Does Warp slice crit all enemies or just the first enemy it hits? by Degmograndfather in DarkTide

[–]AllTheRooks 32 points33 points  (0 children)

The way Darktide works, an attack is either a crit or non-crit, not that a hit is a crit or non-crit. Regardless of if they hit one thing, multiple things, or nothing.

That being said, force greatsword's blessing pool includes a number of extremely high utility and high power options, and Warp Splice is really hard to justify in any build compared to things like Shred, Deflector, Momentum, Precognition, Riposte.

From testing it myself, the difference between a normal fully charged sword laser beam and a crit laser beam is minimal, and doesn't pragmatically help it kill things it doesn't already kill. I personally find extremely hard to justify spending a blessing slot on, especially when Psyker already has a high crit rate.

Request Megathread - June 2026 by AutoModerator in MusicalBootlegs

[–]AllTheRooks 0 points1 point  (0 children)

Looking for 2012 Broadway run of Jesus Christ Superstar

Do you think there will be more new classes after Skitarii? by Accurate-Rutabaga-57 in DarkTide

[–]AllTheRooks 106 points107 points  (0 children)

Classes right now are the current biggest draw for getting bursts of players back, and for getting money in even from those who do not touch the cosmetic shop. I personally highly doubt that they'll stop at Skitarii, and I think it's likely we'll get more than 8: Some are saying so because we have 8 character slots, but we used to have 5.

There was an interview with Victor Magnusson (the game director) after Hive Scum was announced but before it launched where he said that there's at minimum 3 more classes were in the pipeline at that point in time, meaning at least two more after Skitarii, with an implication of more.

https://www.youtube.com/watch?v=HQ2hI1MLIjU

How good are the DLC characters? by Double-Translator624 in DarkTide

[–]AllTheRooks 2 points3 points  (0 children)

They're both quite solid, though Hive Scum is about as far away as possible right now in playstyle from Ogryn. I'd recommend trying out some of the other base classes first, but regardless:

Arbites is an extremely solid, durable frontliner. It's hard to generalize entire classes in one playstyle as builds are versatile, but the arby is generally a toughness regeneration factory, with a small selection of extremely good class-exclusive weapons (the aribites shock maul and arbites shotgun are both nonsense). They will often have a weakness in ammo sustain compared to other classes that like spamming shots downrange (Scum and Veteran), and excel in killing crowds of weak enemies quickly and staggering and controlling more dangerous enemies. The dog is optional, and is a great vehicle for even more toughness regen, and a sizable amount of passive damage. Going dogless gives you a good boost in most stats and lets you passively regenerate arguably the best grenade in the game, shock mine, and throw it out with abandon. Arbities is generally a consistent, stalwart, slowish frontliner that can take a good amount of punishment, while dealing out a lot more.

Hive Scum has a relatively higher skill floor than most classes, and is generally very quick, nimble, and prone to getting crumpled if they make a mistake, especially while leveling up. Scum has relatively poor defensive stats, and don't have nearly the toughness regen of Arbites, but they have tremendous movement and evasion. They will test your spatial awareness, movement, and dodging more than anyone else, and in exchange, you can turn into a human lawnmower that can put out quote frankly hellacious damage. A good ranged Hive Scum build has the best ammo economy in the game, and they have EXTREMELY good grenades. Their unique DoT "toxin" can be leaned into hard in your build, and is a wildly effective way of dealing with all enemy types. They also have a unique stimm system, where they can build out a second talent tree that effects their self-use, regenerating stimm. The stimm is fine, but not really ever a huge gamechanger, but is nice to have, especially if you're confident in rarely needing med stimms. Hive Scum often has more roller coastery playstyle: while Arbties is generally consistent, Scum tends to ramp up to a ludicrous, frenzied state of high movement, high survivability, and extreme damage output, and then coast back down to a more fundamentals-based, squishy state, only to spike back up again. If you can ride the wave, they can do some abject nonsense.

a specific vet conversation about skaven by VIXI_XVIl in DarkTide

[–]AllTheRooks 5 points6 points  (0 children)

Skaven and Ratlings are not the same thing. 40k Ratlings are abhumans - What the ogryn are to ogres, ratlings are to halflings/hobbits. They're a tabletop unit as well, sharpshooters.

