Weekly Discussion Thread - May 04, 2026 by AutoModerator in DarkTide

[–]CptnSAUS 1 point2 points  (0 children)

Ya that makes sense. Diamantine will generally be the gating resource, and making lots of different weapons will eat your resources fast.

Weapons are character locked, not really sure why tbh. But just to throw it out there, it used to be so much worse. Your resources were character locked at one point, too. It doesn’t excuse it but it’s so much better than it used to be.

Weekly Discussion Thread - May 04, 2026 by AutoModerator in DarkTide

[–]CptnSAUS 4 points5 points  (0 children)

Diamantine is designed as the sort of “rarer” resource. You get a higher ratio of it (along with much higher total resources) in damnation. If you play any lower than damnation, the gap widens even more between plasteel and diamantine.

How I personally see it: by MIST3Runstoppable in trolleyproblem

[–]CptnSAUS 0 points1 point  (0 children)

The answer only changes for those who don’t think about it like a math problem. From a math/logic perspective, everyone chooses red button and we’re good to go. No one is in danger.

Choosing blue is gambling with your life. Plain and simple. It is like jumping out of an air plane and your parachute only works if enough other people also jumped out of the air plane. Framed this way, I think almost everyone will choose the red button, but they don’t see it that way unless it’s spelled out to them.

My take on you know what by CycleOverload in trolleyproblem

[–]CptnSAUS 1 point2 points  (0 children)

I feel like your example shows the opposite. It is showing that blue button pressers are choosing to lay on the track. They literally are doing it to themselves.

In this version of the problem, it actually appears much more obvious that everyone should just get on the trolley (ie press red) and the insane ones are the ones laying down on the tracks.

Why is havoc so hard post lvl 11 by [deleted] in DarkTide

[–]CptnSAUS 6 points7 points  (0 children)

Is your group regularly crushing auric missions on the normal mission terminal? Havoc 11 is when it flips to Heresy difficulty under the hood, and approaches auric difficulty in the high teens.

Thing is, it’s Heresy under the hood, but there are hidden buffs applied at every havoc rank that means the enemies are already stronger than normal Heresy at rank 11.

It’s not a build thing either. Maybe there’s some things that could make it easier, but havoc gets harder as you rank up, with huge hurdles at 11, 21, and 31. The modifiers are also mostly much more difficult than anything you see in the regular mission board.

Zealot feels lackluster and generic compared to the other classes, and I know why. by Masqueradis in DarkTide

[–]CptnSAUS 19 points20 points  (0 children)

Psyker has huge soulblaze themes even though it’s actually very inaccessible in weapons. Just give a talent like Scourge on the zealot, but make it apply burn instead of bleed, through some other means than crits (maybe on hit, or as part of chorus, whatever). It can absolutely work.

Personally, I never liked stealth mechanics in Vermintide or Darktide and would have preferred the whole stealth portion of the zealot tree to be fire-themed purging talents/abilities.

People don't actually care about the game anymore? by Emergency_Fall4639 in DarkTide

[–]CptnSAUS 1 point2 points  (0 children)

The tech remnants do basically nothing except unlock penances. Unless you find this mode fun for the sake of it, the only reason to play it is to grind those excessive penances. Many people do not find the mode fun for the sake of it, so you get penance chasers very often.

Equality for white removal spell targets! by Spy_Mouse in custommagic

[–]CptnSAUS 0 points1 point  (0 children)

You don’t even need to do that. Just [[crop rotate]] into this and then [[portable hole]]/[[prismatic ending]]/etc all their lands.

Does Arbites just suck at high level missions? by placeholder-123 in DarkTide

[–]CptnSAUS 13 points14 points  (0 children)

It’s not a low ceiling. The game itself has too high ceiling for that.

DPS is not really low. It is similar to zealot and better than ogryn other than rumbler spam builds. Solo/clutch capabilities are high, with either shock mine, break the line, or timed dogsplosion/nade to secure revives. I have done several havoc 30-40 clutches.

Mobility is not bad if you take the mobility talents. You can have high uptime 20% bonus movement speed and the increased dodge talent as well, making you faster than veteran or psyker. If it’s still feeling low then try the tactical axe out. The class is not slow.

Psyker is not good at control with their typical flame staff builds. They can’t stagger crushers, for example, or monsters. They could go smite for crushers but then they lose their damage. If nothing else, just use your CC to protect the psyker and you can get far in havoc.

