As a martyrdom zealot, the fire changes are super, super welcome! Nothing like operating on like 5 health or whatever and max stacks, getting touched by fire, stripped of shields and immediately doing down.
Yeah it was frustrating to activate the undying skill just because you touch a little bit of fire or in the center of the bomber grenade. Waste your precious second wind CD and forces you to play defensive when it was accidentally triggered.
The fire is bugged right now, in exchange for not taking out your toughness instantly, it just straight up kills almost instantly. I had a party wipe from several bombers, i have never seen any team go down so fast from bombers.
So that's what happens. I did a run of the new map on Damnation as a vet. Was at 100% health and toughness most of the time, but went down twice because of fire.
The new Snubnose is so damn fun! Loving the new pace of updates Fatshark has been keeping. It in turn gives us tons of new Ryken content too. Double win.
They wont "fix" that because hook rat works same way, only difference is that hook rat doesnt have problem to go through whole horde to catch you instead of firing
The shovels are so fun, stringing together mode switches into overheads while you’re doing a flurry of attacks feels really nice and puts you in a rhythm. Same goes for the new combat knife and incorporating punches into your swings…you can really dice up some heretics! Love this update so far.
The stims remind me of the potions in VT2. Basically, a heal potion, then speed, power, and ult skill regen. A welcome addition, but I wonder if it'll make encounters even easier unless the map ups the difficulties.
They will just buff the enemy hp to compensate, the game isn't exactly rocket science in terms of difficulty, which just comes from enemies being bullet sponges, random enemy spawns right behind you or just swarm upon swarm upon swarm of bs and cc
I wish they added some tooltips or something to describe what the stims do ingame though. The icons they have are really obscure and confusing, the colour isn't very bright also. I just find myself not having a clue what kinda stim to pickup.
Love that the heavy attack for new eviscerator revs it for more penetration? And the light attacks are all swipes so it feels optimized for hordes and elites!
Another W update. They really know what they are doing with this game,every patch game becomes better and better. Having an absolute blast with new revolver. Also encountered twins several times already and damm,those mfers are tough as hell. Not only they are hard to take down,but also fighting them really starts pumping your blood. I really hope twins are not gonna be some time limited thing and they gonna leave them at the game.
Looking at the vet, I cant say I agree. They buffed the only useable keystone into a must pick, with minimum changes to the tree. Further updates required
Good God, the vet shovel was already one of the most slept-on melee weapons in the game, IMO. It didn't need a buff.... but don't get me wrong, I'll take it.
Agree with the Vet change you brought up to make the nodes connect to other branches. If that ever happened though they would have to apply it to every class
@@queuebe4068 what? you cannot cross the bottom branches on the zealot or the psyker, you go down a path and it goes straight down? Is this a joke, do you mean something different by branches? Im talking about the keystone branches, you cant start down the warp charges psyker branch and then halfway down, hop over halfway down the empowered psionics tree, they are completely separated.
Have fun on your vacation! The heretics will still be here when you come back, I'm sure. Otoh, it's possible that my awesomenes will have wiped them all out by the time you do get back... 😝
I liked the fire change on paper until I experienced a tox flamer who burned me from 100% health and full toughness to down in less than 1 second, it’s either bugged or it’s insanely overturned. I’m willing to bet it gets hot fixed. On the other note this makes veteran feel much better to me, and lots of weapons to try is great
I think its more of the wonky recoil Shenanigans after hitting something. It can feel pretty bad especially when you try to hit a crusher and a zombie phasing around the Crusher’s feet sponges the hit for the crusher and you get squished as a result.
Man gotta love being a auric level operative for an inquisitor of the imperium, and we get no new fancy tools. as an ogryn main, still maulding that I have a shovel to play around with. and thats it
it is fixed as far as hit boxes go, it always hits center mass and the "gibbing" is what changes, with a crit getting "maximum gibbing" but they didn't elaborate on what gibbing means.
@@Koranthus Yeah, I ended up reading over all the patch notes and it looks like the underlying thing that caused the bug (Surge being able to hit limbs/weakpoints) is fixed... so hoping that means the bug is too. Though they've told us "the bug is fixed" once already, and it wasn't.... so....
Personally the veteran tree update is huge, before with my build I couldn’t get a keystone, while now I have a keystone and two upgrades for it with pretty much the same build.
tbf veteran keystones are garbaje anyway. It either benefits you using semi-automatic headshot weapons. Once in 10s killing 1 target. Or constantly swapping melee and ranged weapons. If you playing an automatic veteran build - none of keystones benefit you. And new veteran tree is absolute mess of a talents. 20% of veteran talents should be removed or combined with other talents. To make it more simple and useful like zealot skills.
