There are some talents and abilities that are not working properly in the live preorder beta version that released yesterday, that *were* working properly in the build I used to record this video. Hopefully those will be addressed soon, and then we will have a better understanding of where each Class stands as we move towards launch day. But certain changes like Psykinetics Wrath only purging 50% Perils instead of the full 100%, I dont believe are intentional
Not just "not working properly" ; but some are changed a fair bit. The Zealot's feats being some that are changed a fair bit - not just text/description, but also the image for the feats, which kinda makes it hard to quickly look at your feats and try it out :) I.e. the "Enemies within, Enemies without" feat having been change a fair bit (regen changed a bit, while distance has been cut in half).
One thing I noticed about the Ogryn was how fast he carries objective barrels and energy cells and things like that. He still cannot attack but his movement speed seems almost unaffected. Just a small thing, but could prove useful to remember on certain maps like the ammunition depot when moving a lot of carriable objectives. Not only useful but cool that they added in some asymmetry with the different sized characters and their actual capabilities.
i definitely forgot to mention this lol, good looks. yeah for objectives its really cool that Ogryn is so effective at moving heavy stuff. to the top with you
@@milkandcookiesTW I love that they made sure to make that a thing. Lorewise it makes sense because Ogryn are a lot stronger than humans. Shows the developers care
Ogryn's tanking isn't so much about how much damage he can absorb but how much crowd control he can do. He can basically just fart in the general direction of enemies and AoE stun them all. His melee attacks have the biggest AoE's and highest stagger value (At least from what I noticed in the closed beta) So to utilize him properly, you tank via Stunning the enemies, with his special Charge Attack (F) and melee attacks. Using your ranged attacks just to suppress and stagger ranged enemies before jumping into the fray to stunlock them all. And yes, it still works on the highest difficulties, you just have to be aware of when to take cover and when to charge forward. Both Ogryn and Zealot can basically just charge forward the whole time and melee enemies to death on the lower difficulties, but both of them need to be more defensive when it comes to the higher ones, becoming the frontline of the team that defends Psyker and Sharpshooter from melee packs while they deal with special enemies and ranged enemies.
@@nokturnallex2160 Kinda reminds me of how Winston plays in Overwatch. He's not tanking by standing in front of his team and shielding them. He's tanking by diving into the enemies, shielding himself and forcing them to deal with him. His team then uses the chaos to get some kills. The thing is, bad Winston dives and dies, because it takes a good Winston to know, when you can and should dive and when it's suicide :D. I expect to see something similar in Ogryn on higher difficulties.
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Really loving the nods to VT2 throughout the classes, good to see they've thought about their previous titles and how they can be carried through to a different format of gameplay
@@ValravnPrince no its not, its almost a carbon copy but there's Talents which are nods to other classes, the boosts to attack speed for hitting multiple enemies is the Mercenary passive, which is now a talent, and there's others as well spaced throughout the other classes
On the topic of Ogryn, it's important to note that all of his talents that involved heavy melee attacks also translate over to the various melee attacks on his primary weapons. This includes both his toughness talents and the bleed talent, which can be quite good with just about any of his ranged options, but can be especially wild with the grenadier gauntlet. With how fast the light attacks on the gauntlet are, you can easily sit at that +50% damage reduction in big hordes by spreading bleeds to everything that moves, while staying nice and healthy all the while. You can also make rather good use of the 2 spot on lvl 5 together with the bayonet on ripperguns. Even though the odd difficulty setup and the punishing nature of elites at the moment make it almost impossible to play skullbreaker at higher difficulties, and basically make slab shields mandatory in all cases, it's nice that the big guy has some neat synergies and satisfying weapons all the same.
@@Orowam yea ranged weapons' melee counts as a heavy. He aint wrong about the grenadier, with bleed mitigation its just as efficient as a slab shield in making you durable in hordes.
Looking forward to what they might do with Psyker. Warp Charges seem strong, but I was never big on pyromancer's gameplay. Hope we get something closer to Battle Wizard where quality of spells is traded for sheer number of spells. And melee force staff, always melee force staff.
The class you choose also matters a lot depending on if you play random matches or with friends. I exclusively play random matches in VT2 and most of the time you can't really trust your team so you need to be ready to fend for yourself sometimes. I love playing Pyromancer, but on legend I just couldn't do it without good teammates, so I would play Ironbreaker on legend because I could better fend for myself when I had to.
I hope they revert the change to the Peril meter. The old version was creative, readable, and had colors that matched the warp aura. It was a nice piece of design! Ik this isn't the release build and the new UI may not be final. The UI redesign looks great, aside from peril.
100% agree, I miss the old design and the new one makes me think of a WoW mod to strip all UI to make things as flat and easy to see, but loses all flair and looks all the while:c
I imagine they changed it because people were complaining about It taking up part of your peripheral vision, although why they got rid of the actual bar is beyond me, it seemed really useful
try the ogryn , not as fronttank , but as your backguard....the last one in the line....he is ABSOLUT PERFECT for this role , even on the higher difficulties...
Something worth noting about the plasma gun - while still slower than venting, reloading also gets rid of all heat build up. Still a long animation, but worth it in situations where you've got a lot of range coming up.
