The Seven Habits of Highly Effective Darktide Players: 1) ALWAYS take three +1 wound curios. 2) While leveling a character, always join the highest difficulty missions available. They provide more experience. 3) Install the Health Bars and Spideysense mods. 4) Always pick up the large ammo bags to top up your handful of missing bullets. 5) Hang far back behind the rest of your team, wait for, then kill all the spawning specialists by yourself. 6) While you are dead and spectating other players, use your newfound time and insight to tell the other players how to play better. 7) Always fight every daemonhost. They drop extra loot.
To tag along to the meta note: If you find a meta build, use it for a bit, then tailor it to your own playstyle. You may find a plasma rifle dueling sword weapon specialist build for vet, but then find that yknow what? I prefer the tac axe with agile and bolt pistol with deadly accurate over those two weapons, and then make adjustments to the build accordingly.
Knowing when to disengage, and run away to get yourself some space, and prioritizing different enemy types, those are some of the more fine points that will get you over the hill in getting good. Also try and keep the fight organized, if there’s a bunch of random trash in the middle of y’all hitting everyone from behind, it will often get someone downed.
knowing when to disengage and fall back 100% Way to often do i see people try to stand their ground alone on aurics against like 6 crushers, 10 maulers/ragers and a bunch of chaff only to get downed in some off the side position where we can’t help them.
My advice (for you as well Jabbles!) PING THE GODDAMN ENEMIES! If you tag enemies it not only lets people track where they are, it lets someone else line up the shot on that fucking bomber before they get another throw. Also, for something like the vent malfunction, it lets you easily nail elites and specialists hiding in the fog. This does not give people permission to bind ping to their fire button, however. If you do (and I can fucking tell) you're getting kicked. Don't ping spam unless you're highlighting a bunch of elites as a "hey there's a bunch of elites right here" in which case thanks now stop it.
something I recomend is to get comfortable with "the dance". Learn the dodge melee block-push. Because when you stop taking any damage from most melee units, everyting becomes easier and more fun when you are not on your last leg all the time
One thing I'd like to point out in your video is about coherency. It is the most misunderstood and frankly the most detrimental to any end-game run. So I'd like clarify it. 1. Coherency buff while strong but it is dangerous for everyone to stay together, risk of someone dragging an overhead or aggro onto a teammates nearby, dragging a boss aggro into a chokehold and making it easier for ranged enemies to funnel their guns at. Melee enemies will pressure up and take up all space for dodging or movement. And bombers can punish a team in claustrophobic areas. So what we do in a duo/trio game or challenge run is play around each other's line of sight and "orbit" each other when there are enough space. And when there are too much pressure, we bunch up to spread the damage out then resume the area coverage. The point is maintaining the most area to control when shit gets tough and know which is a good or bad place to fight. 2. Coherency toughness regen STOPPED when people are being melee aggro'd. Basically, taking any toughness coherency regen talent and curios perk is useless in 2024. The coherency regen only takes place when there are no melee enemies attacking you. Except for Zealot Enemy Within Enemy Without that negate that effect. So outside of the team wide buff, it is hardly any useful for defensive purpose. 3. Coherency buffs do not stack. 2 zealots with 20% toughness reduction will give the same 20% toughness. Same for all of the classes except Loner Zealot :))). And even the zealot corruption healing rate hardly works on people that has wound or a vet having field improvs. 4. Another thing about staying close together is learn to treat dropdown spot seriously. If one person get trapped or dogged above a dropdown, it is spectator time for them. So communicate with people when it is time to drop or move to better spot to fight. A lot of people still think this is inconsequential and you'd get people netted in very stupid places on max auric. And as an endgame darktider playing with 3k hours since launch ( I like this game very much) and only play for the challenge, I can say these buffs are meaningless and adds no true value to your gameplay experiences except buffing some numbers you won't even see without mods. They usually incentivize newer players to stay close together all the time in bad situation with buffs that doesn't matter. The game also lie to you about how these buffs work too because FS is bad at explaining things in contextual matter for us. I recommend looking at Kuli's guide on Darktide Steam guide to decode FS swedish language. What matters tho is your individual melee combat skill, dodge dancing, orbiting around your teammates and weaving guns/blitz to deal with the specialists. Learning to know when to fight together or split when situation calls for it make it dynamic and that comes with experience and making mistakes. And I think your video covers everything else nicely. Enjoy this wall of text.
Great comment man. Holding a larger area together and not being so tight really makes a difference. You need that space for many of the specialist attack types to avoid and counter attack properly. Good point on the drop down points too.
actually it's: >play only shout vet plasma dueling sword OR loner zealot dueling sword >blame anyone not playing this build >instantly leave the moment you go down or the moment you see someone not using sweatlord loadouts >lie that you're good >tell everyone else they should "go back to heresy" >blame smite players for ruining auric
I think it's important to try offhand things and non meta stuff. But Please don't go into an Auric level missions with some niche build you're trying for the first time. It's not fair on your teammates, stay in standard missions for that. Once you learn a build and get good with it, then go into the Auric stuff. Thank you.
Went back to Darktide recently and it kinda made me re-think SM2. SM2 is interesting and fun but i have to admit its wayy less refined than Darktide. But of course, that's a totally unfair comparison, but it's been interesting to jump between them. I think Darktide feels much fairer when you fail, and more satisfying when you win. Learning feels much faster and knowledge is more rewarded. I hope SM2 can be refined over time to become the best experience it can be.
True. One time there's a teammate who got rapped by a trapper so I went to rescue him and in the process of un netting him I got netted as well. He berated me the whole time that I suck and it was my fault. I just laugh at him. What a dick.
If there are too much enemies on the screen slowly make your way back to the start or somewhere you can loop them as movie forward will cause you to encounter even more idle enemies then what the game director would spawn behind you. Also mutants will not groundpound you if your back is against the wall and with instead just throw you without doing damage. Still don’t get caught because they still might toss you into the horde, but is something to keep in mind when you hear them coming. Also while you don’t have to go meta, try to construct a build that is decent at killing everything rather than specializing at one thing. Doesn’t matter how efficiently you can slice through dregs when a mauler face tanks everything and drops a cinder block on your head. And while deleting a mini boss is cool. You still have to be able to get through a horde before you can even challenge one.
