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Arc Hammer
Mar 4, 2013

Got any deathsticks?
I dunno if it's a git gud moment or if the new mission is heavily overtuned

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Evil Kit
May 29, 2013

I'm viable ladies.

it's a git gud moment.

skaianDestiny
Jan 13, 2017

beep boop

Evil Kit posted:

it's a git gud moment.

Kibayasu
Mar 28, 2010

Is anyone crashing as soon as they access Melk's menu? It's happened at least 8 times lately.

.Z.
Jan 12, 2008

Kibayasu posted:

Is anyone crashing as soon as they access Melk's menu? It's happened at least 8 times lately.

Yeah, it's been happening to all of us. Hoping Fatshark patches it before they leave on vacation.

Nehru the Damaja
May 20, 2005

Arc Hammer posted:

I dunno if it's a git gud moment or if the new mission is heavily overtuned

It's definitely harder than the others, but "overtuned" is subjective.

I like having a big raid-mechanics fight to really challenge understanding, execution, and team cohesion. It definitely wants you to not touch the pubstove if you want to do hardmode Damnation though.

Ra Ra Rasputin
Apr 2, 2011
Wait until you try the hard mode version of the fight.

ChickenHeart
Nov 28, 2007

Take me at your own risk.

Kiss From a Hog
It's an encounter that quickly punishes players who have trouble with situational awareness: Stumble into a gas trap, get caught out in the room-wide toxic cloud, or lose track of either bosses when they have their attention on you, and you will get put into the ground in an instant. This, combined with the fight's constant high-tempo, means that players who get killed are that much more difficult to revive and can easily lead into a failure cascade as enemies turn their attention to other players.

Kibayasu
Mar 28, 2010

One thing I definitely need to do is get some different curios for missions like that and in the future. Damage reduction against elites and specialists doesn't help much at all.

Arc Light
Sep 26, 2013



Kibayasu posted:

One thing I definitely need to do is get some different curios for missions like that and in the future. Damage reduction against elites and specialists doesn't help much at all.

Same here. I invariably rock curios for extra toughness, + DR for snipers and gunners.

Damnation runs on Orthus Offensive got a whole lot easier once I swapped a curio for stamina and corruption resistance.

Arc Hammer
Mar 4, 2013

Got any deathsticks?
My main issue with the fight is the gas and fans. The gas comes in so fast that if the fan safety zone is on the opposite side of the arena you're gonna lose a health tick to corruption before you can get there. If you can get there because six trappers and 500 ragers just spawned in. It doesn't feel so much like escalating waves as it does "round 1 vs the twins" then "round 2 vs the entire Moebian 6th specialists corps"

I had about 6 failed runs this evening before I gave up and did something else so I can come back with a clearer head.

Legit Businessman
Sep 2, 2007


Arc Hammer posted:

My main issue with the fight is the gas and fans. The gas comes in so fast that if the fan safety zone is on the opposite side of the arena you're gonna lose a health tick to corruption before you can get there. If you can get there because six trappers and 500 ragers just spawned in. It doesn't feel so much like escalating waves as it does "round 1 vs the twins" then "round 2 vs the entire Moebian 6th specialists corps"

I had about 6 failed runs this evening before I gave up and did something else so I can come back with a clearer head.

You can absolutely make it without getting dinged by the corruption, and I'm saying that as an ogryn player (the slowest one out there).

If you're lumbering from one far edge of the map to the gas, you're doing it wrong. If you're slow, you need to closer to the center so you don't have as much distance to travel.

Also remember that you only start taking corruption from the gas after its chewed up all your toughness.

I'm not sure what you're doing, but it sounds like you're doing it wrong if this is what is getting you.

And yes, I have beaten damnation hard mode.

Kibayasu
Mar 28, 2010

From what I’ve seen you don’t really need to look for the second safe zone because it is always on the opposite side of the room.

Exodee
Mar 30, 2011

Damp and depressing.
It must be a goon in its
natural habitat!
You also have more time than you think before taking corruption from the gas. I've had a couple times when the gas was at chest-height but I could still make it unscathed, so if you're taking a ton it might just be that you're getting hit by those (souped up) pox walkers.

