantages like Mods (health bars, timer for next ability etc.), precise mouse aim, better Fov and movement in general. I‘m not too bad I would say, just did the (meme) Title ASS without cheesing it, can clear H25 easily when the team is good, did 100 Auric missions, got 6000 Penance points and so on.

So now my goal would be to get the true survivor Title and clear a H35-H40 Mission. In order to have less disadvantages, what class should I main? Maybe Psyker, because it seems like Aim is not needed much as Inferno/Bubble Psyker?

What would you recommend?

Also are there Youtubers playing High Havoc on PS?

Have a nice day and the Emperor protects 🫡


r/DarkTide • • 11h ago

Showcase Ogryn Driptide

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42 Upvotes

My favorite Ogryn loadouts. Fat Zealot, Fat Arbite, Fat Hivescum


r/DarkTide • • 2h ago

Question ???

58 Upvotes

why did nobody tell me about this game before bro, I'm completely strung out on the combat in this game. it's amazing lmao


r/DarkTide • • 14h ago

Discussion How are we feeling about the newly added QoL features?

51 Upvotes

Few things snuck in the last update and haven't seen much discussion about. Namely the scoreboard and the stats tab. I for one am a huge fan of both. I hate having to updates mods to really get data for tweaking builds, so being able to just get an in game overview helps quite a bit. Though I would maybe just make the stats visible period and not hidden behind a dropdown? It's good that people can see their healthpool FS, why the extra layer of menu that you have to press a button to see everytime?


r/DarkTide • • 14h ago

Meme No Clues About New Class? Spoiler

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62 Upvotes

I'm dissatisfied with the lack of clues as to the new class in the Spillway level, what DID MorbidMegladon MEAN by this


r/DarkTide • • 10h ago

Discussion Expeditions as a solo?

12 Upvotes

I've been trying to play expeditions and I really like it, but it's also basically unplayable as a solo. There's places around the map that you can't open solo, and more importantly the bots are much worse at reviving than they are in the normal mode. Heck, if you get downed in one of the spaces you have to parkour to they can't even get to you to try!

Even when I queue for quick play I basically never get a match, sometimes someone will join mid-run but they often bail a few minutes later, and I'm just kinda left frustrated that I can't play this great mode.

Does anyone have advice?


r/DarkTide • • 15h ago

Question Brunt.

13 Upvotes

So...did I miss something or did he reappear in the Spillway mission with no details as to where the hell he's been for so long?


r/DarkTide • • 9h ago

Weapon / Item More earned weapon skins

25 Upvotes

We get so many penances to unlock I would love to work towards weapon skins for certain challenges. I'm shocked we don't have them.


r/DarkTide • • 11h ago

Issues / Bugs Allied Krak Grenades Crashing Games

2 Upvotes

Since the Depths of the Damned update I have been running into the issue of my game crashing any time a Veteran uses a Krak Grenade and I am nearby. This issue occurs both with and without mods installed and has never happened before this update.

Has anyone else been encountering this issue? It has genuinely made the game nearly impossible to play for me.


r/DarkTide • • 5h ago

Discussion I like the hat

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84 Upvotes

What other cool drip is there?


r/DarkTide • • 6h ago

Meme A Better Timeline

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774 Upvotes

Literally the #1 reason why 80% of vet's guns just aren't used by anyone.