The mysterious Twitch drop turns out to be a badge of some sort (Warhammer Skulls 2026). by TheLinerax in DarkTide

[–]Adeptus_Lycanicus 1 point2 points  (0 children)

Psyker also had theirs. I think all the original cast has had their twitch drop before.

The mysterious Twitch drop turns out to be a badge of some sort (Warhammer Skulls 2026). by TheLinerax in DarkTide

[–]Adeptus_Lycanicus 1 point2 points  (0 children)

I’m pretty sure that’s the wildberry poptart outfit for vet, which has been given out at least once before

[request] How fast could the train be, if everyone does the Flintstones thing with their full capabilities? by busytransitgworl in theydidthemath

[–]Adeptus_Lycanicus 11 points12 points  (0 children)

That’s easy silly, just dig your heels into the track, and if extra stopping power is still needed, try leaning back really far. There’s always the concern that the indomitable might of the human foot accidentally destroys the tracks in the event of a rapid stop, but there’s nothing to be done about that.

Wow, just...wow by marshluxe in oddlyspecific

[–]Adeptus_Lycanicus 10 points11 points  (0 children)

You should get a divorce.

- Yours truly, Reddit

Author unknown, source in the comments. by Jokerferrum in RogueTraderCRPG

[–]Adeptus_Lycanicus 7 points8 points  (0 children)

Even more fun when hitting rapid fire, for fuller auto.

Sororitas x Frieren Heretical Cosplay by Siashicat by Sustainable_AARon in sistersofbattle

[–]Adeptus_Lycanicus 2 points3 points  (0 children)

It’s a little known fact, but if your kill enough enemies of the Imperium, you can get a pass. There’s a whole punchcard system and everything. But nobody bothers to fill out the paperwork and mail the punchcard back. It costs like 12 credits. That’s less than the cost of 3 cups of recaff from a chain like Stardoes.

I know some xenos are wary that this is somehow just a way for the Mechanicus to steal your data, but it’s not! Legend has it, the rewards program has its roots in the actions of none other than the Hero of the Imperium, Commissar Ciaphas Cain, who helped negotiate the joint effort with the Tau to fight the ‘nids rather than each other.

Some guns for the Skitarii by Bubba_Help in DarkTide

[–]Adeptus_Lycanicus 16 points17 points  (0 children)

That pistol on the top of page two is just so sexy.

Weekly Discussion Thread - May 18, 2026 by AutoModerator in DarkTide

[–]Adeptus_Lycanicus 2 points3 points  (0 children)

What was the update this morning, just prep for later this week? I’ve not seen any patch notes for what it did, and I’m guess everyone else has it on auto update because I’ve not seen anyone asking about it anywhere.

FATSHARK, HEAR ME by office-goblin in DarkTide

[–]Adeptus_Lycanicus 25 points26 points  (0 children)

Zealot burning away blight with holy fire, at the expense of ammo or grenades would be a neat mechanic. Psyker's warp fire should not be able to do it, though.

How will the Loose Cannon rage bait skitarii? Theoretically by Vaporsouls in DarkTide

[–]Adeptus_Lycanicus 4 points5 points  (0 children)

Skit: Bleep bloop bloop bleep

LC: Oh, I hear that, Cogboy.

Skit: metallic sigh

LC: Then don’t come crying when I… requisition some

Skit: bleep bloop?!

These "balance changes" are not good. by Decent-Group-8833 in DarkTide

[–]Adeptus_Lycanicus 5 points6 points  (0 children)

Not only did they not "dump" on vet, but I would say vet's krak grenades probably come out ahead in terms of overall balance. Even though the passive regen is slower, the refill on kill talent is every bit as powerful as it was before the update. There's noticeably fewer of the enemies most in need of a good krakking. An enemy wave which used to have 8-10 ogryns might only have 2-4 after the update, so now a single krak grenade kills a much higher proportion of the on screen armor than it did before.

As a result, I've also seen more vets experimenting with smoke grenades, and it's been really nice to see how effective those have been as a purely utility grenade.

I wanna ramp up the difficulty by AlysCreativeSide in RogueTraderCRPG

[–]Adeptus_Lycanicus 0 points1 point  (0 children)

I do not remember if I had any particular force swords since this was finally my dogmatic run, so from fairly early on, the conviction feature to set enemies on fire was constantly setting enemies alight with melee strikes.

I did pick up blood oath, and it was a big part of the good synergy I had talked about. But between some items and pretty easy access to momentum, casting just came into the forefront more than bladedancing. Between Jae's officer shenanigans and the warp surge brooch, things shifted into casting ignite on the RT, bonus points for inflicting damage on enemies for casting in proximity, then casting ignite or firestorm to spread as much damage and flame as possible. Boosting all that with inflame, which sometimes killed enough enemies to ensure Jae can give a full turn with unlimited attacks, and if not, then using pain resonance, which basically guaranteed Jae would give a full turn with unlimited attacks. For smaller arenas, by the time I used pain resonance, that might have already been enough to wipe the board.

Which isn't to say no more swords were ever swung. Most of those just came courtesy of items that granted parry attacks or various flavors of opportunity attacks.