I appreciate you posting so much darktide content. As a console player, this wealth of footage will allow me to cope more effectively until I can get my hands on the game
I think I'm gonna get a custom built PC this Black Friday. I've been playing a lot of Bannerlord and miss mods so much from the Warband days. Between that and the release of Darktide.... I'm ready to sacrifice my wallet.
They really need to make the the grenade box explode when hitting a carapace enemy a default ability on it instead of a feat since we can only carry one of them. I have no idea what the dev team was thinking when they made it.
Yeah it really needs some kind of piercing in a line or ricochet or something. Or at least a bunch more uses or the ability to pick up the box after throwing it. Because right now it's just a snipe ability that isn't even that good at sniping
@@adc1222 yes, very inaccurate to aim, I occasionally used it when I had my melee out and needed to hit an elite, but it often missing if you just snap toss it
I’ve noticed after playing psyker that the early levels are really rough. The brain burst is good but I feel like I have to swap to my gun a lot to mitigate the peril build up. Hope it’s on the list of things to balance; probably my favorite class so far
I only played one game as a psyker but i went down so often as a level 1. The sword is nice for swarm clear but thats all i feel like they got to start off with :(
So after playing for a bit the early levels I recommend playing a more sword central build using the sword buff skill instead of brain burst it allows you to charge your sword up at 99% without killing you and causes your gauge to lower faster so as long as you don't spam you get the benefits without dying and still have brain burst for snipers and gunners
After playing a good amount, the beginner sword sucks dong lol. Much better to go with axe since 1hits trash mobs. The preacher's autopistol was good as well for early game swarm clear. Seems like force sword opens up pretty quick which doesnt 1 hits trash mobs but has great utility (great push and single target dmg). Voidstrike staff has been my fav
one thing i want to know is : on release, there are 4 classes. vermintide had 15. of course more classes will be added, but do you think they will all be paid DLC? if so, that is quiet troubling. im not sure how many maps, weapons etc in total there are, but i hope the total content you get for purchasing the game holds up to vermintide.
They’ve stated they’re weighing up whether to make us pay for the rest of the class content. Some could be free or they could all be paid. It is most likely that (almost) all will be paid DLC, if we go by modern gaming industry trends, as well as the company’s track record. They aim to release 4 new classes a year- that’s just an aim though, it could be less. Edit: there’s “70+ weapons” (lots of variants of the same weapons, most likely) and 13 missions/maps.
@@gabor5079 I played the first beta, and it only had 4 missions. I didn’t get bored at all but then it was only across a few days. Vermintide 2 launched with 13 missions and it felt like enough for me. I’m unhappy with number of classes in DT but mission amount seems alright.
@@BattleBro77 If you see meilandcookiesTV's vid on weapons, there is a huge variety. Even different patterns of the lasgun have different abilities, like the lucius pattern that can charge a shot. Even then, subclasses in Vermintide aren't that varied, just different abilities.
nice vid, i rolled veteran in the beta, something u didnt mention, reloading the plasma gun vents all the heat out of the bottom and doesnt damage you, paired with the 20% reload with rounds left in mag, and 30% reload for killing an elite, you can chain some high damage output when needed when there are alot of elites about, its a fun build that i can cake walk level 3 with, havent ventured above 3 yet but as u said, i think a nade build will do better at high level content, especially with bleeds helping ogryns tank damage. EDIT: i think the ogryn needs a toughness buff 1 hunnet
Had a somewhat humorous run involving two other psykers and a zealot. Two storm staves and a trauma staves. Was a cakewalk, and the final hold was just elite massacre. There was always a head popping.
Since my friend wanted to play Psyker Day 1, I will opt for Veteran and see if we can mobilize some peeps to charge for us into the fight in the name of the Emperor
Boy the psyker section of this video didn't even last 24 hours before Fatshark said "Nope, no more brain burst, but your kit still revolves around it."
From my experience in the game so far Veterans: The easiest class that everyone thinks is the carry. Psykers: The class everyone wants to play but doesn't know how Zealot: The class no one wants to play but should learn how Ogryns: The true carry of the game
So true. I'm really happy when i see a orgryn in the team because they Can handle a lot of situation. Ranged ennemis Can be very dangerous. It's their really threat from far i see
@@milkandcookiesTW I keep my word, you told Fatshark the stat bars were bad (and hypothetically told them to add a scoreboard) so I give you $2.99, the market provides :)
I have question: I heard there are many more weapons and variations in this title. Now, one thing from Vtide 2 that I always liked was that almost every weapon was very unique in terms of moves and pretty much everything was viable with practice. How does Darktide compare in this regard? I would love to have just more unique/viable options, but at the same time this gets harder the more you add.
When I played a bit of the beta, I was really impressed the weapons, not only did different weapons feel distinct, but there were also seemed to be variants of the same weapon that had a different move set. And the addition of every weapon getting a special ability further differentiated them from eachother.
Yes, something else is that the MK is different. So a MK1 lucious pattern is different thank a MKII Lucious patter, which is different thank a MKIII Lucious pattern, and this also applies to melee weapons. Basically, for ranged, the different MKs will be different range, accuracy, rate of fire. So (random example), the MK1 pattern might be better for hitting targets far away since it has better range and accuracy, but fires slow. For melee weapons, the MK difference affect the melee combos. SO how you actually swing. an MK1 might have for light attacks, three horizontal attacks (good for horde clearing), btu the MKII might be overhead/cleave/overhead, which won't be as good for hordes, but could be better for single target. Heavy attacks can also vary this way. So when upgrading weapons, you need to look at these things. For Melee weapons, if you compare or do details you can see the melee combos, but I don't remember seeing the MK differences for ranged weapons spelled out anywhere.