@@romanpyatibratov4361 I agree they’re kinda bad but I’m running a crit helbore build and focus or whatever the one on the left is Called I found is pretty cool
@@romanpyatibratov4361 Focus target keystone is good for revolver/sniper builds. On every other weapon build they feel useless i agree but it doesnt matter cause now you can use more than one combat ability modifier along with extra ammo/rending etc
@@AndrewGR469 that's the problem, mate. I shouldnt choose between picking keystone and some good talents. I should pick both. Like all the other classes do. I dont have build on zealot, ogryn or psyker without keystone. Because i can pick talents that i want AND a keystone. Veteran is the only class, where i have to pick good talents OR keystone. Half of my veteran builds dont even have keystone.
I just like that I can add even more skills to my keystone-less build lmao. All the keystones are somehow meh, why do that when I become Captain “get the fuck up” and become a melee menace.
I just got a Brute-Brainer mk XIX as a mission reward and it's capable of one shotting crushers with it's special heavy, it's got thrust III and +15% damage to carapace armor. Lucky drop to say the least.
I want to be able to hold the interact button whenever I see an ammo tin/bag to optionally stow it in my new quick slot. This gives another method to hold ammo till you or your ally needs it, of course you cannot hold a stim and bonus ammo. There’s a few times where everyone is full on ammo but we find 2+ ammo bags and this’d really help not be wasteful
I liked the Kantreal Laspistol aka miniature Lasrifle,the new Stub revolver is fun at first,until no one in your team has accurate weapons to deal with Grenadiers or Snipers...thats where the issue of the weapin begins
I'm eager to try out the shovels and chainsword! The knifes are cool, and the fan-firing revolver will defiantly result in some cowboy mock-ups i bet. xD Although if im being frank, i was really hoping for a Hellgun by for a new las weapon, not another heavy las pistol. q-q The stimms tho, sound like they'll be quite interesting, and the ability to share stuff will definitely help. The Fire not being an instant killer is probably the best QOL change tho in my opinion.
Ironic comment about the fire, it apparently is bugged atm and instantly deleted you. If you get downed and picked up in a fire patch, you will get instantly downed before you can even move.
It’s not that it’s bugged. It is currently doing its incremental damage as you lose the shield. No more standing in fire to pick someone up or you’ll get bodied / you need to wait for it to dissipate to pick teammates up
Did you tried it? XD. Befor it was a scary thing when engaged in a melee fight already. NOW even on its own no Matter how much tough or hp you have you get like 2 sec max to get out and or you die even with one bomber curios! At least now ppl don't ignore the bomber anymore!
"Lucius Helbore Lasguns: You can now hold the primary action button to continuously shoot with Helbore lasguns while in ADS." Have they just missed implementing this, or am I missing something? Or does it mean something completely different than what it says? As far as I can tell when testing, the Helbores do not shoot continously when ADS and holding down primary fire key.
I have made a pinned comment there to account for this update! Essentially nothing changes except you now have an extra flex point (which I have put into Charismatic for the larger Aura Radius)
Know if they fixed the bug where Veterans weren't getting their Scavenger skill? I haven't been able to work on the achievements or get my ammo back on kills with ranged kills.
Nice and chunky buffs and nerfs. They are working on trappera thank fuck. They literally are the mosy broke thing imo. Clipping, insta lock, only one way to dodge. Hate that special with a passion.
Could you show an updated version of the Combat Commander build tree? Was just starting to build it yesterday since I just started playing Darktide like two days ago, but now I'm not sure if I'll be able to.
I ran the build for it but haven't had the time to put a video for it together. Essentially, its still the same! Because they didn't remove any talent nodes - merely shifted things around, the original build and the updated one remains largely the same. Difference is, now you have an extra flexible point! I have chosen to move that point into [Charismatic] for the larger Aura radius so I can better support the team from further away! The gameslantern build as been updated to reflect this!
@@rykenxiv awesome, thanks man, as I said I'm new (and still downloading the update) so I wasn't sure if the perks got moved around in such a way that I suddenly couldn't reach a vital perk that was reachable before.
The hellbore change is not noticeable. They just lowered the time it takes to discharge by itself. You still sit there with a full charge for too long to make this change useful.