I was super indecisive when I first stepped in heresy and damnation. Just commit to it, and if you died, well u learned something new. If u won that encounter, well u learned another new thing.
Trust me, you can go all the way to Auric if you can handle heresy. I did, and it took me a couple of weeks to adjust. I've seen all kinds in Auric, and you can get carried by a couple of good players. It's just faster, more relentless, but if you have good basic mechanics and understanding of the game, you'll learn quickly. Auric Maelstrom is where the fun begins, really, especially in some configurations like I-IX-E-F.
The way I see it, the other groups are a death sentence if you don't get out of the way. By no means are the suppression units to be scoffed at. The other two groups are nails in the coffin, whereas suppressors are just the lid.
Another important thing is to understand what each class can do, and what each class needs. Even if it's not one you want to play ever. I main Psyker and Vet, so I always put myself at the lowest priority for ammo because psyker doesn't really need it, and Vet can make their own, same for Grenades. However, the Zealot and Ogryn cannot do this. Zealot should be a lower priority than the Ogryn for any ammo you find, because Zealots are much more melee focused to begin with, but if the Ogryn says he's good, and your Vet isn't at 0? Let the zealot have next dibs. Coordinate and talk to your team. Most of us are friendly enough on voice (just please excersize basic comms etiquette and don't be hot miccing your consumption of a Chicago pan style pizza), and being able to just ask ""We getting tomes?" or "Hey Zealot, how are you on ammo?" Remember, your HUD can give you a basic idea of where they are at on their supply situation. Also, don't throw away an entire ammo resupply or med kit just because *you* are low. Check with the team, and see who else needs to top up. If you find an extra one, let your team know you're throwing yours down if there's no one who can grab it without giving up something. If someone screws the pooch, don't just assume they're a crayon eater and berate them, either. Worst possible thing you can do is to treat a squaddie like shit over a mistake. Just get them back up and keep going. If they become a chronic problem, point it out and ask em to knock it off. If they won't, vote kick em.
@@_ghostly_ Vet has an ammo generation aura, but it's not much after the many nerfs. However, I actually place Vet higher than Zealot and conditionally Ogryn (Gunlugger is the exception). Zealot and Ogryn are generally played in melee and thus don't use ammo nearly at the same rate a Vet will. On the other hand, that's also depending on the Vet. If the Vet brought a plasma? Feed them ammo the entire match for an ez win. If they have a recon las? They're probably doing a shock trooper crit build and probably have really good ammo econ (in general, las weapons mean they don't need much ammo). And don't you (generic you towards Vet players) DARE think that gives you permission to be an ammo diva or gets you out of melee. Share the fucking ammo even if you're on a Plasma and use your goddamn melee weapon. It saves ammo and I promise Vet can survive a horde fight. All that said, Vet is bottom of the pile for grenades lol. Vet nades are way worse than the other two and they get one every 60 seconds (assuming they took the skill tax *as they should*) with potential for more. There are situations where you want to feed the Vet nades (though off the top of my head there's only one: boss is up and they took kraks), but that's generally not common and if we're doing super super rule of thumb stuff just don't give the Vet nades if someone else needs it.
This is probably the number one tip and I wish someone told me this straight up when I first started playing. Would have saved me so much trouble. The game is designed so that dodge is probably the most important combat element. I see people getting pounded on for no good reason and getting snagged by every immobilizers that spawns. Not even exaggerating. You ever just watch the same person get snagged over and over? lol
There are few channels I actually have the time, inclination, and general attention span to watch the entire catalog of - and you're definitely one of them. You're entertaining as fuck, guy. Thanks for the vids, Papa Jeb; you make my smoke breaks 30% better. Can't wait for the Hobo Taint and Shark Pussy G-Fuel flavor when you inevitably make it big. I don't even drink G-Fuel.
Learn armor types where it matters. You should always bring something that is decent with dealing with the armor of larger targets, whether its a ranged, melee, or grenade. Yes your team can deal with them, but when shit hits the fan and their is a conga line of crushers coming for you, you will want to at least help reduce the amount of them. Additionally, if you are using a lighter ranged weapon such as infantry las gun, recon lasgun, infantry autogun, etc. when fighting maulers, dont aim for the head. They have carapace armor on their head, but the rest of their body is just flak armor, it will save you a lot of time and ammo. This also does apply to melee weapons that suck at beating carapace armor.
Hey man great video. I feel that your emphasis on disregarding meta choices if it doesn’t work/feel good for the individual is something that a lot of players need to hear. As well as positioning/working with your team. 4 working together IS a lot better than 4 individuals doing their own thing. Hope to see more from you.
I would like to improve my skill in this game thag I love playing, IF ONLY I WOULD STAY CONNECTED TO THE SHIT SERVERS FOR A FULL MATCH, it makes me irrationally angry when I'm vibing on auric damnnation/maeltstrom and I get disconnected three times in a row causing a team wipe because I wasn't holding my frontline, and it's somehow getting to the point where it happens in every match, I'm about to quit.
I think the most unintuitive but helpful tip I ever got for Darktide is to use 1 Stamina Curio on the normal human classes, and stack Stamina Regen on the Curios. Ensuring you have the stamina to dodge, block, push, sprint or revive makes a big difference in your survivability.
One thing I would mention about the otherwise sound target priority list, is to move flamers to the very top on that list. Space is a valuable currency, because it lets you avoid both damage and being immobilized. Flamers are there to rob you of that currency, therefore leaving them kicking last is a grave mistake. Bombers fall into the same category but they aren't as aggressive as the flamers who will only give you moments to react. This might not be as apparent on pre-damnation levels, but after you get to auric damnations and ultimately to maelstroms, you'll be swimming in enemies so your space is already reduced as it is.
Even having played on the aurics for several days now, I have noticed disabling units being far more dangerous to others than suppression. AOE is annoying, yes, but they aren't death sentences as the others often are.
@@JebblesJunior I would agree that disablers are the greatest threat-wise, and should be immediately considered when they appear. The problem when it comes to evaluating threat is how much time do you have for each one respectively. Disablers are odd in the way that, in certain situations their threat greatly diminishes. Dogs are arguably the easiest disablers to dodge/kill as their movements are well telegraphed. And once they miss, there's a period where they run off and become non-threats for a few seconds. Bosses also knock away dogs if they are on you. Mutants are easy to dodge, and if you position yourself next to a wall, they will ALWAYS throw you, dealing no damage. Trappers are easily the most dangerous, but if you dodge their net, they enter into a fairly long cooldown period. So to rephrase myself, you should recognize how big of a threat a disabler poses, because they aren't always the most immediate danger, even though they can always end the run fastest if you aren't paying attention.