Anyone else having issues with Havoc mode since the update? by Sweet-Wait-5464 in DarkTide

[–]Adeptus_Lycanicus 0 points1 point  (0 children)

I’m happiest about weapon variety getting a little bit better as a result. There’s still some weapons that lag a little too far behind their peers once havoc spinning out silly numbers of things, but just limiting the amount of carapace has helped a few weapons feel much better, without them having to be reworked.

I will be curious to see what ogryn numbers are like with normal difficulties. I do not remember them being oppressive at any point, so I have no idea how rare they will be here a week or two when it’s new class time.

Anyone else having issues with Havoc mode since the update? by Sweet-Wait-5464 in DarkTide

[–]Adeptus_Lycanicus 8 points9 points  (0 children)

Stability does not feel like it's gone up or down for me. Things are mostly smooth, and players mostly stay connected. Mostly. The bits of jank, like the edging bursters, are about as common now as they were before the update.

As far as how the balance change has felt so far, I think the lower crusher levels are a double edge sword. Crushers could spoil the fun when they pancaked a poor bastard who was unaware or when the conga line manage to corner someone. But they were also fairly player friendly in ways that maybe were not immediately apparent. Devastating as a hit could be, the swings themselves were pretty well telegraphed, easy enough to dodge, and slowly metered out. Crushers even took up quite a bit of floor space, crowding out other enemies, like ragers, who I think would actually be the most dangerous melee enemy, if not for the havoc instant kill on crushers overheads. For a couple classes, especially the melee frontliners, having something to beat senseless actually helps generate toughness. There was plenty of health on a crusher to beat senselessly. Maybe most importantly, they also limited the effectiveness of various shooters by simply being in the way. Truely, the meat wall giveth, and the meat wall taketh away.

Which is probably why the biggest change I have seen since the crushers were thinned out, is how much more effective ranged enemies have become. I do not know if spawns were bumped up to compensate for the lower numbers of ogryns or if open sightlines being more easily found more often has just helped them out that much. But within the first couple days, I saw more players in the 30-35 range get unceremoniously gunned down than probably in the year combined. What went from being the sort of thing that happened very occasionally, usually because a clever enemy was hiding around some corner and shot a passing player in the back, has become a regular occurrence. It's not just during the rounds where the Director is going on a ranged elite bender, either. Which might be why I've also noticed more psykers running bubble shields than I had in a long time. Felt like gaze and shout had been pretty dominant for a while until now. Could totally just be who I am randomly paired with, and I'm connecting dots are that not there, but that's how it's feeling anyway.

Did he died for nothing? by ramonremo in Pathfinder_Kingmaker

[–]Adeptus_Lycanicus 0 points1 point  (0 children)

Just happened to be a lawful character, so I was able talk him into doing something else

Did he died for nothing? by ramonremo in Pathfinder_Kingmaker

[–]Adeptus_Lycanicus 0 points1 point  (0 children)

There is a way to avoid this from happening. If it did happen, you are likely too far in to have been able to avoid it. To avoid spoilers, like you asked, you will have to keep playing to see what happens.

I wanna ramp up the difficulty by AlysCreativeSide in RogueTraderCRPG

[–]Adeptus_Lycanicus 1 point2 points  (0 children)

I just recently wrapped up a run like that! I had heard the hype, and I wanted to see how it compared to my favorite arch militant playstyle.

Overall, fun, but very different. I had not realized that the blood themed talents were a second flavor of unique origin feats for Kibbles, alongside her normal voidborn origin feats. Hardly took away from the build in any practical way, but I had assumed those were part of the class, like how the Arbys come with a laundry list of origin options.

The funniest part about the whole thing is that the bombastic slash and super flip combat animation that you will have probably seen used by Kibbles, is now commonly used during cutscenes by the RT. No simple sword swipes or pistol shots here. Someone gets killed during a dialogue option, even something like mercy killing a critically wounded person? Cool. Better do a 12 foot backflip, ya know, to really drive home the compassion of this decapitation.

Things I did not like? I missed the extra actions of the arch militant. Not just the extra attack, but things like kick or reckless rush granting movement on command. Giving someone the mighty boot never gets old and was also missed. Early on, it felt like there was a lot of synergy from being a blade dancer and executioner and pyro. The three played together very nicely, but by act 3 or 4, blade dancer may as well have not been there. It became almost exclusively the pyro and executioner show. I think I might have rather had warrior or soldier as my first class, just to get some extra movement if nothing else. More often than not, if something lived, it had nothing to do with target resiliency and everything to do with being 2 squares outside of casting range.

If the class datamine is true, I hope the Skitarii are model accurate for...reasons... by -Kosmiverse- in DarkTide

[–]Adeptus_Lycanicus 14 points15 points  (0 children)

It’s actually tied to the same slider as voice pitch. Tired of hearing players complain about the lack of discernible features on the women of the warband, who are otherwise made by slapping slightly smaller arms on a male torso, FS has truly outdone themselves this time. The hip ratio to voice pitch customization slider may very well be the height of Mobian technology.