I can't tell if I'm going insane, but did they remove the + Melee Critical Chance line as part of the "Critical Bonus" modifier on the Revolvers this patch?
i was super excited for both the new revolver and eviscerator… but they both kind of just suck lol it’s nice having the speed loader on the revolver, but it’s not like it has a crazy rof while braced, and the loss of accuracy from medium range and beyond isn’t worth it, imo. the normal revolver just seems so much better, atm, even at close range.
Yea - what the Fanfire can do, the Zarona can do just as well but hits harder and further away too. Build-crafting around the Fanfire... was an interesting process - especially to make consistently usable on Auric level stuff. I hope to share that build soon once it undergoes more stress testing ;)
I had a serviceable mk 12 lasgun build for vet prior to this patch, but now I can just hit the same nodes and more. In general, all my builds just have access to greater flexibility, especially considering that I have actual access to grenade regeneration talents now instead of forgoing them in favor of other nodes like before. It would be nice if they provided more connecting nodes rather than forcing players down specific playstyles, but it's definitely far better than before. As for the revolver, it's nice that there's a nerf to carapace damage as the revolver was just far too over tuned in comparison to weapons like the bolter, but I would have much rather seen a buff to bolters instead. They still have a terrible ammo economy and damage for what they should be. Furthermore, the creation of a burst fire, single reload weapon like the new stub revolver just makes me incredibly disappointed, as that niche could have been achieved with a bolt pistol. At this rate, I don't think there will ever be a bolt pistol added to this game, because the stub revolver just takes whatever niche it could have had. (Honestly, the stub revolver never should have existed imo. Hand cannons are cool, but that's exactly what a bolter is. A big revolver shouldn't push one of the most iconic 40k weapons out of its niche.)
As a bolter main I largely agree with you. What tends to hold the bolter back most in my opinion is also how slow it is. Not that it shouldn’t be slow, as I think it makes teamwork and coordination of such a powerful weapon important but I spend more time reloading and pulling out a bolter than using it most of the time.
Just make it so the bolter has a useable special and doesn't take a full calender year to swap to and I'll be happy For a weapon that you don't really want to keep out and use as a constant dedicated ranged weapon: it sure makes it feel punishing to swap to/from it
They aren't _NEW_ weapons, they are things that should be done by Hadron to existing weapons, like installing a weapon MOD to make your shotgun fire slugs only and then its alt fire can fire a damn high explosive shell that has a fire that spreads to other enemies. They're selling us weapon mods, because for some god forsaken reason, we don't get to modify our weapons at all, but Brunt and Melk get to sell them to us...to force us to grind. Its why you really should only ever make two builds you like, and that's it, pick two guns, two melee weapons, because it takes so goddamn long to get them to a point where their performance is good enough to be worth using over any other weapon. A NEW weapon would be one of the following; - That 2h Power Zweihander that's been in the game files since _DAY ONE_ of beta 2. - Plasma pistol - Melta gun - Krak grenade launcher - Volley gun, both projectile and las variants - Hotshot las, volley, and plasma guns, of which we have a hotshot las - Longlas - Needle Pistol - Bolt pistol - Heavy bolter for the Ogryn Those would all be phenomenal, but they're nowhere to be seen. Over half of the most iconic weapons in 40k, are not in the only real, honest, Guardsmen based FPS that's ever been made. _Where the fuck are the rest of my guns,_ Fatshark. Its been a year.
Only being able to meet one of the twins feels kinda lame. They had an opportunity for a dual boss but they just made it like every other assassination mission.
As a veteran main i have to say that talent tree is great now. You can litarlly combine 2-3 combat ability modifiers along with extra ammo/rending perk etc. Amazing! Also the new revolver feels bad. Sucks at range and the 5round magazine is just too small. It's good for close range no doubt but the original revolver remains the Alpha beast. Especially with the new remade talent tree. And Mk VII shovel is also amazing
The original revolver mark isn’t a fair benchmark to compare it to when it was outperforming plasma guns, and they did specifically state that it is meant for a close range sidearm as a tradeoff for the speedloader and fan-the-hammer.
I mainly play auric damnation missions and they arent nearly as challenging as in patch 14. They definitely toned down the AI director for patch 15 and I want the option to bring back the patch 14 director as a difficulty modifier. They are so much easier now, nowhere near as chaotic. Hi-intensity modifier seems to only be active during the main mission event. Other than this massive fun nerf for top tier missions I loved the update.