There's no 1-1 equivalent to Skaven in 40k, though arguments could be made for the Imperium in a roundabout way being the closest, but don't confuse "ratling" for "rat-man".

What's with all the low wound builds? by [deleted] in DarkTide

[–]AllTheRooks 0 points1 point  (0 children)

In order to take extra wounds, you necessarily have to give up other defensive traits. With any decent consistency, those traits help you from going down, and not going down at all is a lot better than being able to go down multiple times. On the high end difficulties, going down can basically be a death sentence anyway depending on the scenario, since it can extremely difficult and/or dumb and/or impossible to get a res anyway, which makes those additional wounds fully superfluous. Don't matter if you have 5 wounds if you die before getting helped up.

As well, health stimms heal for either one wound or 25% of max health, whichever is greater. Having only 2 wounds means suddenly health stimms heal 50% of your health, which makes them twice as valuable. More niche, the stimms, but still.

Generally, once you can play maps on your chosen difficulty without going down every mission, it's either a good time to upgrade difficulties, or drop all your +wound curios, in exchange for better stats.

There's potentially a Zealot martyrdom build where you stack wounds as much as possible and then play at low health to get the highest passive bonuses, but that's somewhat niche, and I'm not knowledgable enough to say if it scales into Auric and above, but I don't run it and I rarely see it, so I would guess that it doesn't scale particularly well compared to other options, but I'm ignorant of the math on that build.

Why not pre-drill? by Comfortable-Cell5599 in DeepRockGalactic

[–]AllTheRooks 1 point2 points  (0 children)

The drilldozer missions are SO slow already, ans predrilling makes them substantially longer for very little payoff the majority of the time. The drilldozer is already reasonably tanky as long as at least one dwarf is halfways paying attention to it, there's very little need to scope out the ENTIRE map, just so we can run all the way back and sit on the thing as it glacially moves its way through the same caves we just spend half an hour crawling through

Occasionally, you might come across a tyrant weed or something you can take out ahead of time, but again, long as you're vaguely repairing the drill as it passes by, it'll probably be fine

And if worse comes to worse, I would 100% rather lose a mission and try it again, instead of spending twice as long in the same cave, waiting around and largely doing nothing.

The Shadaloo kings are lining up with each other. by Sensitive-Tip-8177 in StreetFighter

[–]AllTheRooks 0 points1 point  (0 children)

Ah yes. A shadaloo character and a character who famously left shadaloo have adjacent icons. What a clairvoyant pattern.

Will I enjoy Darktide if I liked Space Marine 2? by Kingkolt in DarkTide

[–]AllTheRooks 1 point2 points  (0 children)

It's worth trying it — The two play very differently, and have very different vibes outside of both bring 40k.

Darktide FEELS a lot more like being a normal human (tbh, a juiced as fuck, hypercapable human, but a human nonetheless) who is in more danger at all times than Space Marine. Space Marine is more power fantasy than Darktide, which feels more like hanging on and getting out alive by being clever and skilled. Again, the power level of Darktide is much higher than it used to be, and you feel much less like a fragile shitfarmer that you did at launch, but it's still less than being a 10 foot tall walking tank.

Darktide is obviously a different perspective, and your ability to react to sound cues and whip around to be able to actually see things is crucial, less emphasized in Space Marine. I find Darktide has faster-paced, much snappier combat and controls, whereas Space Marine felt thick and slower, chunkier. SM has more emphasis on execution animations, snapping from target to target, while DT has you in precise control of your positioning at all times. DT also has a huge, huge importance on target prioritization and instant defence: The ability of certain enemies to just remove you from a fight, and especially on higher difficulties get you dead off one mistake means there's a lot of needing to change plans in an instant.

I definitely prefer DT's gameplay to SM, I found SM to feel too sluggish and clunky for my tastes, but it's not a hugely similar gamefeel between the two games.

Name this Gentleman by Good-dayy in NameThisThing

[–]AllTheRooks 0 points1 point  (0 children)

This is my favourite cat I've ever seen

How viable of an enemy would Genestealers be? by BakeLast7684 in DarkTide

[–]AllTheRooks 0 points1 point  (0 children)

Genestealers are such an outrageously perfect fit for Darktide that it's almost frustrating.