@@orochifire No, the rarity is separate from the variants/marks. You might unlock variants/marks at different levels though, so it can seem like different rarities.
From my experience as a psyker, I find it good to pick be a fast moving character. Combining a good catachan knife and the purgatus staff you can become an untouchable assassin that can clear elites, hordes, and sprint across entire stages solo to rescue a teammate
Yes, but it's only brute strength. An Ogryn might be able to bench more than most Marines for example, but strength alone is not as good as strength combined with skill, training, speed etc etc. Astartes outcompete Ogryns in all of these areas.
Ogryns are terrifyingly powerful, but astartes have the advantage in terms of their own musculature being backed by the artificial servo's built in to their powerarmor. You might see an Astartes still be able to fight an ogryn head on at parallel strength depending on the chapter the marine is from (augmented biological physique ̶o̶r̶ ̶f̶l̶a̶w̶s̶ ̶l̶i̶k̶e̶ ̶t̶h̶e̶ ̶b̶l̶a̶c̶k̶ ̶r̶a̶g̶e̶) or pattern of powerarmor used (terminator and certain advanced marks).
I really hope they change the charging handle on weapon change, it should only happen after a reload. There's no reason to chamber a new round every time you change weapons. I should clarify, I've only seen it on the bolt gun, but I hope it isn't on other weapons too, it really slows gameplay.
Glad to see this shows there are more options then I thought when it comes to classes. Still gonna hold off until I see how they plan on adding new content (especially classes/weapons) to the game.
to be fair ive found a large group of people to play with and figure out team builds but ive found the ogryn with slab shield works great with someone using a flamer. if you drop your shield in a choke point you block all enemies but your teammate can fire through you and deal tons of damage. in many situations i was able to position myself in such a way that others could fire past me on either side while also keeping all enemies aggroed and in front of my shield. it works wonders when youre in close quarters and you need some breathing room. you can also bull rush through enemies and then jump in a corner and drop your shield, pulling the fire away from your squad with relatively little danger to yourself. edit: it might just be me, but ive noticed that if i swing my camera around while in melee, it hits far more targets. I also dont think special enemies should be able to stagger or pin you if your shield is dropped, but thats just me.
ripper is amazing with slab shield, gives u burst vs specials, insane waveclear and supession/damage vs gunners, makes up for all teh shortcoming ov slab shield, leaving you with only advantages
So out of the four classes which one is your favorite? I'm aware at time of watching this video the game is out!!! What I would love to get the game but money decides what I can afford to get. Unfortunately I have to put my meds first.
the plasma gun does Do Splash damage it just does it after certain requirement is fulfilled, the shot has to punch through at least two enemies before it explodes in a very small radius doing a very small amount of damage
I like the Recon Lasgun for the pure rate of fire. It doesn't do much against the heavily armored stuff but it mows down hordes and the ligher armored units which is most of what you face.
there are also some subtleties between classes.. the Veteran takes instant health damage from a melee attack a long with toughness but shirks off ranged attacks with only toughness while the fanatic only takes toughness from melee and ranged. Unsure how this plays out with the other two classes since i have only really dived into vet and fanatic.
Slab Shield Ogryns imo are phenomenal to have even in damnation. You'd be surprised how useful it is to plug a hallway/door with your shield while teammates shoot/throw nades in. Mutants, Hounds, and trappers are your worst enemy and you do need to rely on your team for taking them out. Majority of your weapons allow for alot of CC whether its ranged or melee You can take all the aggro from snipers, Ogryns, and ragers using your slab shield Your grenade box actually does some scary damage to bosses on top of being a 1 shot kill to everything else ( useful for getting rid of armored ogryns before they even do anything ) even though it DOES NEED A BUFF It's also underrated how you dont get staggered when reviving an ally. Sometimes you end up being dedicated Res member especially if you have the feat for 25% dmg red per downed ally ( way better choices for feats tho as its counting on your team to die/get downed. Why you let lil'uns get down anyway? ) My Ogryn has 6-7 wounds as well so that to me says i have a max of 6 downs before i actually die. on Damnation id be damned if i didnt have 1 of each class for the mission, Ogryns' have their own invaluable set of skills to put on the table and there is an argument to be made of them being a niche tank but nonetheless a TANK for your team as oppose to a zealot who is tanky af but they are not someone who should be pulling all the aggro when snipers are just existing around you
The psyker ive noticed its a lot of balancing the brain burst ability buff and your other weapons depending on the scenario. That being said they are great vs elites and named mobs with the head pops
The most fun i;ve had with thsi build was Thumper with Spade or Knife and cluster grenade perk on the big bog. Two of those and one Thumper downed a Beast of Nurgle on diffulty 2 in about 10 seconds. That grenade perk is so fun though it clear rooms if you can land it on a hard target.
hey thanx for this post didn't realize this was a thing in game im veteran sharpshooter so we'll see what kind of hoops i gotta jump through. may not be the place for this but um: Blood For The Blood God!!
Was chastise the wicked nerfed? I'm only getting 50% toughness restored instead of all the toughness restored. Not sure if it's a bug or if they stealth nerfed it.