The new revolver is horrible. I got a god roll really fast, of course I did, put hand canon on it and more damage against carapace. It takes 5+ shots sometimes to kill a single crusher. The old revolver never needs more then three shots. Most of the time even just two with surgical. Yes even after the "nerf". I really dislike this revolver.
@@rykenxiv I really doubt that. Sorry but this sounds very sus to me. Maybe with executioner stance, which I do not use because it's bad for the team, two shotting a crusher? My old revolver that is a god roll can do that. The new one? Absolutely no way.
As a martyrdom zealot, the fire changes are super, super welcome! Nothing like operating on like 5 health or whatever and max stacks, getting touched by fire, stripped of shields and immediately doing down.
Hell yhea if you had a warm breeze on your toe it was the same result as being hit by a crusher overhead lol
Yeah it was frustrating to activate the undying skill just because you touch a little bit of fire or in the center of the bomber grenade. Waste your precious second wind CD and forces you to play defensive when it was accidentally triggered.
The fire is bugged right now, in exchange for not taking out your toughness instantly, it just straight up kills almost instantly. I had a party wipe from several bombers, i have never seen any team go down so fast from bombers.
So that's what happens. I did a run of the new map on Damnation as a vet. Was at 100% health and toughness most of the time, but went down twice because of fire.
The new Snubnose is so damn fun! Loving the new pace of updates Fatshark has been keeping. It in turn gives us tons of new Ryken content too. Double win.
I wish they would fix Trappers firing nets through solid objects, other than that the game is awesome fun
They wont "fix" that because hook rat works same way, only difference is that hook rat doesnt have problem to go through whole horde to catch you instead of firing
The new redacted text is talking about a new assassination mission called the orthus offensive, where you fight both the twins
Cool! Thanks for letting us know!
Can't wait to get my hands on my Mastercrafted Latrine Shovel.
The shovels are so fun, stringing together mode switches into overheads while you’re doing a flurry of attacks feels really nice and puts you in a rhythm.
Same goes for the new combat knife and incorporating punches into your swings…you can really dice up some heretics! Love this update so far.
I'm also loving the new map. idk it just feels great
I found the new dagger can just spam push attacks, seems like it does a lot of damage.
The stims remind me of the potions in VT2. Basically, a heal potion, then speed, power, and ult skill regen. A welcome addition, but I wonder if it'll make encounters even easier unless the map ups the difficulties.
They will just buff the enemy hp to compensate, the game isn't exactly rocket science in terms of difficulty, which just comes from enemies being bullet sponges, random enemy spawns right behind you or just swarm upon swarm upon swarm of bs and cc
We don’t need another difficulty increase sweat the games already broken with the new spawns since patch 2.0
I wish they added some tooltips or something to describe what the stims do ingame though. The icons they have are really obscure and confusing, the colour isn't very bright also. I just find myself not having a clue what kinda stim to pickup.
Best Darktide creator hands down.
I especially enjoy his voice. I want Ryken to do an audio book so I can listen to some 40K stories as I go to sleep XD
This timing was perfect, my birthday is today, and this is a treat! New revolver/knife is too damn fun.
Happy Birthday!
Love that the heavy attack for new eviscerator revs it for more penetration? And the light attacks are all swipes so it feels optimized for hordes and elites!
Dunno about hordes but definitely for elites
Thank god, the flamer cracking your toughness only to get deleted by a gunner was frustrating. Helps with bombers a bit too
HOLY SHIT
JAB DOES 500 NOW??
Jesus Christ yes feel the Catachan Punch
Fist pumping the air while exclaiming my love of the emperor is one of favorite things in this game. Now the air won't know what's hitting it!
AQUILA PAUNCH!
Anyone else having issues with half plasma shots not appearing on screen ? It's like a magic gun that makes people go puff through invisible waves.
oh so it's just a game bug! I thought my pc bugged😅
Another W update. They really know what they are doing with this game,every patch game becomes better and better. Having an absolute blast with new revolver. Also encountered twins several times already and damm,those mfers are tough as hell. Not only they are hard to take down,but also fighting them really starts pumping your blood. I really hope twins are not gonna be some time limited thing and they gonna leave them at the game.
Looking at the vet, I cant say I agree.
They buffed the only useable keystone into a must pick, with minimum changes to the tree.
Further updates required
Good God, the vet shovel was already one of the most slept-on melee weapons in the game, IMO. It didn't need a buff.... but don't get me wrong, I'll take it.
When you're lightning-stunning an entire room that was about to overrun your crew... "GLORIOUS PURPOSE!"