Personally as a zealot I just listen to the audio cue (the vent's pretty loud) before booking it instead of relying on the spotlights, and if I see anyone struggling I use chorus or a stun grenade to bail them out.

Arc Hammer posted:

I dunno if it's a git gud moment or if the new mission is heavily overtuned
I did the hard mode version on damnation with a mostly random pubbie group so I don't think it's overtuned, it just requires everyone to be on the ball. Certain classes/builds definitely have it easier though, most notably ogryns and zealots.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Jerkface posted:

The confluence of all the changes and the talent restructure just make it less fun to use. It does less damage than before, it has less features, it has way too many extra nodes, the extra nodes themselves are very low impact. Some of the nodes you used to have for executioners are spread out now (ogryn damage is in middle tree). Combined with other things like enemies getting more health and in particular the bolter getting nerfed it just doesn't feel super useful. The default executioners should probably reload your gun automatically and have the increase per highlight kill by default.

The game has just changed so much with the new director and the way enemy groupings work. Trying to use it with bolter specifically just isn't worth it compared to pre-patch imo. Guns like revolver dont even need it to do well and quick draw anyways so its not like you want it just for the fast equip.

Shout just feels 100x better, spammable, provides toughness for the whole team, knocks down enemies including bosses?
Lol that they touched up the vet tree twice and never bothered to do anything about the "highlight ogryns" node. If that isn't the most worthless node in all the trees, it's definitely a strong contender.

Arc Hammer
Mar 4, 2013

Got any deathsticks?
Managed to beat it on damnation. Now to figure out how to win the hard bells mode.

withoutclass
Nov 6, 2007

Resist the siren call of rhinocerosness

College Slice
What's the best strategy for curios, both getting them and which ones to run? I play Bullgryn typically and my weapons are starting to get into a good place but I haven't put much effort into curios.

Arc Hammer
Mar 4, 2013

Got any deathsticks?
Do enemies highlighted by Executioner's stance count as being tagged by Focus Target! or no?

tangy yet delightful
Sep 13, 2005



withoutclass posted:

What's the best strategy for curios, both getting them and which ones to run? I play Bullgryn typically and my weapons are starting to get into a good place but I haven't put much effort into curios.

I check the armory every time I login, and if I'm gaming on a longer session then every hour when the store refreshes. Any max level +health/toughness/stamina curio I buy and just stock up. Ideally you get something that has a 3 or 4 diamond level of a perk that you want so when you max the curio out you can change the other two perks.

On my Ogryn I like to run all +health curios with 2 x revive speed, some gunner and sniper resists. I've seen others advocate for basically no resists and just have regens like stamina and toughness. On my shiel-gryn I run all stamina and block efficiency.

I don't know that I've ever seen a Sir Melk's curio worth spending melk bucks on.

Evil Kit
May 29, 2013

I'm viable ladies.

Arc Hammer posted:

Do enemies highlighted by Executioner's stance count as being tagged by Focus Target! or no?

no, they do not.

big cummers ONLY
Jul 17, 2005

I made a series of bad investments. Tarantula farm. The bottom fell out of the market.

tangy yet delightful posted:

I check the armory every time I login, and if I'm gaming on a longer session then every hour when the store refreshes. Any max level +health/toughness/stamina curio I buy and just stock up. Ideally you get something that has a 3 or 4 diamond level of a perk that you want so when you max the curio out you can change the other two perks.

On my Ogryn I like to run all +health curios with 2 x revive speed, some gunner and sniper resists. I've seen others advocate for basically no resists and just have regens like stamina and toughness. On my shiel-gryn I run all stamina and block efficiency.

I don't know that I've ever seen a Sir Melk's curio worth spending melk bucks on.