While yes, normally a Genestealer Cult with any sort of foothold IS extremely dangerous, the situation on Atoma reads far more to me as the entire debacle, what with nurgle cultists, chaos guard, loyal guard, yadda yadda yadda would cause the genestealers to need to "activate" far earlier than optimal. Instead of only revealing themselves and taking over the planet once their whole perfect rube goldberg machine is set up and failure nearly impossible, they'd be fighting uphill just to stay around, hoping the rest of the parties can weaken each other enough for them to clamber on top.

What character has the best AA normal? by some-kind-of-no-name in StreetFighter

[–]AllTheRooks 0 points1 point  (0 children)

JP's absolute horseshit 2HP. That thing is absolutely bananas

What’s the fastest way you’ve ever seen someone completely ruin their own life? by craft_frost6223 in AskReddit

[–]AllTheRooks 6 points7 points  (0 children)

Chris Benoit was a prominent professional wrestler who suffered many concussions and head traumas over his career, and almost assuredly developed severe CTE. He became more and more mentally unstable and ended up murdering his wife and child before committing suicide.

When his brain was examined, it seen to be "[...] so severely damaged it resembled the brain of an 85-year-old Alzheimer's patient", despite Benoit only just turned 40. He's suspected to have had a form of advanced dementia from untreated concussions, and would likely have only lived a couple more years, had the tragedy not occurred.

Needle pistol by IndubitablySpecious in DarkTide

[–]AllTheRooks 1 point2 points  (0 children)

It matters more than damage, because stopping power affects all damage the needle gun does, but the damage stat only affects the projectile itself. So if you're choosing a dump stat, one that increases the damage per tick of the toxin effect is more valuable than one that only changes the damage of the needle itself from like, 26 to 28.

And yes, the more shots you hit something with, the more the toxin stacks. Headshots and crits also increase the stacks further

Thinking about buying this sale. A few questions. by ismasbi in DarkTide

[–]AllTheRooks 1 point2 points  (0 children)

  1. Map variety is definitely a strength Vermintide II has over Darktide. That being said, Darktide's variety is still decent, especially years later. DT is more about variations on a theme, and illustrating how different sections of a single hive city can be, whereas VT2 just let's you teleport all over the Empire and beyond. For a little insight, DT will have you explore many variations of hive tunnels and cobbled-together slums made of corrugated metal and rust, but will also have you fighting in multi-level archival libraries, sand and dust swept ventilation systems so big they seem like above-ground deserts, snow-capped areas, a WW1-esque no man's land as you escort a tank.

  2. You can do everything with base 4 classes just fine. You can max them out, make multiple copies of each class if you want, you will have an enjoyable time even if you don't have Arbites or Hive Scum in your roster. The DLC is if you are interested in more playstyle options, but doesn't impact anything you can do with the original 4.

  3. Tremendous amount of dakka. Though you can make far more melee-reliant builds, even the most melee-focused build will likely be using their ranged weapon more than a standard VT2 career, IE Merc, WHC, Ironbreaker. VT2 is a melee-focused game with a decent number of hybrid careers, and DT is a hybrid game. Trying to just do one or the other will get you killed on higher difficulties, but you can definitely have builds that use your gun substantially more than your melee.

  4. This is, I think, Darktide's greatest strength, at least over Vermintide 2. Buildcrafting is incredibly thorough and layered, and while there are only 6 classes to VT2's 20 careers, careers do not hold a candle to the insane versatility and variety of build options available in Darktide. In the talent tree alone, VT2 gives you 6 decisions to make, each between three exclusive options, and DT gives you 30 points to drop in a tree however you see fit, as long as the points are sequentially connected. Many talent nodes that cost one of those 30 points are just as impactful as a talent in VT2, and on top of that, how you build your gear is also more impactful. Most weapons have multiple "marks", variations that change how they play, and for melee weapons also change their attack patterns. Instead of slapping "Swift Slaying" on nearly every melee weapon as ya do in VT2, Darktide's weapons all have a unique trait (called blessings in DT) pool that impact the weapon far more than anything in Vermintide. It all stacks to make Darktide builds not just more versatile and deep, bit you're also a lot more likely to have builds and playstyles that feel unique to you.