SO MANY VIDEOS LATELY!!!
Thanks for the fast uploads, but beware of burnout :D
Thanks for the run down the part 2 release sneaked up on me
would love to see a "gain more plasteel" perk for curios.
always running out of that stuff trying to craft just 1 good weapon.
We should receive plasteel for dismantling any weapon blue or better, the amount you would get from it could be small but it’s still another source.
+ #% Experience lines for Curios should convert to + #% Crafting Metal loot upon reaching level 30
The fire and toughness change feels like a monkey paw type wish...
Flamethrowers got hands now
Horizontal lights on a heavy chainsword? Lovely
Agree with the Vet change you brought up to make the nodes connect to other branches. If that ever happened though they would have to apply it to every class
Every other class already has it
@@joeschmo4646 no all the bottoms of every class have separate branches
@@Koranthusyou are just blatantly wrong. The only one that doesn’t is ogryn
@@queuebe4068 what? you cannot cross the bottom branches on the zealot or the psyker, you go down a path and it goes straight down? Is this a joke, do you mean something different by branches? Im talking about the keystone branches, you cant start down the warp charges psyker branch and then halfway down, hop over halfway down the empowered psionics tree, they are completely separated.
@@Koranthus I don’t think you understand what we are talking about with crossing over then
What they did with the vet tree is fantastic, whole lot of stuff is great here
good that they updated it so that chain axe lights don't get stuck on an enemy for a while anymore
asset flip maps and balance changes until the end of time... when are we getting the endgame grind for reds?
Thanks for your vids mate. Appreciate all the info. Have a great vacation and take it easy, we'll all be here when you get back 😎
Thanks, will do!
Yes more Shovels !! Love my Trench Shovels !!
But I hate what they did to my chain weapon animations
They were so bad though. You needed backup to even use them
was hoping the new weapons would be unique and not just mark versions of current weapons. rest of the stuff is cool. yay hammer buff and fire changes
Have fun on your vacation! The heretics will still be here when you come back, I'm sure. Otoh, it's possible that my awesomenes will have wiped them all out by the time you do get back... 😝
NEW SHOVELS!!!! *Happy Gas Mask sounds intensifies*
I liked the fire change on paper until I experienced a tox flamer who burned me from 100% health and full toughness to down in less than 1 second, it’s either bugged or it’s insanely overturned. I’m willing to bet it gets hot fixed. On the other note this makes veteran feel much better to me, and lots of weapons to try is great
Finally chain weapons received their well needed buff!
Hopefully thunder hammers next!
Bro zealots can 3 tap bosses with hammers wym
I think its more of the wonky recoil Shenanigans after hitting something. It can feel pretty bad especially when you try to hit a crusher and a zombie phasing around the Crusher’s feet sponges the hit for the crusher and you get squished as a result.
Man gotta love being a auric level operative for an inquisitor of the imperium, and we get no new fancy tools. as an ogryn main, still maulding that I have a shovel to play around with. and thats it
nevermind I just looked up how many people are working at fatshark. great content drop fellas! I accept my previous gripe is stupid
The fact they dropped 4 shovel variants when shovels already exist shows just how lazy they are. Shovels is the last thing anyone wanted.
There's gonna be a lot of trolling with giving other players items😅 but overall it'll increase teamwork
Dude. Get a ROG Ally or a Legion Go to play Darktide on the go. Well, wherever there is an internet connection. Great video. Thanks!
the new revolver works like Bardins pistol back in Vermintide 2 works well with the veteran
Did anyone catch if they actually fully fixed the Surge staff bug? I know it was... kind of made less-broken last hotfix, but it's still not right.
it is fixed as far as hit boxes go, it always hits center mass and the "gibbing" is what changes, with a crit getting "maximum gibbing" but they didn't elaborate on what gibbing means.
@@Koranthus Yeah, I ended up reading over all the patch notes and it looks like the underlying thing that caused the bug (Surge being able to hit limbs/weakpoints) is fixed... so hoping that means the bug is too. Though they've told us "the bug is fixed" once already, and it wasn't.... so....
At least the Chainaxe won't be lonely in the trash bin now
Personally the veteran tree update is huge, before with my build I couldn’t get a keystone, while now I have a keystone and two upgrades for it with pretty much the same build.
tbf veteran keystones are garbaje anyway.
It either benefits you using semi-automatic headshot weapons. Once in 10s killing 1 target. Or constantly swapping melee and ranged weapons.