@@Mhoward008 a lot of talents and abilities are bugged right now, either not working properly, at all, or assigning incorrect values. so I would give it a few days to have them fix things instead of assuming its all intentional nerfs
Having played a bunch of psyker using j_sat's guide made during the earlier beta 11:14 seems to be untrue. Brain burst doesn't seem to explode you unless you start channelling above the 97.5% identified in the beta. Correct me if I'm wrong, but this is how I've been playing the class without issue.
@@milkandcookiesTW Something I always wish the games took from the l4d series is the afk bot setting, sometimes just being able to step away for a minute and have the bot take over was very useful
I wish the Ogryn grenade trait, where it breaks open against an armored target, was default. Picking that over bleed is a no brainer, especially when you get like, one or two grenades a game and the two bosses so far aren't armored. Also, is lynchpin and towering presence worth it? It feels really nice, but the multihit toughness regen is good too
ive noticed.. mainly on the ogryn, cause thats what ive played the most. that when you reach 0% stamina, you still run just as fast till you stop. great for objective carrying. also, use the grenade melee weapon and you get 2 melee for the price of 1. your main one and the one that the grenade fist does on normal attack, and its not half bad. plus the 4 rounds of crowd control are a huge bonus. Also, talk about a wild trophy. i got one for killing something by hitting it in the eye with my "grenade" which is a loose term for a metal box you huck at an enemy, that doesnt explode unless you get the perk.
Where is the Preacher/Zealot supposed to be in the Imperium? I know what the Guardsmen, Ogryn, and Psyker would doing/where they would be/who they’d be around if they weren’t rejects, but what about the Zealot?
I hate to say that because I want to play flamethrowers a lot, but the zealot probably would have more use in longer ranged weapons. It's not like Satzpre greathammer, er, thunderhammer isn't able to deal with hordes.
There are some talents and abilities that are not working properly in the live preorder beta version that released yesterday, that *were* working properly in the build I used to record this video. Hopefully those will be addressed soon, and then we will have a better understanding of where each Class stands as we move towards launch day. But certain changes like Psykinetics Wrath only purging 50% Perils instead of the full 100%, I dont believe are intentional
Might i ask what's not working?
Psykinetic wrath only removes 50% perils, you have to keep headpop line of sight, energy sword push generate perils
Zealot’s charge only regens 50% toughness instead of 100%, and the passive toughness regen near enemies might not work either
I didnt see the thunder hammer under zealots unique weapons. Is it available for the veteran now too?
Not just "not working properly" ; but some are changed a fair bit.
The Zealot's feats being some that are changed a fair bit - not just text/description, but also the image for the feats, which kinda makes it hard to quickly look at your feats and try it out :)
I.e. the "Enemies within, Enemies without" feat having been change a fair bit (regen changed a bit, while distance has been cut in half).
One thing I noticed about the Ogryn was how fast he carries objective barrels and energy cells and things like that. He still cannot attack but his movement speed seems almost unaffected. Just a small thing, but could prove useful to remember on certain maps like the ammunition depot when moving a lot of carriable objectives. Not only useful but cool that they added in some asymmetry with the different sized characters and their actual capabilities.
i definitely forgot to mention this lol, good looks. yeah for objectives its really cool that Ogryn is so effective at moving heavy stuff. to the top with you
@@milkandcookiesTW I love that they made sure to make that a thing. Lorewise it makes sense because Ogryn are a lot stronger than humans. Shows the developers care
Ogryn's tanking isn't so much about how much damage he can absorb but how much crowd control he can do. He can basically just fart in the general direction of enemies and AoE stun them all. His melee attacks have the biggest AoE's and highest stagger value (At least from what I noticed in the closed beta) So to utilize him properly, you tank via Stunning the enemies, with his special Charge Attack (F) and melee attacks. Using your ranged attacks just to suppress and stagger ranged enemies before jumping into the fray to stunlock them all. And yes, it still works on the highest difficulties, you just have to be aware of when to take cover and when to charge forward.
Both Ogryn and Zealot can basically just charge forward the whole time and melee enemies to death on the lower difficulties, but both of them need to be more defensive when it comes to the higher ones, becoming the frontline of the team that defends Psyker and Sharpshooter from melee packs while they deal with special enemies and ranged enemies.
@@nokturnallex2160 so what you're saying is thunder hammer zealot is better at tanking
@@nokturnallex2160 Kinda reminds me of how Winston plays in Overwatch. He's not tanking by standing in front of his team and shielding them. He's tanking by diving into the enemies, shielding himself and forcing them to deal with him. His team then uses the chaos to get some kills. The thing is, bad Winston dives and dies, because it takes a good Winston to know, when you can and should dive and when it's suicide :D. I expect to see something similar in Ogryn on higher difficulties.
32:53 Shoutout to that corrupted Guardsman being turned into a pair of boots
i just LoL'd. Thank you!
I'd love to see a medic class or a adeptus mechanacus knock off or something. Like a tech priest maybe
Tech priests are much too valuable to be thrown away like the squad is supposed to be. I could see a tech-adept who got a little too sassy though
@@Thatonedude227 yeah something that would fit in the lore. That's a good idea though
@@Thatonedude227 Perhaps a very lost Skitarius?
