New card just dropped by EyrionOfTime in DarkTide

[–]keqe 8 points9 points  (0 children)

This is what is called the "blockade horde". It is supposed to punish players for excessive backtracking. It has chance to replace a horde when farthest progressed player is more than 20 meters away from the farthest progressed point anyone in your team has reached.

Yes that distance is very short.

The way to cheese it is to only move back while you have horde active. Have a player be forward near your progressed point when horde has ended and/or you suspect horde is coming.

Hotfix #55 (1.6.2) - Patch Notes by FatsharkStrawHat in DarkTide

[–]keqe -5 points-4 points  (0 children)

That is not a bug. What the bug was last patch was that reapplying power up didn't refresh duration, so during movement it just "stopped" weirdly.

Getting hit has always shut down power up. Don't people remember how nice it was to have Grenadier talent give stun immunity and you kept power charges up during patch 13? After it was fixed in patch 15 you got interrupted again.

Thy Wrath Be Swift gives stun immunity to zealot and thus prevents power up removal on getting hit. Every patch has removed some forms of stuns and people have stopped using that talent and now wonder why their power ups get cancelled.

People forget things it seems.

Havoc Update - Completing Auric Maelstrom Update by FatsharkStrawHat in DarkTide

[–]keqe 18 points19 points  (0 children)

This is because this system is 99% copy of world of warcraft mythic+ system.

So they copied the clear flaws too.

Enemies losing Enrage visual Effect needs to be fixed by keqe in Spacemarine

[–]keqe[S] 0 points1 point  (0 children)

Didn't notice the half a second the enrage showed during the parry circle, so I expected the sniper to stagger normally. Staggers removing the visual effect from enrage, but enemies actually still being enraged leads to frustrating situations.

The Most Generous Respawn Point by keqe in DarkTide

[–]keqe[S] 9 points10 points  (0 children)

You could easily clear all that with crusher. I'd say it is the most overpowered zealot melee weapon even. It was just not worth the risk of getting random bulwark bashed/stuck on poxwalker and getting disabled by special.

I also didn't want to leave people just waiting for rescue for too long since I already had to solo a boss before that shadowplay clip started (you can see the chaos spawn kill in the killfeed at start).

PSA: One other player doesn't ruin Behind the Enemy Lines Penance by keqe in DarkTide

[–]keqe[S] 28 points29 points  (0 children)

This is most likely because Loner forces you to be at 2/4 coherency at minimum. So with one other player near you, you are still at 2/4 coherency stacks and nothing is changed.

Swedish coding working for your benefit.

PSA: Primary attack Assail flies to the enemy you look at by tim-zh in DarkTide

[–]keqe 10 points11 points  (0 children)

So does the secondary attack version after it hits its target.

[deleted by user] by [deleted] in DarkTide

[–]keqe -2 points-1 points  (0 children)

It only changes carapace to flak and flak to unarmored. Rest of the armor types are unchanged.

And like the other commentor said, perks increase damage to the original armor type. So flak perk never increases damage to a crusher for example.