I can suck and still tell when something inherently sucks (gun lugger main). Having a class that's dependant on range damage output have no actual ammo economy talents is just dreadful. Darktide is rough but obese shark sure do take their time to actually fixing things that just flatout don't perform well in the most intense settings. It's why everyone who does play at those settings is running around with a dueling sword(much like yourself)!
Gun Lugger is really only a lesser choice on Auric Maelstrom and Auric Damnation and more so the more ammo hungry classes that you're playing with. If you're playing with two psykers and a zealot it doesn't matter so much. And even then, you can make a gun lugger build that has decent melee so you don't need to actually shoot the whole time. It depends how who's playing it. With Auric Heresy and most definitely any standard difficulty my gun lugger usually runs high end numbers.
Solid advice! I would make a particular emphasis on how quickly you can pick up a player that's been netted. Some players don't seem to prioritize netted players even though it's a super common mistake and trappers are OP.
I like your point about rearguard, that’s often me as main Bolter or Plasma Shouty Veteran, immobilizers often come from the rear. Gather near a drop point so the whole team commits, someone dodges into a post and the hound gets them, while the rest of the team can’t get back, you are less efficient for a bit. I hate Snipers, they mess with me so much, i kill things like flamers, bombers and snipers that limit movement at a higher priority than Ragers, Maulers, or Crushers, as we dodge dance those. My main crayon eating moments, saving teammates that don’t immediately commit to fighting us out of what got them (after a grenade and shout), getting separated without grenades or a shout and an unloaded bolter, STANDING IN THE OPEN with no stamina. That last one is my big one. Also don’t pick up Grimoires unless you’re doing the penance, especially now with all the GD Beasts of Nurgle everywhere that half the player base doesn’t know to kite…..
I cannot stress enough the importance of tagging every enemy that you can basically on principle. The outline makes enemies easier to hit at a distance, even easier to headshot. The outline lets you see them wind up a big attack through the seventy random assholes in front of them and lets you know to block or dodge instead of eating that overhead that's going to do your entire healthbar. Tag, tag, and tag again. Each player on the team can have an enemy tagged, that's four assholes that you can now see and more easily hit and avoid damage from. Tagging disablers that like to run away when they miss is great for keeping track of them (Pox Hounds, Trappers, etc.) and tagging hard-hitting enemies helps you more easily see their animations through chaff. I just hit the tag key randomly at times to see if my character spots something I can't. You'd be surprised how often tagging into a horde will reveal a Rager frothing at the mouth or a Mauler grinning like the creepy wojack behind his big stupid welding mask. Of special note is tagging Trappers if they get you, as it's even better than any verbal communication you could possibly perform. Your team knows you're trapped, they heard the sound cue and can see the big red excalamation point. Letting them know *exactly* where the Trapper is will let them prefire that bitch when they come save you. TL;DR: Tag enemies, and tag them constantly. There's not really a cooldown and there's no cost, and the benefit to your team cannot be overstated.
I started to watch a guy named tanner. He’s sometimes incredibly, brutally honest to the point it turns people off, but he gave me a brain blast simply by saying “why would you need to bring extra wounds or gunner/sniper resistance instead of stamina efficiency/regen on curios when you can just not get hit?” And I was like 🤯 sounds obvious and dumb(and yes I am incredibly dumb) but I never actually considered just abusing movement instead of trying to tank. Or pointing out pyskers actual front line capabilities when my fantasy experience told me spell casters sit in the back. In just a few days I’ve gone from struggling and failing constantly on difficulty 4-5, to breezing through five with no downs 95% of the time.
You can use chain weapons to stun anything that isn't a miniboss, you can use this to great effect to save a teammate from being interrupted/aeiou'd by ragers
Situational awareness, that's all you need. Knowing how to react to situations, take cover, handle ragers, hordes, bosses, when to rez, use ammo boxes, ect... The rest, gear, builds, even mechanical skills, it's all secondary. It's not Back 4 Blood, where builds are essential, it's more like L4D. You can bring whatever trash build in Auric Maelstrom, and if you have a team that understand the game, you'll be all right. Skills will help, builds will help, but you have poor situations awareness, and your team facerolls, you'll fail. Unless you have a rat solo-running the whole thing. Then your situational awareness is to leave the session.
Been playing since beta. Back when psyker was bad and we huddled together behind cover for vets to clear gunners. Move jump to a different button and put dodge on spacebar. Divorce sprint/jump/dodge/crouch. These all need to be different buttons. If you arent def (not a judgement, some people are) play with game sound. There are audio cues for "guy is about to melee you so dodge" and "guy is about to shoot you so dodge". Melee sounds like a heavy breath. Gun sounds like a techno twirp/beep. You can push attack hounds. If this scares you then dodge left or right while crouching/sliding. Order of people who get ammo. Vets > ogryn > zealot > psyker. Playing gun psyker with 3 other vets? No you arent. Use ammo crates when someone hits orange ammo during elevators and gather points. You do 3x melee damage to mutants. Learn to dodge and hit them. They dont do a melee attack other than a charge.
@JebblesJunior Nope. Just seemed like either an overt logical hypocrisy or self deprecating humour depending on your intended level of sincerity or sarcasm. Lol.
My only gripe is how often people just stay on a ledge you can't get back up. They act like snipers, get hound or netted in a place we can't reach. Because....high ground? idk, just drives me. Another is when 3 out of 4 players tries for the objective and 1 dingle berry is just rushing to the end and getting ownzoned.
Lol good video. I wish i could show this to any of those teammates who are off in their own world. (Often times console players, but not always, I've seen decent console players).
I love this game. I struggle a but when i am not paying attention but i am also not interested in playing on the hardest difficulties because there is just too much at that high auric level. But i definitely recognize when i am doing good and when i am messing up.