If you playing an automatic veteran build - none of keystones benefit you. And new veteran tree is absolute mess of a talents. 20% of veteran talents should be removed or combined with other talents. To make it more simple and useful like zealot skills.
@@romanpyatibratov4361 I agree they’re kinda bad but I’m running a crit helbore build and focus or whatever the one on the left is Called I found is pretty cool
@@romanpyatibratov4361 Focus target keystone is good for revolver/sniper builds. On every other weapon build they feel useless i agree but it doesnt matter cause now you can use more than one combat ability modifier along with extra ammo/rending etc
@@AndrewGR469 that's the problem, mate. I shouldnt choose between picking keystone and some good talents. I should pick both. Like all the other classes do.
I dont have build on zealot, ogryn or psyker without keystone. Because i can pick talents that i want AND a keystone.
Veteran is the only class, where i have to pick good talents OR keystone. Half of my veteran builds dont even have keystone.
I just like that I can add even more skills to my keystone-less build lmao. All the keystones are somehow meh, why do that when I become Captain “get the fuck up” and become a melee menace.
Sees "Celerity Stimm"
Brain: Celery Stem hmmm...
I just got a Brute-Brainer mk XIX as a mission reward and it's capable of one shotting crushers with it's special heavy, it's got thrust III and +15% damage to carapace armor. Lucky drop to say the least.
Veteran seems super strong now
I want to be able to hold the interact button whenever I see an ammo tin/bag to optionally stow it in my new quick slot. This gives another method to hold ammo till you or your ally needs it, of course you cannot hold a stim and bonus ammo.
There’s a few times where everyone is full on ammo but we find 2+ ammo bags and this’d really help not be wasteful
funny i just enjoying my vet's shovel and they not only buff them but also giving a new toy to play with...good update
Bring a laptop to scratch that itch! Thanks for the video love the quick breakdowm and info appreciate it! See you on Tertium!
At least now fire murders enemies as well. Hordes disappear with one well placed bomber fire
Have a great vacation!
I liked the Kantreal Laspistol aka miniature Lasrifle,the new Stub revolver is fun at first,until no one in your team has accurate weapons to deal with Grenadiers or Snipers...thats where the issue of the weapin begins
Cool video, as always!
I'm eager to try out the shovels and chainsword! The knifes are cool, and the fan-firing revolver will defiantly result in some cowboy mock-ups i bet. xD Although if im being frank, i was really hoping for a Hellgun by for a new las weapon, not another heavy las pistol. q-q The stimms tho, sound like they'll be quite interesting, and the ability to share stuff will definitely help.
The Fire not being an instant killer is probably the best QOL change tho in my opinion.
Ironic comment about the fire, it apparently is bugged atm and instantly deleted you. If you get downed and picked up in a fire patch, you will get instantly downed before you can even move.
It’s not that it’s bugged. It is currently doing its incremental damage as you lose the shield. No more standing in fire to pick someone up or you’ll get bodied / you need to wait for it to dissipate to pick teammates up
Did you tried it? XD.
Befor it was a scary thing when engaged in a melee fight already. NOW even on its own no Matter how much tough or hp you have you get like 2 sec max to get out and or you die even with one bomber curios!
At least now ppl don't ignore the bomber anymore!
That’s my point. *do not exist in fire and do not pick other up in fire.* Simple as.
Cheers mate!
I've noticed the animation for shooting the plasma gun plays but no particles come out sometimes
"Lucius Helbore Lasguns: You can now hold the primary action button to continuously shoot with Helbore lasguns while in ADS."
Have they just missed implementing this, or am I missing something? Or does it mean something completely different than what it says? As far as I can tell when testing, the Helbores do not shoot continously when ADS and holding down primary fire key.
I was JUST getting into your veteran build with the shotgun, and even built up my arsenal with a FEARSOME 508 Agrippinaa. Now my tree is reset :[
I have made a pinned comment there to account for this update! Essentially nothing changes except you now have an extra flex point (which I have put into Charismatic for the larger Aura Radius)
@@rykenxiv You are the best, thank you for the quick reply! I am in the tree now, and I realized the same: you are right, not much has truly changed.
7:09
Doesn't holding down the primary action button on a Helbore charge a shot--?
remember that fire is still a bit quirky right now and it is a bug, will be fixed eventually
I use the hellbore regularly but have no idea what holding to fire while ads means
Sigh. The Helbore change is nice I guess, but what I'd absolutely kill for on the Helbore and the Headhunters is still just a proper set of optics...