According to the ogrynomicon, there is strong evidence that stamina is a trap. Something about the ogryn already having a ton and more of it not helping you out when it matters

Kibayasu
Mar 28, 2010

It feels a little silly but I think block efficiency might be a good curio perk to stack for the Karnak mission for some people? Unless you’re a dodging god, which I’m not, it seems the easiest thing to do for whoever has the attention of melee Karnak is to just block until the big attack is telegraphed and then dodge back. Maybe not on all 3 curios but except for times when a team is taking too long to kill a plague ogryn or chaos spawn this is the one mission where blocking has been a thing.

tangy yet delightful
Sep 13, 2005



big cummers ONLY posted:

According to the ogrynomicon, there is strong evidence that stamina is a trap. Something about the ogryn already having a ton and more of it not helping you out when it matters

I really don't play shield-gryn much so that certainly could be true v0v

Legit Businessman
Sep 2, 2007


tangy yet delightful posted:

On my Ogryn I like to run all +health curios with 2 x revive speed, some gunner and sniper resists. I've seen others advocate for basically no resists and just have regens like stamina and toughness. On my shiel-gryn I run all stamina and block efficiency.

Revive speed is a trap, as is stamina (and the block efficiency perk on your shield)

I run the 1 health, 2 toughness curios all with the following perks:
+toughness
+toughness Regen
+gunner resist

The ogrynomicon suggests similar, in stacking health or toughness to get very large numbers of them - with their top recommendations on perks being toughness regen (5 stars), sniper resist and gunner resist (four out of five), and then +toughness and stamina regen (three out of five).

Given that Toughness doesn't instantly disappear in fire anymore, and that you regen large portions (with the right talents) of it on heavy attacks, I think that +toughness is a perfectly fine perk to stack.

Block efficiency is one star, with the following commentary:
"The trap of all the beginner shieldgryns - the believe that this does anything of value. Let's face it - if you block long enough for this perk to trigger any tangible "benefit" it means you're basically AFK in the game and your team would be happier having someone who actively deal with the threats instead of sitting there tanking damage nobody ask you to tanking the first place. Not to mention that if you're a shield user (and i sure as heck hope nobody without a shield even thought about suing this) and really want to soak up damage, just planting the drat thing completely negates any stamina cost whatsoever. On all other weapons blocking once or twice when needed is the standard and your enormous baseline stamina should do the trick without some minor cost reduction to it. Plain bad perk.

Revive speed:
A trap perk for Ogryn. Yes, sorry to say, we know that this perk has it's vehement enthusiasts, but it is just utterly irrelevant in vast majority of cases. Most players opt to go for a revive in situations where it is safe to do so - disablers are dealt with, controlled or distant. Elite mobs are thinned down or removed completely. No imminent threat can tackle you our of the revive time. And as an Ogryn, with our bucket loads of Stamin and uninterrupted revive, you can raise a buddy even in a throng of trash mobs without having to worry about the speed of it. Shaving down an extra second and a bit MIGHT be of help in some extreme situations, but those are really rare in most games, and having a set of perks (since once doesn't really do much of anything) that are of some minor help in maybe one in ten games feels flimsy as a recommendation.

I agree with these assertions.

Legit Businessman fucked around with this message at 20:33 on Dec 16, 2023

tangy yet delightful
Sep 13, 2005



I disagree about revive speed being a trap for my normal Ogryn build, but I'm fine putting that down to playstyle differences or whatever.

Again on shieldgryn I yield that floor as that's not my main thing so appreciate the thoughts there and I'll probably try making some changes to my shield build based on the info.

edit:
seeing your edit, I'll go further on revive speed - if you are playing auric and esp auric maelstrom missions, for me I like the combo of revive speed plus my charge knockback to create space and get off a quick revive against things that aren't hordes, most specifically Crushers. Because yes an Ogryn can tank damage without interruption of a res but you really don't want to be taking certain types of hits or even lots of ranged damage. I rarely ever go down with my setup, and if I am going down it's after 2-3 of my teammates have so being the beefy revive savior on the team is something that works well for me.