Ill add one tip, learn your melee weapons, at some point you will need to swing them weather you're out of ammo, don't have a clip in or just plain swarmed, this includes blocking, shoving, and dogging. after finding a rhythm you like and practice you can practically fight a swam blindfolded
Solid advice overall but I think there are a couple more optimal points. Bombers and Flamers are high on the priority list for me. They will end runs and can kill multiple teammates and create large areas of denial. Other enemies can be easily dodged/avoided or blocked. Obviously, if the rager is in your face, remove him first. Meta is still important. Optimal builds are relevant. The less optimal your build, the harder time you will have / the more skill you will need. It's that simple.
Never been one to rush to complete a penance. I noticed that the information on the maelstrom title penance had changed from 5 completions without a death to 10 on the text. It motivated me to complete it before the patch. I would suggest if you want the title do it before the dec 3rd patch.
I’d like to add to this list, do NOT ignore snipers. Don’t. My teammates get wiped so easily but ignoring those deadly laser beams. Snipers will give you a throat pumping you’ll never forget. Prioritize them as quick as possible. 🙏🏻
Dont shoot the Poxbursters close range. Push them away. Shoot them at long distance only if no ally is around them. When a horde is coming stay away from doors, sometimes 3 Poxbursters can come out of it without any warnings. If you need crafting mats and find some but your team is pushing forward DO NOT try to collect them, go with your team. The narrator of Darktide is like the Left for Dead one. He will send you a lot of Specials and Disablers and he will F you up hard. On higher diff stay with your team.
In terms of skill development I’d say it’s movement, melee proficiency, aim, and then game knowledge. I’d suggest rolling a zealot and then a vet. Zealot is the best melee, vet the best ranged. Figure out how to avoid dmg from ranged while you’re a zealot, figure out how to avoid damage from melee as a vet.
Know what your build can do well, and what it can’t do. Backstabbing Zealots are going to struggle to keep shooter packs under control, and Monster Killer Veterans are going to struggle dealing with large quantities of horde enemies. Even in a random stack, know what your build is capable of, the inherent strengths of your class, and what the situation requires. Prioritize your own safety over a quick revive for a player caught by a net. More often than not, I’ve seen runs end because someone “knows” it takes less than two seconds to free a teammate from a net, but they didn’t bother checking their surroundings to see the pair of flame troopers running in. Find weapons that you like, but always remember what specialty they can do (if any), as well as what your best combos are for fighting off hordes or big targets. Just because you can spam heavy stabs with a Dueling Sword or repeated light attacks with a combat axe doesn’t mean you should work harder if the situation escalates. Some weapons even have specials that can be worked in very well or deal with a particular enemy very well (like Shock Mauls giving an opponent to damage Bulwarks). Most importantly is know when to split up and cover ground, when to stick as a team, and when to pull back or dig in. Unlike SM2, Darktide is designed to not encourage solo fighting, so if you’re out of Coherence from the rest of your team, do not be surprised when it feels exceptionally hard.
The best weapon in the game is a good teammate and the best meta is teamwork Play as team When you have the time, pay attention to your teammates Make sure to look back before progressing How many time did we had a horde spawning behind us, i try to take care of that and my team just abadon me😢
Join the server! There are a lot of learners there to play with, and a good amount of experienced players that can help you develop your competency. This game can be brutal at the higher difficulties, don't go it alone.
My friend I run with a lot was using a shock maul on zealot with random asf blessings and perks, asked him how the shock maul so good and he said "it's good because I make it good" im like well ok god damn.
People who play the game and spemd the entire match complaining about everyone else should be barred from the game permanently. Some people put way too much importance on this game.
Trappers are broken and dont make hearable noises as the shoot a decent amount of the time. They also shoot through walls and large hordes of enemies where you cant see or hear them. They should be removed honestly because their broken
1:17 stop you ther right away. what if you stuck on stairs randomly and cant dodge? is that a skill issue or something you can account for baring in mind it doesnt always happen?see if you think thats a skill issue i cant take the rest of the video seriously. theres tons of stuff in this game you often cant mitigate for and even top players get caught owt by it. to avoid the stairs issue you must never fight in melee on stairs.1:25 ah now you have my attention.
6:48 i prioritise gunners over mutants. one mutant can be dodged blind. if the choice is stop three gunners spooling up or stop one mutant its gunners everytime. see gunners act like nuisances but are actually as dangerous as trapper if not dealt with. so hmm worrying that giving this advice out when at high level the team i see lose dont prioritize gunners at all.
overall good vid, just i think i positions itself as what to in best cases scenarios, especially the gunner part. gunners move. even if you block LOS they move. which can be used to allow team mates to flank them. pull them out of cover but you cant always rely on team mates.specially as ogryn. you have to learn to dodge slide as ogryn.
sometimes my teammates must think I'm on my third bowl of crayons with some of the places I've died
Lmfao well said brother
Use headphones. The positional audio alone will make you twice as good as you are now. Knowing where specials are coming from is immensely helpful.
The Seven Habits of Highly Effective Darktide Players:
1) ALWAYS take three +1 wound curios.
2) While leveling a character, always join the highest difficulty missions available. They provide more experience.
3) Install the Health Bars and Spideysense mods.
4) Always pick up the large ammo bags to top up your handful of missing bullets.
5) Hang far back behind the rest of your team, wait for, then kill all the spawning specialists by yourself.
6) While you are dead and spectating other players, use your newfound time and insight to tell the other players how to play better.
7) Always fight every daemonhost. They drop extra loot.
I was getting irrationally aggravated the further I read, good job
LMAO!!!!
what about THE essential? scoreboard mod. how else can you prove to dem noobz that you did 1000 dmg more than them?
“You have to come first”
Finally my time to shine
To tag along to the meta note:
If you find a meta build, use it for a bit, then tailor it to your own playstyle.
You may find a plasma rifle dueling sword weapon specialist build for vet, but then find that yknow what? I prefer the tac axe with agile and bolt pistol with deadly accurate over those two weapons, and then make adjustments to the build accordingly.
Knowing when to disengage, and run away to get yourself some space, and prioritizing different enemy types, those are some of the more fine points that will get you over the hill in getting good. Also try and keep the fight organized, if there’s a bunch of random trash in the middle of y’all hitting everyone from behind, it will often get someone downed.
knowing when to disengage and fall back 100%
Way to often do i see people try to stand their ground alone on aurics against like 6 crushers, 10 maulers/ragers and a bunch of chaff only to get downed in some off the side position where we can’t help them.
