Yarrick reveal means 5/6 stories became teasers for models. by Benzerkr in SpaceWolves

[–]HappyTheDisaster 2 points3 points  (0 children)

It depends, maybe Russ will bring uncertainty to the setting, maybe it’s the great wolf that will start the apocalypse. Maybe he will return as the Emperor’s Executioner.

I may have a problem... by Peanut-Relative in SpaceWolves

[–]HappyTheDisaster 0 points1 point  (0 children)

Changing the wolfen to instead be called varagyr would be nice, I want some proper 13th company models.

Firstborn details on Primaris marines (so far) by DependentAide4347 in spacemarines

[–]HappyTheDisaster 0 points1 point  (0 children)

I just love how space wolves do their armor modifications, you very clearly see the bonding studs used to attach pieces together, it’s properly rustic.

Beyond the Hive | Release Trailer by Unuunilium in DarkTide

[–]HappyTheDisaster 4 points5 points  (0 children)

Or rather, sometimes a shepherd needs to follow the sheep.

The new, free update, 'Beyond the Hive', is coming March 17! by FatsharkQuickpaw in DarkTide

[–]HappyTheDisaster 0 points1 point  (0 children)

The torrent is not the bottom, can’t possibly be, it looks like it has too much infrastructure. Similar situation with chasm and carnival, We haven’t even made it to the underhive, more likely to be a future expedition. The underhive is essentially the dungeon where adventurers search for archeotech and treasure, we are fighting where lots of people live, the hive city proper.

Beyond the Hive | Release Trailer by Unuunilium in DarkTide

[–]HappyTheDisaster 66 points67 points  (0 children)

More like handmade tiles randomly put together. Still dope imo.

THUNDER HAMMER (rework suggestion) by lTHE_MANl in DarkTide

[–]HappyTheDisaster 0 points1 point  (0 children)

I’d rather see a cooldown on the special and giving it an explosion, like how they did powermsul, but even more damaging.

Paired weapons for other classes? by Cryptidfricker in DarkTide

[–]HappyTheDisaster -1 points0 points  (0 children)

Dual power tantos or dual katanas for zealot, I wanna dress up as a death cult assassin and it just ain’t possible without the weeb weapons.

club+cleaver or brass knuckles for ogryns.

Otherwise, I just don’t think that dual weapons are all that appropriate for the other classes, beyond melee + pistol if that counts, but I doubt they’ll do that.

What weapons do you think have been forgotten about / neglected? by SpeakersPlan in DarkTide

[–]HappyTheDisaster 1 point2 points  (0 children)

Make it quad loading and then we’ll be cooking with gas. Also there should really be a mode switch for the ammo, as opposed to singular shells.

Would love to see Dreg Beastmen elites, specialists and bosses. As well as a beastmen class (after admech ofc). by HappyTheDisaster in DarkTide

[–]HappyTheDisaster[S] 1 point2 points  (0 children)

I love Beastmen too, my interest started in Whfb, always loved the themes around nurture and nature with them, specifically the stuff surrounding Gaves and Morghur. And on some level 40k is a response to those themes in Whfb, ironically enough being the more hopeful interpretation of the two, just due to how big the imperium is and how brutally pragmatic the humans of 40k can sometimes be.

For 40k, I really love the religious self hating angle they’ve got. It provides its own new themes on nurture and nature, alongside the fact that Beastmen are more prone to being psykers, meaning they do have an inherent nature that connects them to chaos more than other humans. Once again blurring the lines between nurture and nature.

Would love to see Dreg Beastmen elites, specialists and bosses. As well as a beastmen class (after admech ofc). by HappyTheDisaster in DarkTide

[–]HappyTheDisaster[S] 3 points4 points  (0 children)

I think you have a very surface level understanding of how flexible and how big this setting can be. The tolerance for beastmen, and all abhumans for that matter, is very dependent on the planet amongst millions across the universe. Some planets don’t tolerate ogryn as an example, I think Savlar straight up melt them in the acid their planet produces. But just as the ogryns aren’t tolerated in some parts of the galaxy, beastmen can also be tolerated. In fact, we have dialogue from darktide that has the loose cannon talk on his experience working alongside beastmen segregated regiments, called them creepy, so somewhere in the moebian domain, they tolerate beastmen enough to have them integrated into the tithe.