@@tobbsdasock not enough autonomy left in a skitarii for that to work.
A skitarii overseer maybe.
I want to be a ratling sniper!
for those asking again
Today US East Coast: 1 pm EST
US West Coast: 10 am PST
UK: 6 pm GMT
Europe: 8 pm CEST
Japan: 3 am JST (November 18)
Australia: 5 am AEDT (November 18)
New Zealand: 7 am NZDT (November 18)
god damn time zones.
What is this talking about????
The game isn't out till the 30th?
@@bushiido8494 Pre-order beta begins today
Thanks this helped me
Really loving the nods to VT2 throughout the classes, good to see they've thought about their previous titles and how they can be carried through to a different format of gameplay
Nods? The zealot is a direct copy and paste.
@@ValravnPrince no its not, its almost a carbon copy but there's Talents which are nods to other classes, the boosts to attack speed for hitting multiple enemies is the Mercenary passive, which is now a talent, and there's others as well spaced throughout the other classes
@@spicymchaggisjig1294 Now this is simping!
lol "nods"
The more i watch Darktide, the more i feel like it's a big mod for Vermintide. A lot of re-used assets apparently.
On the topic of Ogryn, it's important to note that all of his talents that involved heavy melee attacks also translate over to the various melee attacks on his primary weapons. This includes both his toughness talents and the bleed talent, which can be quite good with just about any of his ranged options, but can be especially wild with the grenadier gauntlet. With how fast the light attacks on the gauntlet are, you can easily sit at that +50% damage reduction in big hordes by spreading bleeds to everything that moves, while staying nice and healthy all the while. You can also make rather good use of the 2 spot on lvl 5 together with the bayonet on ripperguns.
Even though the odd difficulty setup and the punishing nature of elites at the moment make it almost impossible to play skullbreaker at higher difficulties, and basically make slab shields mandatory in all cases, it's nice that the big guy has some neat synergies and satisfying weapons all the same.
Doesn’t the bleed only happen on heavy attacks though? The gauntlet shouldn’t be causing any bleed if you’re light attacking.
@@Orowam All ranged slot melee attacks.
Can carry 2 now
@@Orowam yea ranged weapons' melee counts as a heavy. He aint wrong about the grenadier, with bleed mitigation its just as efficient as a slab shield in making you durable in hordes.
Looking forward to what they might do with Psyker. Warp Charges seem strong, but I was never big on pyromancer's gameplay. Hope we get something closer to Battle Wizard where quality of spells is traded for sheer number of spells. And melee force staff, always melee force staff.
Would also love to get something like Unchained, as that was my primary in Vermintide 2
Nothing made me happier then hearing you put the witness your doom line in there.
The class you choose also matters a lot depending on if you play random matches or with friends. I exclusively play random matches in VT2 and most of the time you can't really trust your team so you need to be ready to fend for yourself sometimes. I love playing Pyromancer, but on legend I just couldn't do it without good teammates, so I would play Ironbreaker on legend because I could better fend for myself when I had to.
I hope they revert the change to the Peril meter. The old version was creative, readable, and had colors that matched the warp aura. It was a nice piece of design!
Ik this isn't the release build and the new UI may not be final. The UI redesign looks great, aside from peril.
it doesn't overly bother me, but yeah have to agree the new one does seem out of place
100% agree, I miss the old design and the new one makes me think of a WoW mod to strip all UI to make things as flat and easy to see, but loses all flair and looks all the while:c
Or at least add the ability to swap between the two. I like the new one more but I totally understand why the old one was loved
I imagine they changed it because people were complaining about It taking up part of your peripheral vision, although why they got rid of the actual bar is beyond me, it seemed really useful
Your content has been amazing. The Zealot tip about targeting with Chastise is something I plan to put to good use.
try the ogryn , not as fronttank , but as your backguard....the last one in the line....he is ABSOLUT PERFECT for this role , even on the higher difficulties...
Something worth noting about the plasma gun - while still slower than venting, reloading also gets rid of all heat build up. Still a long animation, but worth it in situations where you've got a lot of range coming up.
I appreciate you posting so much darktide content. As a console player, this wealth of footage will allow me to cope more effectively until I can get my hands on the game
I think I'm gonna get a custom built PC this Black Friday. I've been playing a lot of Bannerlord and miss mods so much from the Warband days. Between that and the release of Darktide....
I'm ready to sacrifice my wallet.
if you are from a 1st world country shouldnt be very hard to get a gaming pc, as a thirdworlder this was extremely hard but got it
I can't...can't decide, they are all SO COOL
They really need to make the the grenade box explode when hitting a carapace enemy a default ability on it instead of a feat since we can only carry one of them. I have no idea what the dev team was thinking when they made it.
Yeah it really needs some kind of piercing in a line or ricochet or something. Or at least a bunch more uses or the ability to pick up the box after throwing it. Because right now it's just a snipe ability that isn't even that good at sniping
@@adc1222 yes, very inaccurate to aim, I occasionally used it when I had my melee out and needed to hit an elite, but it often missing if you just snap toss it
While yes it’s stupid you do have to admit conking an enemy on the head with it is Pretty Funny
**Talking about Zealot** "Their coherency bonus..." **Rushes forward from teammates to crush some skulls**
Blood for the Emperor, Skulls for the Golden Throne
@@milkandcookiesTW To be honest though, I hate this line, so cringe.