My advice (for you as well Jabbles!) PING THE GODDAMN ENEMIES! If you tag enemies it not only lets people track where they are, it lets someone else line up the shot on that fucking bomber before they get another throw. Also, for something like the vent malfunction, it lets you easily nail elites and specialists hiding in the fog.
This does not give people permission to bind ping to their fire button, however. If you do (and I can fucking tell) you're getting kicked. Don't ping spam unless you're highlighting a bunch of elites as a "hey there's a bunch of elites right here" in which case thanks now stop it.
I try to spam ping snipers but never seem to hit them with it. I just adopted revolver sniping at this point.
It's that simple yet players just don't do the basics
something I recomend is to get comfortable with "the dance".
Learn the dodge melee block-push. Because when you stop taking any damage from most melee units, everyting becomes easier and more fun when you are not on your last leg all the time
One thing I'd like to point out in your video is about coherency. It is the most misunderstood and frankly the most detrimental to any end-game run. So I'd like clarify it.
1. Coherency buff while strong but it is dangerous for everyone to stay together, risk of someone dragging an overhead or aggro onto a teammates nearby, dragging a boss aggro into a chokehold and making it easier for ranged enemies to funnel their guns at. Melee enemies will pressure up and take up all space for dodging or movement. And bombers can punish a team in claustrophobic areas.
So what we do in a duo/trio game or challenge run is play around each other's line of sight and "orbit" each other when there are enough space. And when there are too much pressure, we bunch up to spread the damage out then resume the area coverage. The point is maintaining the most area to control when shit gets tough and know which is a good or bad place to fight.
2. Coherency toughness regen STOPPED when people are being melee aggro'd. Basically, taking any toughness coherency regen talent and curios perk is useless in 2024. The coherency regen only takes place when there are no melee enemies attacking you. Except for Zealot Enemy Within Enemy Without that negate that effect. So outside of the team wide buff, it is hardly any useful for defensive purpose.
3. Coherency buffs do not stack. 2 zealots with 20% toughness reduction will give the same 20% toughness. Same for all of the classes except Loner Zealot :))). And even the zealot corruption healing rate hardly works on people that has wound or a vet having field improvs.
4. Another thing about staying close together is learn to treat dropdown spot seriously. If one person get trapped or dogged above a dropdown, it is spectator time for them. So communicate with people when it is time to drop or move to better spot to fight. A lot of people still think this is inconsequential and you'd get people netted in very stupid places on max auric.
And as an endgame darktider playing with 3k hours since launch ( I like this game very much) and only play for the challenge, I can say these buffs are meaningless and adds no true value to your gameplay experiences except buffing some numbers you won't even see without mods. They usually incentivize newer players to stay close together all the time in bad situation with buffs that doesn't matter. The game also lie to you about how these buffs work too because FS is bad at explaining things in contextual matter for us. I recommend looking at Kuli's guide on Darktide Steam guide to decode FS swedish language.
What matters tho is your individual melee combat skill, dodge dancing, orbiting around your teammates and weaving guns/blitz to deal with the specialists. Learning to know when to fight together or split when situation calls for it make it dynamic and that comes with experience and making mistakes. And I think your video covers everything else nicely. Enjoy this wall of text.
Great comment man. Holding a larger area together and not being so tight really makes a difference. You need that space for many of the specialist attack types to avoid and counter attack properly. Good point on the drop down points too.
actually it's:
>play only shout vet plasma dueling sword OR loner zealot dueling sword
>blame anyone not playing this build
>instantly leave the moment you go down or the moment you see someone not using sweatlord loadouts
>lie that you're good
>tell everyone else they should "go back to heresy"
>blame smite players for ruining auric
I think it's important to try offhand things and non meta stuff. But Please don't go into an Auric level missions with some niche build you're trying for the first time. It's not fair on your teammates, stay in standard missions for that. Once you learn a build and get good with it, then go into the Auric stuff. Thank you.
Went back to Darktide recently and it kinda made me re-think SM2. SM2 is interesting and fun but i have to admit its wayy less refined than Darktide. But of course, that's a totally unfair comparison, but it's been interesting to jump between them. I think Darktide feels much fairer when you fail, and more satisfying when you win. Learning feels much faster and knowledge is more rewarded. I hope SM2 can be refined over time to become the best experience it can be.
True. One time there's a teammate who got rapped by a trapper so I went to rescue him and in the process of un netting him I got netted as well. He berated me the whole time that I suck and it was my fault. I just laugh at him. What a dick.
I don't play darktide, I just show up for my dose of jebbles.
Out here giving life advice
If there are too much enemies on the screen slowly make your way back to the start or somewhere you can loop them as movie forward will cause you to encounter even more idle enemies then what the game director would spawn behind you. Also mutants will not groundpound you if your back is against the wall and with instead just throw you without doing damage. Still don’t get caught because they still might toss you into the horde, but is something to keep in mind when you hear them coming. Also while you don’t have to go meta, try to construct a build that is decent at killing everything rather than specializing at one thing. Doesn’t matter how efficiently you can slice through dregs when a mauler face tanks everything and drops a cinder block on your head. And while deleting a mini boss is cool. You still have to be able to get through a horde before you can even challenge one.
I just need my team to not leave me behind because my sprint is too low to keep up
I haven't played yet but, I want to not suck when it drops on Playstation lol. I probably still will but some info definitely won't hurt.
I was super indecisive when I first stepped in heresy and damnation. Just commit to it, and if you died, well u learned something new. If u won that encounter, well u learned another new thing.
Trust me, you can go all the way to Auric if you can handle heresy. I did, and it took me a couple of weeks to adjust.
I've seen all kinds in Auric, and you can get carried by a couple of good players. It's just faster, more relentless, but if you have good basic mechanics and understanding of the game, you'll learn quickly.
Auric Maelstrom is where the fun begins, really, especially in some configurations like I-IX-E-F.
When the choice is, take/deal damage vs block, choose block.
Stamina curios always underrated by noobs
Putting flamers and bombers as least urgent is controversial
The way I see it, the other groups are a death sentence if you don't get out of the way. By no means are the suppression units to be scoffed at. The other two groups are nails in the coffin, whereas suppressors are just the lid.
Ok, I’m now butter. What’s next?
Now melt.