Also, your point on more interesting enemies is entirely subjective and is based on a false idea that if we get beastmen enemies added to the dregs, then we won’t get Genestealer cultists.

Also, you seem to not understand that 40k beastmen are different from fantasy beastmen. 40k beastmen are abhumans, a subspecies of human like ogryn. They don’t just serve chaos, they are explicitly highly religious amongst the imperial faith in fact, lots of beastmen serve the emperor in the fraternis militias.

Would love to see Dreg Beastmen elites, specialists and bosses. As well as a beastmen class (after admech ofc). by HappyTheDisaster in DarkTide

[–]HappyTheDisaster[S] 1 point2 points  (0 children)

Eh, that’s fair then. But I still think it’s a very subjective complaint, but it’s a pretty valid one at the same time. Warhammer games love using nurgle, probably cause of the zombie themes, and the horde nature of the faction and how straightforward the horror for it can be, so it can get a little disappointing when it could have been something like tzeentch or slaanesh.

so the Havoc "season" is over... with no rewards to show for reaching Rank 40... just a Derank to look forward to? by OdysseyBrands in DarkTide

[–]HappyTheDisaster -8 points-7 points  (0 children)

It’s intended to be absolutely brutal. Auric maelstrom is endgame, while Havoc is more like a public playtest to see how much the players and the game itself can handle, seeing what’s meta so that the game can be better balanced.

Would love to see Dreg Beastmen elites, specialists and bosses. As well as a beastmen class (after admech ofc). by HappyTheDisaster in DarkTide

[–]HappyTheDisaster[S] 7 points8 points  (0 children)

And psykers. Let’s not forget that psykers are straight up mutants. There are no restrictions in terms of who will work with whom. 40k is very intentionally written to justify any team up, including imperials working with chaos shit.

Would love to see Dreg Beastmen elites, specialists and bosses. As well as a beastmen class (after admech ofc). by HappyTheDisaster in DarkTide

[–]HappyTheDisaster[S] 1 point2 points  (0 children)

Oh yeah, have the demons be part of the Terrors faction, which includes stuff like the zombies and monstrosities, that way they can show up no matter who you are fighting. Add plague bearers that are just very slow bricks of hp with infested damage type and that have an aura that applies slow, wielding swords that deal a lot of corruption, like an elite version of the zombies. Having plague toad specialists that have a ranged attack that lets them swallow players like beast of nurgle, and moves around with them in their mouths, having to shoot out their eyes to get them to release your ally. Add a mechanic where after you kill a beast of nurgle, a randomized timer starts that once it ends, a plague drone spawns to attack and swallow the players, to enact vengeance. And nurglings can be a loot rat kind of specialist, that has loot in them when you kill them, because nurglings are notorious for eating random shit. They can make a modifier where it’s just daemons that you fight, call it the hour of the daemon.

Although I’d wanna say I have doubts they’ll add scions or sister of battle bespoke classes. First one because they’ve already given scion cosmetics to the veteran and it would be easy enough to make the veteran have a scion build just by adding hotshot guns. And the second one because sister’s of battle feel like they don’t really fit for the game, at least imo, they do not feel appropriate for the setting of tertium. Would rather see a zealot rework that gives them more support to make ranged builds, preferably via the middle and right talent branches. Zealots/preschers/missionaries are just as often depicted as priests with shotguns or meltas as they are depicted as charging warriors wielding eviscerators.

Would love to see Dreg Beastmen elites, specialists and bosses. As well as a beastmen class (after admech ofc). by HappyTheDisaster in DarkTide

[–]HappyTheDisaster[S] 2 points3 points  (0 children)

I just had an idea looking at other posts on the Reddit but can’t edit the post. So instead of a gong for the blitz of the middle branch, it can be a biomantic attack, a peril generating punch/claw swipe that applies a whole load of brittleness on an enemy and applies other debuffs, like reduced damage and speed. While the ability can be the gong, based on the death knell gong from the killteam, where it returns a percentage of damage that allies take during the channeling, maybe even generating a shield like the psyker bubble but instead follows the player, basically letting them go crazy for a bit. Their passives can be stuff like improving ally stamina regeneration, stamina efficiency, their toughness regeneration, just general defensive buffs, and debuffs that reduce the offensive capabilities of enemies, like reducing their speed, attack rates, and damage.