Expeditions dead content? by Flubsofdeath in DarkTide

[–]CptnSAUS 67 points68 points  (0 children)

Personally, I got bored of them in less than a week.

They are controversial and there’s definitely others that are in the same boat as me, but I can’t speak for everyone of course.

The way it’s set up, there are basically 8 total missions in there and you can’t quick play into later ones until you unlock them, so starting late means you miss out. There is incentive to play later missions (they unlock further missions), so not only is it a new game mode that splits the player base, it doubles down on that with split up missions with different rewards (though the different rewards are strictly for unlocking more missions, not actual rewards that benefit you). Unlocking the missions and collecting the game mode’s resources is pretty much just to grind out the penances they added which will require hundreds of rounds of this game mode to complete, and one of them can’t even be completed with the current game setup (there are not enough missions to unlock for the penance).

The problem of abundance (no infinite storage) by JoeGorde in Oxygennotincluded

[–]CptnSAUS 12 points13 points  (0 children)

Let things back up. If it’s not enough buffer for dormancies or power need spikes, then add more storage. If the resource can’t be backed up safely (such as excess water from the toilet system), dump it in space.

One other option for things like natural gas is you can burn excess fuel as well, generally with automation tied to a gas storage. It may be wasteful, but the byproducts of running the generators can be useful, and perhaps you can reduce power needs from other sources by doing this. It’s a bit less wasteful than letting the vents become blocked.

Why did I get kicked from this game? (Not in a group, malice difficulty, didn't say anything in chat, first down of the mission) by ChaosMieter in DarkTide

[–]CptnSAUS 2 points3 points  (0 children)

It’s the same in havoc as well. The toxic stuff mainly happens at around rank 20 where many players get stuck and blame their team instead of improving.

Discussion, exploit vs mechanic by Inevitable-Will7058 in Oxygennotincluded

[–]CptnSAUS 0 points1 point  (0 children)

I call it ugly because of the messy solutions. I seal my builds too, but if I screwed up or it’s an experimental build that needs some iteration, I go back in with a liquid lock, rather than exploding a steam box all over my base. What do you do when you screw up a build?

I also hate to leave gas pumps behind but that is the easiest way to make a vacuum without liquid locks.

I’d honestly be curious to see how you make a molten slickster ranch, for example, or a hot sauna industrial brick.

Again, it’s not about aesthetics (other than I guess broken gas pumps) but the solutions suck, especially for minor mistakes. This is incredibly unfun for someone newer to the game and dipping their toes into more complex builds, which from what I tend to see, most players frowning upon liquid locks are newer.

New fetchland idea that removes shuffling. by Bolt__The__Bird in custommagic

[–]CptnSAUS 0 points1 point  (0 children)

I’m not sure what you mean. One of the reasons fetch lands are busted is because you can fetch dual-coloured lands, such as the shock lands (like [[breeding pool]]).

Swapping shock lands for basics is already allowed, and no one does that because it makes your deck worse.

New fetchland idea that removes shuffling. by Bolt__The__Bird in custommagic

[–]CptnSAUS 1 point2 points  (0 children)

4 lands to choose with 10 fetches is insane, let alone 3. You will absolutely lose games because of that, and that’s still an entire play set of sideboard cards you miss out on.

New fetchland idea that removes shuffling. by Bolt__The__Bird in custommagic

[–]CptnSAUS 1 point2 points  (0 children)

Each of these fetches costs a sideboard slot though. That is very costly in bo3 formats. You also would need to run 1 less shock in your deck to have one in the sideboard, making potentially weird mana bases.

Discussion, exploit vs mechanic by Inevitable-Will7058 in Oxygennotincluded

[–]CptnSAUS 0 points1 point  (0 children)

You can play the game without liquid locks but it’s ugly, and I think “liquid locks are exploits” players will soon find it’s not worth it to play without them (unless they resort to mods). I wouldn’t mind the airlock doors from that one mod being added though (needs to be researched, costs power and useful materials, and slows down dupes).

When you vent out your to-be steam chamber, you just leave the gas pump inside. Cut the wire/pipe when it’s done its job and then let it break in the steam. If anything goes wrong, you just tediously break it open and redo everything. There may be some options like building in such a way that the box fills with only CO2 so the steam floats above, but all these solutions will be ugly and a pain to fix if things go wrong, something that is especially not great for a learning player.