It's nice to see more videos coming out giving tips for Darktide. We will have a lot of new players in the coming weeks who need these tips
Another important thing is to understand what each class can do, and what each class needs. Even if it's not one you want to play ever. I main Psyker and Vet, so I always put myself at the lowest priority for ammo because psyker doesn't really need it, and Vet can make their own, same for Grenades. However, the Zealot and Ogryn cannot do this. Zealot should be a lower priority than the Ogryn for any ammo you find, because Zealots are much more melee focused to begin with, but if the Ogryn says he's good, and your Vet isn't at 0? Let the zealot have next dibs. Coordinate and talk to your team. Most of us are friendly enough on voice (just please excersize basic comms etiquette and don't be hot miccing your consumption of a Chicago pan style pizza), and being able to just ask ""We getting tomes?" or "Hey Zealot, how are you on ammo?" Remember, your HUD can give you a basic idea of where they are at on their supply situation. Also, don't throw away an entire ammo resupply or med kit just because *you* are low. Check with the team, and see who else needs to top up. If you find an extra one, let your team know you're throwing yours down if there's no one who can grab it without giving up something. If someone screws the pooch, don't just assume they're a crayon eater and berate them, either. Worst possible thing you can do is to treat a squaddie like shit over a mistake. Just get them back up and keep going. If they become a chronic problem, point it out and ask em to knock it off. If they won't, vote kick em.
How do you make ammo as veteran?
@@_ghostly_survivalist aura on the left of his tree
@@_ghostly_ Vet has an ammo generation aura, but it's not much after the many nerfs. However, I actually place Vet higher than Zealot and conditionally Ogryn (Gunlugger is the exception). Zealot and Ogryn are generally played in melee and thus don't use ammo nearly at the same rate a Vet will.
On the other hand, that's also depending on the Vet. If the Vet brought a plasma? Feed them ammo the entire match for an ez win. If they have a recon las? They're probably doing a shock trooper crit build and probably have really good ammo econ (in general, las weapons mean they don't need much ammo). And don't you (generic you towards Vet players) DARE think that gives you permission to be an ammo diva or gets you out of melee. Share the fucking ammo even if you're on a Plasma and use your goddamn melee weapon. It saves ammo and I promise Vet can survive a horde fight.
All that said, Vet is bottom of the pile for grenades lol. Vet nades are way worse than the other two and they get one every 60 seconds (assuming they took the skill tax *as they should*) with potential for more. There are situations where you want to feed the Vet nades (though off the top of my head there's only one: boss is up and they took kraks), but that's generally not common and if we're doing super super rule of thumb stuff just don't give the Vet nades if someone else needs it.
@@Micky96 Very true. I just restarted and noticed that the ability got nerfed, which sucks. So yeah, rescind the Vet thing.
Dodges are your friend. Dodge dodge dodge
This is probably the number one tip and I wish someone told me this straight up when I first started playing. Would have saved me so much trouble. The game is designed so that dodge is probably the most important combat element. I see people getting pounded on for no good reason and getting snagged by every immobilizers that spawns. Not even exaggerating. You ever just watch the same person get snagged over and over? lol
@@J.B.1982I have seen and yet been this guy simultaneously 😅😂🤣
@@wildfirez5764 Lol!
@@J.B.1982dodge block and kite, dodge stamina managment if u learn this u will dominate.
There are few channels I actually have the time, inclination, and general attention span to watch the entire catalog of - and you're definitely one of them. You're entertaining as fuck, guy. Thanks for the vids, Papa Jeb; you make my smoke breaks 30% better. Can't wait for the Hobo Taint and Shark Pussy G-Fuel flavor when you inevitably make it big. I don't even drink G-Fuel.
If I ever get a G fuel sponsorship, I'm gonna need them to find a way to jam some protein in there.
@@JebblesJuniorman of culture
Learn armor types where it matters.
You should always bring something that is decent with dealing with the armor of larger targets, whether its a ranged, melee, or grenade. Yes your team can deal with them, but when shit hits the fan and their is a conga line of crushers coming for you, you will want to at least help reduce the amount of them.
Additionally, if you are using a lighter ranged weapon such as infantry las gun, recon lasgun, infantry autogun, etc. when fighting maulers, dont aim for the head. They have carapace armor on their head, but the rest of their body is just flak armor, it will save you a lot of time and ammo. This also does apply to melee weapons that suck at beating carapace armor.
Hey man great video. I feel that your emphasis on disregarding meta choices if it doesn’t work/feel good for the individual is something that a lot of players need to hear. As well as positioning/working with your team. 4 working together IS a lot better than 4 individuals doing their own thing. Hope to see more from you.
I would like to improve my skill in this game thag I love playing, IF ONLY I WOULD STAY CONNECTED TO THE SHIT SERVERS FOR A FULL MATCH, it makes me irrationally angry when I'm vibing on auric damnnation/maeltstrom and I get disconnected three times in a row causing a team wipe because I wasn't holding my frontline, and it's somehow getting to the point where it happens in every match, I'm about to quit.
I think the most unintuitive but helpful tip I ever got for Darktide is to use 1 Stamina Curio on the normal human classes, and stack Stamina Regen on the Curios. Ensuring you have the stamina to dodge, block, push, sprint or revive makes a big difference in your survivability.
One thing I would mention about the otherwise sound target priority list, is to move flamers to the very top on that list. Space is a valuable currency, because it lets you avoid both damage and being immobilized. Flamers are there to rob you of that currency, therefore leaving them kicking last is a grave mistake. Bombers fall into the same category but they aren't as aggressive as the flamers who will only give you moments to react. This might not be as apparent on pre-damnation levels, but after you get to auric damnations and ultimately to maelstroms, you'll be swimming in enemies so your space is already reduced as it is.
Even having played on the aurics for several days now, I have noticed disabling units being far more dangerous to others than suppression.
AOE is annoying, yes, but they aren't death sentences as the others often are.
@@JebblesJunior I would agree that disablers are the greatest threat-wise, and should be immediately considered when they appear. The problem when it comes to evaluating threat is how much time do you have for each one respectively. Disablers are odd in the way that, in certain situations their threat greatly diminishes.
Dogs are arguably the easiest disablers to dodge/kill as their movements are well telegraphed. And once they miss, there's a period where they run off and become non-threats for a few seconds. Bosses also knock away dogs if they are on you. Mutants are easy to dodge, and if you position yourself next to a wall, they will ALWAYS throw you, dealing no damage. Trappers are easily the most dangerous, but if you dodge their net, they enter into a fairly long cooldown period.