Same. I just want some kind of ACOG for the burst fire rifle.
cool to see psykers don't get new melee
Ty brother
A all around good update
Know if they fixed the bug where Veterans weren't getting their Scavenger skill? I haven't been able to work on the achievements or get my ammo back on kills with ranged kills.
Nice and chunky buffs and nerfs. They are working on trappera thank fuck. They literally are the mosy broke thing imo. Clipping, insta lock, only one way to dodge. Hate that special with a passion.
Enjoy ur trip man
Could you show an updated version of the Combat Commander build tree? Was just starting to build it yesterday since I just started playing Darktide like two days ago, but now I'm not sure if I'll be able to.
I ran the build for it but haven't had the time to put a video for it together. Essentially, its still the same! Because they didn't remove any talent nodes - merely shifted things around, the original build and the updated one remains largely the same.
Difference is, now you have an extra flexible point! I have chosen to move that point into [Charismatic] for the larger Aura radius so I can better support the team from further away!
The gameslantern build as been updated to reflect this!
@@rykenxiv awesome, thanks man, as I said I'm new (and still downloading the update) so I wasn't sure if the perks got moved around in such a way that I suddenly couldn't reach a vital perk that was reachable before.
Jesus give ogryn 2h weapons already
The hellbore change is not noticeable. They just lowered the time it takes to discharge by itself. You still sit there with a full charge for too long to make this change useful.
Yeah thankfully fire just burns your health ,your toughness and your soul now.
7:08
i'm not able to get this to work, anyone else?
Did they have to reset all our vet skill trees because of the tweeks? When into a game to only realize I had zero skills allocated...
I can't tell if I'm going insane, but did they remove the + Melee Critical Chance line as part of the "Critical Bonus" modifier on the Revolvers this patch?
They replaced with it with the correct wording - it was always meant to be for Ranged Critical Chance!
@@rykenxiv Ah, alright. Thanks for clearing that up. The placebo effect hasn't been realer than this lmfao
high noon pistol :)
Wait.... So we now charge the hellbore while hip fire and full auto while ads? Or do we just auto start changing after each shot if we hold it down.
I dont know if they actually did anything to it... Tried using it earlier and nothing seems to have changed.. ?
You can charge the hellbore on hipfire now. Ads is still the same i guess.
Seems like it’s turning into COD or heaven forbid- Rainbow six!!!
Someone at Fatshark must absolutely hate the veteran class. Veteran gets melted instantly by every enemy almost instantly.
I wouldn’t call them new weapons when they’re just new marks, new guns, cosmetics, and customization are very needed.
No recon lasgun buffs tho.
Have a great break!
I will certainly try haha
nice
thank god fire doesnt break toughness, those suckers were annoying
Wait why does the movement stimm not provide movement speed??? Isn't that the entire fkn point
i was super excited for both the new revolver and eviscerator… but they both kind of just suck lol it’s nice having the speed loader on the revolver, but it’s not like it has a crazy rof while braced, and the loss of accuracy from medium range and beyond isn’t worth it, imo. the normal revolver just seems so much better, atm, even at close range.
Yea - what the Fanfire can do, the Zarona can do just as well but hits harder and further away too. Build-crafting around the Fanfire... was an interesting process - especially to make consistently usable on Auric level stuff. I hope to share that build soon once it undergoes more stress testing ;)
*Demonhosts will no longer spawn in missons on Sedition or Uprising difficulty* THANK YOU
I had a serviceable mk 12 lasgun build for vet prior to this patch, but now I can just hit the same nodes and more. In general, all my builds just have access to greater flexibility, especially considering that I have actual access to grenade regeneration talents now instead of forgoing them in favor of other nodes like before. It would be nice if they provided more connecting nodes rather than forcing players down specific playstyles, but it's definitely far better than before.
As for the revolver, it's nice that there's a nerf to carapace damage as the revolver was just far too over tuned in comparison to weapons like the bolter, but I would have much rather seen a buff to bolters instead. They still have a terrible ammo economy and damage for what they should be. Furthermore, the creation of a burst fire, single reload weapon like the new stub revolver just makes me incredibly disappointed, as that niche could have been achieved with a bolt pistol. At this rate, I don't think there will ever be a bolt pistol added to this game, because the stub revolver just takes whatever niche it could have had. (Honestly, the stub revolver never should have existed imo. Hand cannons are cool, but that's exactly what a bolter is. A big revolver shouldn't push one of the most iconic 40k weapons out of its niche.)