Gunner or shield ogryns may play differently, and the other classes I'm not touching on here but for my melee/charge based ogryn I like the revive boost.

tangy yet delightful fucked around with this message at 20:38 on Dec 16, 2023

Arc Hammer
Mar 4, 2013

Got any deathsticks?
Decided to switch up my guns. I'm not really feeling any of the lasguns at the moment and I'm lacking in autoguns, so I rolled and got a decent draw on the new Stub Revolver. I'm stacking reload talents and this thing is nasty especially when you go down the Veteran's Commando tree. I'm fanning the hammer into plague ogryns and generally dodging around doing sick headshots.

Arc Hammer fucked around with this message at 20:38 on Dec 16, 2023

40 Proof Listerine
Jul 1, 2007

Baroness Kanan-Zelaya of the minor House of Carbon

withoutclass posted:

What's the best strategy for curios, both getting them and which ones to run? I play Bullgryn typically and my weapons are starting to get into a good place but I haven't put much effort into curios.

Curios can go up to 17% toughness and 21% health and those are pretty rare (like rating 77 and up?) while stamina goes from +2 to +3 at 75 and is easier to get the good one. It's fine to work with +20% health and +16% toughness curios until you get top end ones down the line. You can get another +5% health and toughness on each curio if you want for another +15% each though that cuts down on room for your other perks.

On Ogryn I run 2 health curios and a toughness curio and a grab bag of perks, including gunner damage, toughness regen speed, stamina regeneration, and corruption resistance.

On other classes I'll run +1 wound, +3 stamina, +20% health as a general kit and on certain melees I can be bolder with I can swap out the +3 stamina for +16% toughness.

Mendrian
Jan 6, 2013

The important thing for curious honestly is not to overthink them very much. The bigger boosts to Health and/or Toughness are the most critical, and I think most players can probably make use of one (and only one) additional Wound. Don't leave those spots blank for the sake of fining the perfect curio (which sounds silly but you'd be amazed how many players I've inspected at level 30 with empty curio slots). The secondary perks are largely going to be dealer's choice.

* +Stamina curios are better than you'd think but wouldn't be my first choice if I didn't yet have a full stock of default curios.
* +Toughness Regen Speed is good on everybody.
* Just stacking a poo poo ton of one thing (toughness, health) can be an effective strategy but you kind of have to know yourself and your playstyle. +Toughness tends to be better for players who have small margins of error because if enemies never get through your toughness you can basically go long stretches of match without losing any health. Health curios are more generous (especially on an Ogryn) but are functionally useless if you don't take damage. Otoh nobody is that good, so health is actually a pretty good option.
* Damage resistance is another 'you'll know it if you need it' kind of scenario. Gunner resist is probably the most useful overall.

tangy yet delightful
Sep 13, 2005



Curios:
21% Health - 10% Revive, 20% Snipers, 20% Gunners
20% Health - 20% Snipers, 15% Gunners, 5% Health
20% Health - 20% Gunners, 10% Revive, 4% Health

Alright quickly threw this link together with what my weapons/curios actually have. I do run this same setup but with swapping out the weapons depending on my mood and the mission modifiers. I like to take the kickback against the chance for smaller monstrosities and shock troop gauntlet or nurgles blessing I like to run the new shovel (edit: or the wire wrapped bully club).

https://darktide.gameslantern.com/builds/9add60fe-d7f5-4058-a759-61567931bc50/ogryn-smash-3

Again I'm not over here arguing that it's the top best meta build of all time or anything but it works for me to handle the hardest levels the game has to offer and I enjoy the playstyle so there ya go!

ninjoatse.cx
Apr 9, 2005

Fun Shoe
I go for stealth revives on 2 wound psykers getting beat on so they can die the final death deserve :evilbuddy:

I didn't see it mentioned here, but part 2 of the darktide OST is on spotify now.

ninjoatse.cx fucked around with this message at 21:26 on Dec 16, 2023

Nehru the Damaja
May 20, 2005

I go 2 toughness/1 wound (or 3 toughness on Ogryn)

Then:
Toughness
Sniper Resist/Health/Toughness Regen Speed/Ability Regen Speed

Stacking toughness is good and it increases the effectiveness of a ton of talents and abilities for both you and your teammates. If something restores 5% of your toughness, having more of it means more toughness restored. If a Veteran shout restores 50 toughness, having more toughness means you're more likely to climb back over 100. There really aren't comparable benefits to stacking health other than minimizing the effect of corruption. I wouldn't say stacking health is wrong but I think for most players most of the time, it's not as good.