So to rephrase myself, you should recognize how big of a threat a disabler poses, because they aren't always the most immediate danger, even though they can always end the run fastest if you aren't paying attention.
I can suck and still tell when something inherently sucks (gun lugger main). Having a class that's dependant on range damage output have no actual ammo economy talents is just dreadful. Darktide is rough but obese shark sure do take their time to actually fixing things that just flatout don't perform well in the most intense settings. It's why everyone who does play at those settings is running around with a dueling sword(much like yourself)!
Gun Lugger is really only a lesser choice on Auric Maelstrom and Auric Damnation and more so the more ammo hungry classes that you're playing with. If you're playing with two psykers and a zealot it doesn't matter so much. And even then, you can make a gun lugger build that has decent melee so you don't need to actually shoot the whole time. It depends how who's playing it.
With Auric Heresy and most definitely any standard difficulty my gun lugger usually runs high end numbers.
Solid advice! I would make a particular emphasis on how quickly you can pick up a player that's been netted. Some players don't seem to prioritize netted players even though it's a super common mistake and trappers are OP.
I like your point about rearguard, that’s often me as main Bolter or Plasma Shouty Veteran, immobilizers often come from the rear.
Gather near a drop point so the whole team commits, someone dodges into a post and the hound gets them, while the rest of the team can’t get back, you are less efficient for a bit.
I hate Snipers, they mess with me so much, i kill things like flamers, bombers and snipers that limit movement at a higher priority than Ragers, Maulers, or Crushers, as we dodge dance those.
My main crayon eating moments, saving teammates that don’t immediately commit to fighting us out of what got them (after a grenade and shout), getting separated without grenades or a shout and an unloaded bolter, STANDING IN THE OPEN with no stamina. That last one is my big one.
Also don’t pick up Grimoires unless you’re doing the penance, especially now with all the GD Beasts of Nurgle everywhere that half the player base doesn’t know to kite…..
I cannot stress enough the importance of tagging every enemy that you can basically on principle. The outline makes enemies easier to hit at a distance, even easier to headshot. The outline lets you see them wind up a big attack through the seventy random assholes in front of them and lets you know to block or dodge instead of eating that overhead that's going to do your entire healthbar. Tag, tag, and tag again. Each player on the team can have an enemy tagged, that's four assholes that you can now see and more easily hit and avoid damage from. Tagging disablers that like to run away when they miss is great for keeping track of them (Pox Hounds, Trappers, etc.) and tagging hard-hitting enemies helps you more easily see their animations through chaff. I just hit the tag key randomly at times to see if my character spots something I can't. You'd be surprised how often tagging into a horde will reveal a Rager frothing at the mouth or a Mauler grinning like the creepy wojack behind his big stupid welding mask. Of special note is tagging Trappers if they get you, as it's even better than any verbal communication you could possibly perform. Your team knows you're trapped, they heard the sound cue and can see the big red excalamation point. Letting them know *exactly* where the Trapper is will let them prefire that bitch when they come save you.
TL;DR: Tag enemies, and tag them constantly. There's not really a cooldown and there's no cost, and the benefit to your team cannot be overstated.
ez, play since the beta. git gud
I started to watch a guy named tanner. He’s sometimes incredibly, brutally honest to the point it turns people off, but he gave me a brain blast simply by saying “why would you need to bring extra wounds or gunner/sniper resistance instead of stamina efficiency/regen on curios when you can just not get hit?” And I was like 🤯 sounds obvious and dumb(and yes I am incredibly dumb) but I never actually considered just abusing movement instead of trying to tank. Or pointing out pyskers actual front line capabilities when my fantasy experience told me spell casters sit in the back. In just a few days I’ve gone from struggling and failing constantly on difficulty 4-5, to breezing through five with no downs 95% of the time.
You can use chain weapons to stun anything that isn't a miniboss, you can use this to great effect to save a teammate from being interrupted/aeiou'd by ragers
You’ve earned a sub great content dude
Me playing again after 6 months, why is my build bad and doing no dps, after match looking at skill tree and zero points spent 👀
Situational awareness, that's all you need. Knowing how to react to situations, take cover, handle ragers, hordes, bosses, when to rez, use ammo boxes, ect... The rest, gear, builds, even mechanical skills, it's all secondary.
It's not Back 4 Blood, where builds are essential, it's more like L4D. You can bring whatever trash build in Auric Maelstrom, and if you have a team that understand the game, you'll be all right.
Skills will help, builds will help, but you have poor situations awareness, and your team facerolls, you'll fail.
Unless you have a rat solo-running the whole thing. Then your situational awareness is to leave the session.
Been playing since beta. Back when psyker was bad and we huddled together behind cover for vets to clear gunners.
Move jump to a different button and put dodge on spacebar. Divorce sprint/jump/dodge/crouch. These all need to be different buttons.
If you arent def (not a judgement, some people are) play with game sound. There are audio cues for "guy is about to melee you so dodge" and "guy is about to shoot you so dodge". Melee sounds like a heavy breath. Gun sounds like a techno twirp/beep.
You can push attack hounds. If this scares you then dodge left or right while crouching/sliding.
Order of people who get ammo. Vets > ogryn > zealot > psyker. Playing gun psyker with 3 other vets? No you arent.
Use ammo crates when someone hits orange ammo during elevators and gather points.
You do 3x melee damage to mutants. Learn to dodge and hit them. They dont do a melee attack other than a charge.
Psyker note: as long as you are below 98% (97 and lower) peril you can do one more full brain blast. Then drain right below 98 and do it again.
When I started staying near my teammates based on coherency my mission success rate went up
"the first sign of you being the problem and it's a skill issue is if you're complaining"
Like you are right now?
Looks like someone felt called out I guess.
@JebblesJunior Nope. Just seemed like either an overt logical hypocrisy or self deprecating humour depending on your intended level of sincerity or sarcasm. Lol.
Yes! Ignore the meta! You are playing games to have fun, if youre not having fun, youre losing!
My only gripe is how often people just stay on a ledge you can't get back up.
They act like snipers, get hound or netted in a place we can't reach. Because....high ground? idk, just drives me.