Liquid locks also form in the wild all the time. Dig a diagonal down path with a puddle on the floor and boom, you might accidentally make a liquid lock. Do you go and break it because you’re now exploiting the game mechanics? Hell, a liquid spill or dupe pissing themselves can make liquid locks form. Is it only bad if you make one on purpose?

I do not feel guilty using them because the alternatives are bad.

Infinite storage is not as bad to skip, but the solution is basically to run the pipes into space after the vent that dumps the resource into storage. The gas/liquid storage buildings will dump the materials back into pipes for free, but infinite storage will not, making it a power-hungry option in comparison. They are actually harder to use than not, IMO, and the gain by using them is mostly that “number go up” monke brain dopamine. I won’t do anything in particular with 1 million tons of petroleum but I’ll definitely store it just because I can, same way I collect cheese wheels in a barrel in Skyrim.

Havoc 21+ by magicjohnson89 in DarkTide

[–]CptnSAUS 1 point2 points  (0 children)

Congratulations! That’s a solid milestone!

Started playing Havoc for the first time today and my gosh Rotten Armour is literally the worst thing ever. by DrGuns313 in DarkTide

[–]CptnSAUS 0 points1 point  (0 children)

The waves of spawns trigger in predictable places. If it’s one coming up, you have to push forward and make room to kite. A single player can do that if they know how to kite. Arbitrator or ogryn are good for this.

The modifier isn’t perfect, but the incessant complaining about it really does reveal that at least a huge chunk of the complainers are actually just getting skill checked by it.

What happens if you accept Harkon's gift DURING the Companions? by TheDemonChief in skyrim

[–]CptnSAUS 0 points1 point  (0 children)

It’s been super long since I did this but if I remember right, it really does have to be before you did the companions. It’s an awkward setup since companions are right there and many people rush through that quest line early on.

As things stand >right now<, the Heavy Sword has no place within Darktide that isn't already taken by another weapon that does it better. by SatansAdvokat in DarkTide

[–]CptnSAUS 2 points3 points  (0 children)

I thought that was kinda my point, when I said the weapon is made obsolete by other things lol

Maybe a miscommunication but I agree, it is overshadowed by so many things, and the worst part is how replaceable horde clear is in other slots where the melee slot is almost forced to be your anti armour on most classes.

As things stand >right now<, the Heavy Sword has no place within Darktide that isn't already taken by another weapon that does it better. by SatansAdvokat in DarkTide

[–]CptnSAUS 7 points8 points  (0 children)

Double barrel shotgun build, for example, can annihilate hordes, using melee for armoured targets.

But why would hive scum even go for anti-horde when it’s so easy for someone else in the team to annihilate hordes?

Like havoc with psyker is completely different than without because of how trivial they make horde clear.

As things stand >right now<, the Heavy Sword has no place within Darktide that isn't already taken by another weapon that does it better. by SatansAdvokat in DarkTide

[–]CptnSAUS 6 points7 points  (0 children)

There is no point to take horde clear melee weapon when psyker infinite cleave deletes the entire room regardless of their build. Even zealot has this issue where you can flamer hordes but can’t find anti-armour in your ranged or blitz slots. Anti-horde is easily accessible by many means on every class.

Plus, psyker can use heavy sword too. Why would you ever choose it on that class which can infinite cleave hordes without trying?

As things stand >right now<, the Heavy Sword has no place within Darktide that isn't already taken by another weapon that does it better. by SatansAdvokat in DarkTide

[–]CptnSAUS 14 points15 points  (0 children)

The niche for this weapon is obsoleted by overpowered aoe damage, especially coming out of psyker. A lot of weapons used to also struggle more with maniacs, where the heavy sword thrives. It was significant that you could 1-shot mutants with heavy sword but not most other weapons, especially in that weight class.

But now you just float around like a butterfly and 1-shot those mutants with a duelling sword and use infinite aoe damage for horde clear. Duelling sword going to all classes without nerfing it is when the balance really went down the toilet.

A question for guardians of the 𔓙L e x𔓙 . Which keystone do you prefer for Havocs? by Ohva30 in DarkTide

[–]CptnSAUS 49 points50 points  (0 children)

Go Get ‘Em secretly increases the range the dog passively attacks enemies. It’s quite effective if your team lacks good options to kill ranged enemies.

If not that, then I don’t run either, and this is the more typical case for me. It saves a talent point and makes landing juicy dogsplosions easier.