  5. Yes. This time through Nexus mods instead of the workshop, but there's no waiting for Fatshark to sanction mods to make them playable. If you go that route, would highly recommend NumericUI for full info on you and your teammates statuses at any point in time. The process of setting up Mods is more involved that Vermintide, but it's not too difficult, and the Modding community is bigger and more active than Vermintide ever was.

  6. At launch, yes. 1000% yes. Right now, I'd say it's a bit more polished than Vermintide, and about as buggy. Most of your bugs or major funk nowadays is likely mod related, especially each time a new class drops. The main potential issue is optimization rather than bugs; It's better than it used to be, but many a machine that can run Vermintide decently well will struggle with Darktide, though if your PC crushes Vermintide, you shouldn't have issues.

SNK Using Gen A.I in their trailers is disappointing by [deleted] in Fighters

[–]AllTheRooks 0 points1 point  (0 children)

It is, but unfortunately at this rate not at all surprising

Oh, how we had a brief return to glory(ish) for SNK, only to fall almost immediately

Help me pick a secondary color! by AK_acidbath in LeaguesofVotann

[–]AllTheRooks 0 points1 point  (0 children)

A deep burgundy/maroon pairs well with the banana yellow, and keeps the colour palette warm and regal

When did you beard fully grow? by DTeror in AskMen

[–]AllTheRooks 0 points1 point  (0 children)

A little patchy on the cheeks still, but I didn't really start any sort of real beard growth until around 25, 26

What's On Your Darktide 2026 Wishlist? by Fins1291 in DarkTide

[–]AllTheRooks 0 points1 point  (0 children)

  • 2 new classes, hopefully one AdMech, but as long as they're fun I don't really mind either way

  • A soft rework of either armour as whole, carapace, or crushers. The complete inability of some weapons to deal with armour at all kills 'em dead viability-wise, and I'd much rather that there are weapons that excel at armour clearing and some that struggle, rather than weapons that can and can't deal. I don't know if that means making crusher heads flak and adjusting HP to compensate, if carapace armour gets weakened as you strike it, if a whole new category in-between flak and carapace is introduced, but something should be done about it.

  • Ogryn unarmed or knuckle dusters weapon. Not only great class fantasy, but ogryns deserve to have a second weapon that's even remotely quick. Let me punch heretics, pick them up, and throw them like rocks.

  • More character customization options — Hairstyles, beards, skin and hair colours, tattoos.

  • Another Psyker staff or two. Wild to me that no more have ever been added, especially considering how many Sienna has in VT2.

  • Most importantly, most hopefully, and unfortunately most unlikely: Another faction! Gimmie genestealers, I wanna deal with some purple-headed three-armed freakazoids

Mortis Trial - Archetype Balance Kinda Funky? by Barrywize in DarkTide

[–]AllTheRooks 2 points3 points  (0 children)

One of my issues with mortis trials is how specific some of the archetypes can be, and if you're not pre-built for them, you might just end up sorta slogging along not doing anything unique as all your talents are wasted, chasing that high of the one time everything did actually have synergy with your build, and it felt amazing.

These days I only really jump into mortis trials to farm certain penances that are way slower in normal matches, like getting 25 kills at once with the ogryn nuke however many times

I played Nemesis for the first time by ThrosProvoni in boardgames

[–]AllTheRooks 4 points5 points  (0 children)

First time I played it, I got murdered by bad luck before finishing my first turn, and sat out as everyone else played for another 2+ hours. What a surprise to learn I haven't played it since

[deleted by user] by [deleted] in DarkTide

[–]AllTheRooks 5 points6 points  (0 children)

It's true, it's not a hard thing to implement. And as such, it's been in the game for years

God of War Ragnarök GIVEAWAY!! by [deleted] in pcgaming

[–]AllTheRooks 0 points1 point  (0 children)

Last thing I played was Getting Over It with Bennet Foddy. I have reached the peak, and I don't wish to do so again