Another is when 3 out of 4 players tries for the objective and 1 dingle berry is just rushing to the end and getting ownzoned.
How not to suck at Darktide: Play easy difficulty.
The most importamt skills to master to become unstopable is dodge, block, kite, stamina, stamina dodge managment.
And disabler sound ques.
Lol good video. I wish i could show this to any of those teammates who are off in their own world. (Often times console players, but not always, I've seen decent console players).
Keep focus on the mission. Keep together.
Im experiencing constant stuttering in this game, anyone have a solution?
I love this game. I struggle a but when i am not paying attention but i am also not interested in playing on the hardest difficulties because there is just too much at that high auric level. But i definitely recognize when i am doing good and when i am messing up.
Ill add one tip, learn your melee weapons, at some point you will need to swing them weather you're out of ammo, don't have a clip in or just plain swarmed, this includes blocking, shoving, and dogging. after finding a rhythm you like and practice you can practically fight a swam blindfolded
Solid advice overall but I think there are a couple more optimal points.
Bombers and Flamers are high on the priority list for me. They will end runs and can kill multiple teammates and create large areas of denial. Other enemies can be easily dodged/avoided or blocked. Obviously, if the rager is in your face, remove him first.
Meta is still important. Optimal builds are relevant. The less optimal your build, the harder time you will have / the more skill you will need. It's that simple.
Never been one to rush to complete a penance. I noticed that the information on the maelstrom title penance had changed from 5 completions without a death to 10 on the text. It motivated me to complete it before the patch. I would suggest if you want the title do it before the dec 3rd patch.
I’d like to add to this list, do NOT ignore snipers. Don’t. My teammates get wiped so easily but ignoring those deadly laser beams. Snipers will give you a throat pumping you’ll never forget. Prioritize them as quick as possible. 🙏🏻
Dont shoot the Poxbursters close range. Push them away. Shoot them at long distance only if no ally is around them. When a horde is coming stay away from doors, sometimes 3 Poxbursters can come out of it without any warnings. If you need crafting mats and find some but your team is pushing forward DO NOT try to collect them, go with your team. The narrator of Darktide is like the Left for Dead one. He will send you a lot of Specials and Disablers and he will F you up hard. On higher diff stay with your team.
In terms of skill development I’d say it’s movement, melee proficiency, aim, and then game knowledge. I’d suggest rolling a zealot and then a vet. Zealot is the best melee, vet the best ranged. Figure out how to avoid dmg from ranged while you’re a zealot, figure out how to avoid damage from melee as a vet.
Know what your build can do well, and what it can’t do. Backstabbing Zealots are going to struggle to keep shooter packs under control, and Monster Killer Veterans are going to struggle dealing with large quantities of horde enemies. Even in a random stack, know what your build is capable of, the inherent strengths of your class, and what the situation requires.
Prioritize your own safety over a quick revive for a player caught by a net. More often than not, I’ve seen runs end because someone “knows” it takes less than two seconds to free a teammate from a net, but they didn’t bother checking their surroundings to see the pair of flame troopers running in.
Find weapons that you like, but always remember what specialty they can do (if any), as well as what your best combos are for fighting off hordes or big targets. Just because you can spam heavy stabs with a Dueling Sword or repeated light attacks with a combat axe doesn’t mean you should work harder if the situation escalates. Some weapons even have specials that can be worked in very well or deal with a particular enemy very well (like Shock Mauls giving an opponent to damage Bulwarks).
Most importantly is know when to split up and cover ground, when to stick as a team, and when to pull back or dig in. Unlike SM2, Darktide is designed to not encourage solo fighting, so if you’re out of Coherence from the rest of your team, do not be surprised when it feels exceptionally hard.
first time seeing one of your videos but these are some good tips, also you sound a lot like Keanu Reeves lmao
REALLY FUNNY INTRO. THANK YOU. LMAO.
The best weapon in the game is a good teammate and the best meta is teamwork
Play as team
When you have the time, pay attention to your teammates
Make sure to look back before progressing
How many time did we had a horde spawning behind us, i try to take care of that and my team just abadon me😢
Join the server! There are a lot of learners there to play with, and a good amount of experienced players that can help you develop your competency. This game can be brutal at the higher difficulties, don't go it alone.
My friend I run with a lot was using a shock maul on zealot with random asf blessings and perks, asked him how the shock maul so good and he said "it's good because I make it good" im like well ok god damn.
People who play the game and spemd the entire match complaining about everyone else should be barred from the game permanently. Some people put way too much importance on this game.
This video is based.
There are some very average players out there who think they're way better than they are and talk all kinds of trash.
I love turning around lol
Plasma Rifle and Dueling sword.
I am 1400 hours players and played with 60+ mods to improve the game
Practice, practice, practice
Trappers are broken and dont make hearable noises as the shoot a decent amount of the time. They also shoot through walls and large hordes of enemies where you cant see or hear them. They should be removed honestly because their broken
I've seen them shoot past barrels, but in 100 or so hours of playing and probably 1000 some odd trappers they have yet to be devoid of sound.
Learn to Dodge and slide. This makes the dodge go much farther and makes most bosses do nothing in melee.
I like that his first suggestion is to use the most broken melee weapon in the game.
whats a darktide?
1:17 stop you ther right away. what if you stuck on stairs randomly and cant dodge? is that a skill issue or something you can account for baring in mind it doesnt always happen?see if you think thats a skill issue i cant take the rest of the video seriously. theres tons of stuff in this game you often cant mitigate for and even top players get caught owt by it. to avoid the stairs issue you must never fight in melee on stairs.1:25 ah now you have my attention.
5:09 hopng you have not forgot that sometimes those noises dont get played.
6:48 i prioritise gunners over mutants. one mutant can be dodged blind. if the choice is stop three gunners spooling up or stop one mutant its gunners everytime. see gunners act like nuisances but are actually as dangerous as trapper if not dealt with. so hmm worrying that giving this advice out when at high level the team i see lose dont prioritize gunners at all.
overall good vid, just i think i positions itself as what to in best cases scenarios, especially the gunner part. gunners move. even if you block LOS they move. which can be used to allow team mates to flank them. pull them out of cover but you cant always rely on team mates.specially as ogryn. you have to learn to dodge slide as ogryn.
Most of the time, I would classify someone getting themselves stuck in a kill box as an issue of their own creation.