@@Maygram yeah, the original is much better
@@Maygram to be Honest I hate everything you said..........so cringe
I’ve noticed after playing psyker that the early levels are really rough. The brain burst is good but I feel like I have to swap to my gun a lot to mitigate the peril build up. Hope it’s on the list of things to balance; probably my favorite class so far
I only played one game as a psyker but i went down so often as a level 1. The sword is nice for swarm clear but thats all i feel like they got to start off with :(
Yeah early levels are hard but once u get a Staff it gets better
@@gxth8043 what staff u running
So after playing for a bit the early levels I recommend playing a more sword central build using the sword buff skill instead of brain burst it allows you to charge your sword up at 99% without killing you and causes your gauge to lower faster so as long as you don't spam you get the benefits without dying and still have brain burst for snipers and gunners
After playing a good amount, the beginner sword sucks dong lol. Much better to go with axe since 1hits trash mobs. The preacher's autopistol was good as well for early game swarm clear. Seems like force sword opens up pretty quick which doesnt 1 hits trash mobs but has great utility (great push and single target dmg). Voidstrike staff has been my fav
I noticed with the Zealot's dash despite the description saying that it refills all toughness it only refills about 50% of it.
pretty sure it is bugged, as are a lot of talents on the preorder build today. it is a different build than the one i used to record this video
one thing i want to know is : on release, there are 4 classes. vermintide had 15. of course more classes will be added, but do you think they will all be paid DLC? if so, that is quiet troubling. im not sure how many maps, weapons etc in total there are, but i hope the total content you get for purchasing the game holds up to vermintide.
They’ve stated they’re weighing up whether to make us pay for the rest of the class content. Some could be free or they could all be paid.
It is most likely that (almost) all will be paid DLC, if we go by modern gaming industry trends, as well as the company’s track record.
They aim to release 4 new classes a year- that’s just an aim though, it could be less.
Edit: there’s “70+ weapons” (lots of variants of the same weapons, most likely) and 13 missions/maps.
@@BattleBro77 only 13 map/mission? Is that enough?
@@gabor5079 I played the first beta, and it only had 4 missions. I didn’t get bored at all but then it was only across a few days.
Vermintide 2 launched with 13 missions and it felt like enough for me.
I’m unhappy with number of classes in DT but mission amount seems alright.
@@BattleBro77 If you see meilandcookiesTV's vid on weapons, there is a huge variety. Even different patterns of the lasgun have different abilities, like the lucius pattern that can charge a shot. Even then, subclasses in Vermintide aren't that varied, just different abilities.
@@danitron4096 Oh for sure, I’m happy with the weapon variety, and the weapons almost all look really fun.
nice vid, i rolled veteran in the beta, something u didnt mention, reloading the plasma gun vents all the heat out of the bottom and doesnt damage you, paired with the 20% reload with rounds left in mag, and 30% reload for killing an elite, you can chain some high damage output when needed when there are alot of elites about, its a fun build that i can cake walk level 3 with, havent ventured above 3 yet but as u said, i think a nade build will do better at high level content, especially with bleeds helping ogryns tank damage. EDIT: i think the ogryn needs a toughness buff 1 hunnet
Had a somewhat humorous run involving two other psykers and a zealot.
Two storm staves and a trauma staves.
Was a cakewalk, and the final hold was just elite massacre. There was always a head popping.
Since my friend wanted to play Psyker Day 1, I will opt for Veteran and see if we can mobilize some peeps to charge for us into the fight in the name of the Emperor
I shall join your crusade if you wish brothaaa
I‘ll be the mad Zealot frontlining for you
you can all play the same thing
Boy the psyker section of this video didn't even last 24 hours before Fatshark said "Nope, no more brain burst, but your kit still revolves around it."
16:21 I love how deadly the ranged traitor guardsmen can be.
From my experience in the game so far
Veterans: The easiest class that everyone thinks is the carry.
Psykers: The class everyone wants to play but doesn't know how
Zealot: The class no one wants to play but should learn how
Ogryns: The true carry of the game
So true. I'm really happy when i see a orgryn in the team because they Can handle a lot of situation. Ranged ennemis Can be very dangerous. It's their really threat from far i see
hello mister youtubeman good job getting Fatshark to change their mind on the scoreboard and stat bars :)
it was all me. i did that. Nice member badge you got there lol
@@milkandcookiesTW I keep my word, you told Fatshark the stat bars were bad (and hypothetically told them to add a scoreboard) so I give you $2.99, the market provides :)
Really liked the zealot in the Beta cant wait to play them, definitely going to stay away from the holy gimp mask though lol
Wait.. wasnt peg*ing included in tha pack? 🤣
Revel in pain and punish the wicked etc
This is the most excited I've been for a game in a long time. God this looks so good!
Right as I’m going to bed lol.
Looking forward to play tomorrow after work. Just gotta get through the day
I have question: I heard there are many more weapons and variations in this title. Now, one thing from Vtide 2 that I always liked was that almost every weapon was very unique in terms of moves and pretty much everything was viable with practice. How does Darktide compare in this regard? I would love to have just more unique/viable options, but at the same time this gets harder the more you add.
When I played a bit of the beta, I was really impressed the weapons, not only did different weapons feel distinct, but there were also seemed to be variants of the same weapon that had a different move set. And the addition of every weapon getting a special ability further differentiated them from eachother.
