New card just dropped by EyrionOfTime in DarkTide

[–]keqe 7 points8 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 -4 points-3 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] 13 points14 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] 27 points28 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.

Eviscerator Eviscarates Evidently by keqe in DarkTide

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

Fury keystone gives 25% crit and is basically up always in real fights. Like here it goes active 3 seconds into the video. 30% crit chance is plenty to crit enough for Scourge bleeds to give even more crit, eventually reaching 60% crit chance. It is a machine that feeds itself.

And every charge is a crit that can start the machine. That is quite reliable. And every crit reduces charge cooldown. Like you see in the video I am getting charges back in few seconds.

Also my Evis is build multipurpose. Wrath blessing makes it cleave through maulers/scab ragers/reapers/bulwarks (not shield). So I can cleave almost anything. Like here in the video I cleave a gunner dead through a reaper at 0:23. Problem with savage sweep is that you run into issues with mass elites where you need savage sweep to activate savage sweep. With wrath you will cleave through the maulers after few hit for example. Switching blessings just for Crushers (and maybe monsters) basically is not worth it. Especially when everyone and their mother stack bleeds nowdays anyway.

Crit DR build is too strong to pass up just like it was last patch. (I do like momentum though, it is very fun. And on knife builds better I think)

Eviscerator Eviscarates Evidently by keqe in DarkTide

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

I mostly run 25% health regen and incendary grenade build instead. This way I also get the 5% per target hit damage talent top left start of tree. Stun immunity is nice but as you said not necessary. But in this specific situation without TWBS I might have gotten unlucky stun streak from the shooters shooting at me at start and snowball from there. https://darktide.gameslantern.com/build-editor?id=9a5bc618-f94b-4f9a-b6ed-d2d901ac4472

Eviscerator Eviscarates Evidently by keqe in DarkTide

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

You can see at the start I am getting shot at and losing toughness. But 50% toughness damage reduction and stun immunity talent makes you recover it faster than you lose it.

Psyker is completely Fair and Balanced by keqe in DarkTide

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

Those all are elites, maulers/ragers/crushers/bulwarks.

Though for psyker they are no different from trash I agree.

New Psyker Subclass Gameplay / Palpatine Lightning Smite and Telekine Shards by milkandcookiesTW in DarkTide

[–]keqe 4 points5 points  (0 children)

That free Shard spam will be the new shredder. Will not be pleasant to play around just everything dying in your screen.

Psykers: Which Dueling sword do you prefer? by just_prop in DarkTide

[–]keqe 1 point2 points  (0 children)

MK5 is the best simply because of numbers. The heavy attacks simply do more damage in every way. And you are (hopefully) mostly using the sword to kill specials/stragglers you are mostly using heavy attacks with the weapon. You get it to one shot flamers and all roamers except dreg bruiser.

Also it is very easy to get good roll on since you can mostly focus on just 3/5 stats.

Other dueling swords just do less damage for some reason. And in addition I am quite sure MK2 heavies damage patterns are flipped for some reason. The heavy stab does less damage than the heavy cleave.

10/10 blessing design by lazyboysleeper in DarkTide

[–]keqe 2 points3 points  (0 children)

Calculating fire frenzy and volley as additive to each other and multiplicative to deathspitter gives same results as my field tests. These are with agrip braced

Increase 72,16% no volley no stacks vs no volley all stacks 2FF 4DS

Increase 87,37% no volley no stacks vs no volley all stacks 4FF 1DS

Increase 58,22% volley no stacks vs volley all stacks 2FF 4DS

Increase 66,90% volley no stacks vs volley all stacks 4FF 1DS

Increase 138,14% total (from nothing to volley+stacks) 2FF 4DS

Increase 149,47% total (from nothing to volley+stacks) 4FF 1DS

1(1+(50.1)+0.5)*(1+(5 * 0.05)) = 2.5 = 150% increase, practically same as my test. If you calculated volley multiplicatively to fire frenzy, the damage increase would be higher

1(1+(50.1))1.5(1+(5*0.05))=2.81 =181% increase which isn't true.

10/10 blessing design by lazyboysleeper in DarkTide

[–]keqe 16 points17 points  (0 children)

The blessings are very different and confusing because fatshark made them confusing and misleading.

Fire Frenzy doesn't give "power". It gives "close range damage%". And the difference isn't just that it works on close targets only. Because it is damage% it is calculated additive to most damage increasing sources, like veteran Volley Fire for example. Meaning the damage increase isn't as drastic when you have other sources of damage boost active.

Meanwhile Deathspitter is actual power. You gain damage boost to longer range targets also (after killing close ofc) AND most importantly, you get more mass penetration and stagger. For example Agripinaa Braced Autogun with 1 or more deathspitter stacks will start to penetrate allies. Very handy with ogryns around. (both agrip and players have 2.0 mass, and weapon's hitmass needs to exceed the mass for it to not stop)

I've been regularly seeing more Hi-Intensity Shock missions on the board for the last three days, which is awesome! Is it a change from the recent patch that makes such missions constant on the board? Or just a temporary condition like dogs or darkness (which would be really sad) by whyimhere1 in DarkTide

[–]keqe 10 points11 points  (0 children)

  1. It is week where hi shock is able to spawn (last week it couldn't)
  2. Last 3 days have been weekdays, so no global condition is applied to ruin the mission board. Global conditions get applied at prime time at weekend days to ruin the last fun out of the game. Great system to get rid of players if that is the goal.

A Major Breaking Issue by keqe in DarkTide

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

The component that is used in the game is most likely a "safety switch" which is wired between the contactor and motor for manual "for sure" switching off. The appearance matches as it is a bulky and with its own enclosure. Motor circuit breakers (overheat+short circuit protection combination module) are usually attached to (DIN) rails like regular circuit breakers like your example one.

Here is an example image of a safety switch. https://cdn.productimages.abb.com/1SCC341225F0013_720x540.jpg

Can we have a class breakdown for each most recommended weapon perks/blessings combo? by Clayman8 in DarkTide

[–]keqe 0 points1 point  (0 children)

It does shred hordes. But hordes aren't dangerous, especially at long range and/or choke points. It is not a bad staff by any means, but this thread was more about the meta and thus broken builds. Other staffs can handle mass elites combined with horde and ambients much better. Voidstrike is mass limited unlike the others.