As a bolter main I largely agree with you. What tends to hold the bolter back most in my opinion is also how slow it is. Not that it shouldn’t be slow, as I think it makes teamwork and coordination of such a powerful weapon important but I spend more time reloading and pulling out a bolter than using it most of the time.
Don't you talk that way about my yeehawing iron. I'd rather have more revolvers than the boring ass bolter that is already in every other 40k game
Just make it so the bolter has a useable special and doesn't take a full calender year to swap to and I'll be happy
For a weapon that you don't really want to keep out and use as a constant dedicated ranged weapon: it sure makes it feel punishing to swap to/from it
I was hoping for a Bolt Pistol but eh.
No new staves for psycher, shame.
Bolted should have been buffed instead of nerfing the revolver.
👍
They aren't _NEW_ weapons, they are things that should be done by Hadron to existing weapons, like installing a weapon MOD to make your shotgun fire slugs only and then its alt fire can fire a damn high explosive shell that has a fire that spreads to other enemies. They're selling us weapon mods, because for some god forsaken reason, we don't get to modify our weapons at all, but Brunt and Melk get to sell them to us...to force us to grind. Its why you really should only ever make two builds you like, and that's it, pick two guns, two melee weapons, because it takes so goddamn long to get them to a point where their performance is good enough to be worth using over any other weapon.
A NEW weapon would be one of the following;
- That 2h Power Zweihander that's been in the game files since _DAY ONE_ of beta 2.
- Plasma pistol
- Melta gun
- Krak grenade launcher
- Volley gun, both projectile and las variants
- Hotshot las, volley, and plasma guns, of which we have a hotshot las
- Longlas
- Needle Pistol
- Bolt pistol
- Heavy bolter for the Ogryn
Those would all be phenomenal, but they're nowhere to be seen. Over half of the most iconic weapons in 40k, are not in the only real, honest, Guardsmen based FPS that's ever been made. _Where the fuck are the rest of my guns,_ Fatshark. Its been a year.
Why ogryns dont have chain weapons?
I await for them to get the Chain Shovel. The ultimate tool for digging latrines!
Not smart enough not to touch the blade I'd imagine
Do the melee weapons do like no damage?
I was using white weapons with low rolls for testing
@@rykenxiv ah. Thank you. Might give the chain axe a try then
U mean Mk XII heavy chainclubber...
Only being able to meet one of the twins feels kinda lame. They had an opportunity for a dual boss but they just made it like every other assassination mission.
There is a mission coming where you fight both and actually kill them
Ragers and fire nerfed, thank god, i like the new revolver and laspistol, combat blade seems meh
As a veteran main i have to say that talent tree is great now. You can litarlly combine 2-3 combat ability modifiers along with extra ammo/rending perk etc. Amazing! Also the new revolver feels bad. Sucks at range and the 5round magazine is just too small. It's good for close range no doubt but the original revolver remains the Alpha beast. Especially with the new remade talent tree. And Mk VII shovel is also amazing
The original revolver mark isn’t a fair benchmark to compare it to when it was outperforming plasma guns, and they did specifically state that it is meant for a close range sidearm as a tradeoff for the speedloader and fan-the-hammer.
You can mark beasts of nurgle and fan fire into their weak point and kill them in 1 full cylinder.
I don’t like when they nerf things like crazy just buff everything lol I’m just kidding but make everything a bit stronger
I mainly play auric damnation missions and they arent nearly as challenging as in patch 14.
They definitely toned down the AI director for patch 15 and I want the option to bring back the patch 14 director as a difficulty modifier.
They are so much easier now, nowhere near as chaotic.
Hi-intensity modifier seems to only be active during the main mission event.
Other than this massive fun nerf for top tier missions I loved the update.
The new revolver is horrible. I got a god roll really fast, of course I did, put hand canon on it and more damage against carapace. It takes 5+ shots sometimes to kill a single crusher. The old revolver never needs more then three shots. Most of the time even just two with surgical. Yes even after the "nerf".
I really dislike this revolver.
When no one touches it, they will see in their data, its shit and do something about it.
I don't know how you are using it, but from my preliminary build crafting, I can get it to 1 shot Maulers and 2 shot Crushers on Damnation
@@rykenxiv I really doubt that. Sorry but this sounds very sus to me. Maybe with executioner stance, which I do not use because it's bad for the team, two shotting a crusher? My old revolver that is a god roll can do that. The new one? Absolutely no way.
North Vietnamese no?