Yes, something else is that the MK is different. So a MK1 lucious pattern is different thank a MKII Lucious patter, which is different thank a MKIII Lucious pattern, and this also applies to melee weapons.
Basically, for ranged, the different MKs will be different range, accuracy, rate of fire. So (random example), the MK1 pattern might be better for hitting targets far away since it has better range and accuracy, but fires slow.
For melee weapons, the MK difference affect the melee combos. SO how you actually swing. an MK1 might have for light attacks, three horizontal attacks (good for horde clearing), btu the MKII might be overhead/cleave/overhead, which won't be as good for hordes, but could be better for single target. Heavy attacks can also vary this way.
So when upgrading weapons, you need to look at these things. For Melee weapons, if you compare or do details you can see the melee combos, but I don't remember seeing the MK differences for ranged weapons spelled out anywhere.
@@khaunleper because they're literally just rarity indicators, not different weapons
@@orochifire no, they really aren't. Lol.
@@orochifire No, the rarity is separate from the variants/marks. You might unlock variants/marks at different levels though, so it can seem like different rarities.
I'm actually watching this while mine installs. can't wait! these videos solidified me getting this game for myself so thankyou Indy
Currently my favorite to play is Ogryn, being that beefy support with satisfying weaponry feels so great
Been looking forward to checking out the plasma gun!
From my experience as a psyker, I find it good to pick be a fast moving character. Combining a good catachan knife and the purgatus staff you can become an untouchable assassin that can clear elites, hordes, and sprint across entire stages solo to rescue a teammate
Veteran seems fun. Love a lot of Dakka
18:24
Ogryns are stronger than Space Marines? That's so epic
Yes, but it's only brute strength. An Ogryn might be able to bench more than most Marines for example, but strength alone is not as good as strength combined with skill, training, speed etc etc. Astartes outcompete Ogryns in all of these areas.
Astartes are still smarter, faster, and a lot more experienced. An Ogryn can technically beat a marine but it's quite rare.
Ogryns are terrifyingly powerful, but astartes have the advantage in terms of their own musculature being backed by the artificial servo's built in to their powerarmor.
You might see an Astartes still be able to fight an ogryn head on at parallel strength depending on the chapter the marine is from (augmented biological physique ̶o̶r̶ ̶f̶l̶a̶w̶s̶ ̶l̶i̶k̶e̶ ̶t̶h̶e̶ ̶b̶l̶a̶c̶k̶ ̶r̶a̶g̶e̶) or pattern of powerarmor used (terminator and certain advanced marks).
@@WozWozEre For sure. I never doubted an Ogryn would best an Astartes, I just thought it was cool that they're physically stronger
in ttrpg a marine is stronger. even without armor, by a lot
I really hope they change the charging handle on weapon change, it should only happen after a reload. There's no reason to chamber a new round every time you change weapons. I should clarify, I've only seen it on the bolt gun, but I hope it isn't on other weapons too, it really slows gameplay.
The thing I’m def most excited for is SHOBEL
Glad to see this shows there are more options then I thought when it comes to classes. Still gonna hold off until I see how they plan on adding new content (especially classes/weapons) to the game.
They said they were planning on adding a new subclass every 3 months and I imagine new weapons would come along with that.
"WITNESS YOUR DOOOOOM" man dawn of war was so great, that was a nice hit of nostalgia
Zealot currently restores 50% toughness on use now, might want to update.
Game is not out yet, may want to wait for full release before doing any updates
to be fair ive found a large group of people to play with and figure out team builds but ive found the ogryn with slab shield works great with someone using a flamer. if you drop your shield in a choke point you block all enemies but your teammate can fire through you and deal tons of damage. in many situations i was able to position myself in such a way that others could fire past me on either side while also keeping all enemies aggroed and in front of my shield. it works wonders when youre in close quarters and you need some breathing room. you can also bull rush through enemies and then jump in a corner and drop your shield, pulling the fire away from your squad with relatively little danger to yourself.
edit: it might just be me, but ive noticed that if i swing my camera around while in melee, it hits far more targets.
I also dont think special enemies should be able to stagger or pin you if your shield is dropped, but thats just me.
I'm so pumped for 1 PM EST
Would love to see an astartes or commisar class. Maybe new weapons too for every class
ripper is amazing with slab shield, gives u burst vs specials, insane waveclear and supession/damage vs gunners, makes up for all teh shortcoming ov slab shield, leaving you with only advantages
So out of the four classes which one is your favorite? I'm aware at time of watching this video the game is out!!! What I would love to get the game but money decides what I can afford to get. Unfortunately I have to put my meds first.
Ogyrn also can counter charge specials you can knock them off you allies before they deal damage
22:03 I love the Ogryn Heavy Stubber!
I get two grenades with ogryn now and they seem to be really good at one shot on specials if you hit em right.
the plasma gun does Do Splash damage it just does it after certain requirement is fulfilled, the shot has to punch through at least two enemies before it explodes in a very small radius doing a very small amount of damage
I like the Recon Lasgun for the pure rate of fire. It doesn't do much against the heavily armored stuff but it mows down hordes and the ligher armored units which is most of what you face.