I don't usually suffer from gunners the way I do snipers so I like having resist there. Snipers end runs. I used to run Gunner resist when I thought it covered default shooters, but turns out it doesn't.

Ability regen is nice on classes with crucial abilities like veteran shout, zealot charge, zealot icon, psyker shield, psyker shriek (if you play real close to the edge of peril), etc. I don't use it on builds with things like Executioner's Stance, ogryn taunt, Scryer's Gaze, etc.

Enjoy
Apr 18, 2009
I think it makes sense to take +20% health and then put +5% toughnesses on all your curios, adds more effective hp than taking +17% toughness and then +5% health

Internet Explorer
Jun 1, 2005





Since we're getting into the weeds on curios, has anyone done the math or seen it documented anywhere for Zealots that use Martyrdom and the other wound talents. Is it better to have 3x wound curios, or something like 2x and 1 health? I assume 3x would just because Martyrdom leverages more wounds.

Evil Kit
May 29, 2013

I'm viable ladies.

Internet Explorer posted:

Since we're getting into the weeds on curios, has anyone done the math or seen it documented anywhere for Zealots that use Martyrdom and the other wound talents. Is it better to have 3x wound curios, or something like 2x and 1 health? I assume 3x would just because Martyrdom leverages more wounds.

I don't really miss the toughness or health tbh, especially if you stack enough of the secondary +toughness and +health perks. Just go full on wounds and don't' worry about it.

Reiley
Dec 16, 2007


I've been running 1 wound, 1 toughness, 1 health curios. Having more wounds talents on Martyr builds makes you tankier the lower your health is, but I feel like you still need some baseline health so that you can survive when your toughness is depleted and your auto-refill toughness abilities aren't accessible. Like in a situation where you're losing health your toughness DR isn't applying so you're in more of a dangerous situation than if you had fewer wounds and more health per wound. I've also found that having four empty wounds produced the damage reduction where I stopped really dying, and I'm happier having more health in 1/5 of a bigger healthbar on 5 wounds than I was having less health in 1/6 of a smaller healthbar on 6 wounds. Five wounds on a big healthbar feels like a sweetspot.

Hats Wouldnt Fly
Feb 9, 2010

.
Redfont is my hero.
I've tried every combination of toughness and health on ogryn and I can't tell a difference. No health and no toughness made my chip damage more noticable but not in a way that made me take more medicae.

Gunner and sniper resistance I miss when it's gone though.

Martout
Aug 8, 2007

None so deprived

Mendrian posted:

Tbh I hate Assail and don't know why people pick it.

My problem with Assail psykers is that I almost only ever see them using it on chaff and very rarely using it to target specials/elites

Just had a very tough game as ogryn with another ogryn, a zealot with a shotgun and an Assail psyker, it was shock trooper gauntlet and only the Assail psyker had any real ability to deal with the copious amounts of gunners but he was too busy spamming Assail on the horde I was managing just fine to target them :sigh:

drrockso20
May 6, 2013

Has Not Actually Done Cocaine
I think most Assail Psykers don't know about the aimed shots for it and just rely on left click spam even though that does less damage

Evil Kit
May 29, 2013

I'm viable ladies.

I know Loner knife zealots with shroudfield are easy targets to make fun of, but Assail psykers are actually a blight. Crumple in melee, have no ability to use anything but assail not even stopping to use their active ability.


Assail is probably in a fine spot balance wise now but man it really is indicative of the player using it if you're touching the :pubstove: lol.

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Pharmaskittle
Dec 17, 2007

arf arf put the money in the fuckin bag

Is assail just the no skill option like the homing arrows from vt rn? I don't play psyker but these guys are playing vampire survivor while I'm playing darktide

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