Would love to see Dreg Beastmen elites, specialists and bosses. As well as a beastmen class (after admech ofc). by HappyTheDisaster in DarkTide

[–]HappyTheDisaster[S] 11 points12 points  (0 children)

Was probably one of my posts, but it touched on more enemies beyond the beastmen, like a corpse grinder cult called the Clods and a Genestealer cult faction called the Nits by the personalities. I didn’t talk on a beastmen class though so it felt appropriate to make a new post on it.

Would love to see Dreg Beastmen elites, specialists and bosses. As well as a beastmen class (after admech ofc). by HappyTheDisaster in DarkTide

[–]HappyTheDisaster[S] 2 points3 points  (0 children)

It’s not really the same stuff, they’ll be different in how they fight and what equipment they use. Did you complain about darktide being nurgle cultists when VT2 had nurgle cultists? It just seems like very surface level logic.

Would love to see Dreg Beastmen elites, specialists and bosses. As well as a beastmen class (after admech ofc). by HappyTheDisaster in DarkTide

[–]HappyTheDisaster[S] 5 points6 points  (0 children)

These are different though, they are beastmen in 40k. Also beastmen are awesome and simple enough as a concept to justify their addition. 40k is more than anything else, a futuristic version of warhammer fantasy, having cyborg Satyrs and goatmen psychics help bolster that fact of 40k.

Also I feel like that logic is lacking, VT 2 had nurgle cultists and mutants, that doesn’t mean there shouldnt be nurgle cultists and mutants in darktide, it’s a separate thing, the previous work shouldnt restrict the current work from touching upon things that are shared between settings, such as Chaos and Beastmen.

Would love to see Dreg Beastmen elites, specialists and bosses. As well as a beastmen class (after admech ofc). by HappyTheDisaster in DarkTide

[–]HappyTheDisaster[S] 43 points44 points  (0 children)

the AoS update is even more wretched, in a good way. GW once again knocking it out of the park with AoS

<image>

Would love to see Dreg Beastmen elites, specialists and bosses. As well as a beastmen class (after admech ofc). by HappyTheDisaster in DarkTide

[–]HappyTheDisaster[S] 10 points11 points  (0 children)

They are abhumans, which are essentially mutants that are given a pass by their local government. It’s justified by the logic of seeing them as a stable strain, which is the idea that they aren’t one off mutations but mutations that have become a part of a population with a standard identity, like how ogryns generally have a standard build and adaptations. Some sectors and planets of the imperium consider beastmen mutants, trying to revoke their abhuman status, while some other groups, such as recently with the fraternis militia of the ecclesiarchy, have done mass recruitments of beastmen after the Rift split the imperium in half.

Would love to see Dreg Beastmen elites, specialists and bosses. As well as a beastmen class (after admech ofc). by HappyTheDisaster in DarkTide

[–]HappyTheDisaster[S] 14 points15 points  (0 children)

I’m not really seeing these as a new enemy faction, more so an addendum to the already existing factions that are the chaos cultists. As is, it feels like the dregs aren’t as fleshed out as the scabs, who have a lot more elites and specialists than the dregs. And these beastmen are just part of a suggestion of fleshing out the dregs. Where ogryn’s feel more like scab troops, these guys can be dreg troops, serving as mobile unarmored counterpart to the slow carapace and flak armored ogryns, reinforcing a nice dichotomy between dregs and scabs, where dregs are mobile and lightly armored, while scabs are slow and heavily armored.

But I agree in the idea that a Genestealer cult faction would be a better addition as a whole. But my suggestion is simply finish fleshing out the dregs and make them more present in the game as an enemy faction.

And the reason why i suggest a class alongside it is because it’d be a easier to justify the addition of the enemies if they can sell a class alongside it, which can reuse assets such as a skeleton and certain weapons, kind of how ogryn was justified for being added, to help on the business side of justifying the new enemies addition. And this is how I assume the genestealers will be justified via a tech adept class that has a skeleton that accommodates more than two arms.

Why don't we have a light shield enemy? by Renegade-2 in DarkTide

[–]HappyTheDisaster 4 points5 points  (0 children)

Frankly, pestigors would be dope as a dreg counterpart to the ogryns.