10:45 Note about Ulting as the Psyker:
I don't know if this was changed after or before you released this,.but the Psyker's ult only quells 50% now
there are also some subtleties between classes.. the Veteran takes instant health damage from a melee attack a long with toughness but shirks off ranged attacks with only toughness while the fanatic only takes toughness from melee and ranged. Unsure how this plays out with the other two classes since i have only really dived into vet and fanatic.
Slab Shield Ogryns imo are phenomenal to have even in damnation. You'd be surprised how useful it is to plug a hallway/door with your shield while teammates shoot/throw nades in.
Mutants, Hounds, and trappers are your worst enemy and you do need to rely on your team for taking them out.
Majority of your weapons allow for alot of CC whether its ranged or melee
You can take all the aggro from snipers, Ogryns, and ragers using your slab shield
Your grenade box actually does some scary damage to bosses on top of being a 1 shot kill to everything else ( useful for getting rid of armored ogryns before they even do anything ) even though it DOES NEED A BUFF
It's also underrated how you dont get staggered when reviving an ally. Sometimes you end up being dedicated Res member especially if you have the feat for 25% dmg red per downed ally ( way better choices for feats tho as its counting on your team to die/get downed. Why you let lil'uns get down anyway? )
My Ogryn has 6-7 wounds as well so that to me says i have a max of 6 downs before i actually die.
on Damnation id be damned if i didnt have 1 of each class for the mission, Ogryns' have their own invaluable set of skills to put on the table and there is an argument to be made of them being a niche tank but nonetheless a TANK for your team as oppose to a zealot who is tanky af but they are not someone who should be pulling all the aggro when snipers are just existing around you
Very auspicious
The psyker ive noticed its a lot of balancing the brain burst ability buff and your other weapons depending on the scenario. That being said they are great vs elites and named mobs with the head pops
couldn't have asked for a better video on the classes A++
The most fun i;ve had with thsi build was Thumper with Spade or Knife and cluster grenade perk on the big bog. Two of those and one Thumper downed a Beast of Nurgle on diffulty 2 in about 10 seconds. That grenade perk is so fun though it clear rooms if you can land it on a hard target.
General Kenobi, you are a bold one.
16:15 excellent comedic timing
Thanks for the vid. I'm foaming at the mouth for the game pass release.
I’ll be joining y’all on the 30th. Have fun and thank you for the vids Indy
hey thanx for this post didn't realize this was a thing in game im veteran sharpshooter so we'll see what kind of hoops i gotta jump through. may not be the place for this but um: Blood For The Blood God!!
Thank you milk and cookies for the great content. Fantastic stuff. Still not sure which class to select though. Really difficult stuff.
If they ever do a Ork dlc, here's hoping they give the Ogryn some proper dakka.
Made me rethink my first class to level.
Wow, Darktide actually put your video on their launcher.
QUESTION!. A friend gifted me a copy of the game, Will I be able to play the beta today?
Yes. You will be available to play the beta. :)
@@Adlancer99 nice
If it's a steam copy, yeah.
Man, I can't wait to start getting the higher-end weapons.
My question is if I want to look like an imperial guardsmen can I choose any class or does the imperial guardsmen specifically have to be the veteran
Great video!
I'm already looking forward to the Pusfume dlc, the only friendly skaven friend-thing
I think the Thumper is literally a M79 Grenade Launcher, just sized for a Ogryn.
Was chastise the wicked nerfed? I'm only getting 50% toughness restored instead of all the toughness restored. Not sure if it's a bug or if they stealth nerfed it.
Yep, there are nerfs across the board. This videos info already needs to be heavily revised.
@@Mhoward008 a lot of talents and abilities are bugged right now, either not working properly, at all, or assigning incorrect values. so I would give it a few days to have them fix things instead of assuming its all intentional nerfs
We will get other subclasses down the way, right?
these videos are soooo great and informative ! thanks ! :) wich class + build will you start out with ?
thank you! I'm gona play everything, but might start with Ogryn first today
Having played a bunch of psyker using j_sat's guide made during the earlier beta 11:14 seems to be untrue. Brain burst doesn't seem to explode you unless you start channelling above the 97.5% identified in the beta. Correct me if I'm wrong, but this is how I've been playing the class without issue.
This is a random question; can you pause when playing solo in this game? I remember it not being a thing in Vermintide and it was a little annoying.
I dont believe so. the game runs on dedicated servers, when you load into a mission it is "live" until your team dies or you complete it
@@milkandcookiesTW Gotcha, thank you!
@@milkandcookiesTW Something I always wish the games took from the l4d series is the afk bot setting, sometimes just being able to step away for a minute and have the bot take over was very useful
I literally cannot sleep. It’s 4:31 am. Help.
(For reference I’m on the west coast of USA)
Might wanna get your sleep in while you can, gonna be a much better time when you're not completely sleep deprived.
@@kha4911 thank you :)
that’s why it’s bothering me so much tbh lol.
I wish the Ogryn grenade trait, where it breaks open against an armored target, was default.
Picking that over bleed is a no brainer, especially when you get like, one or two grenades a game and the two bosses so far aren't armored.
Also, is lynchpin and towering presence worth it? It feels really nice, but the multihit toughness regen is good too
I know it makes zero sense for this setting but man I with they had a tech priest support or Skitarii
all of the skill numbers are nerfed compared to this vid, does that change anything? Also the level 5 fanatic skill doesnt work currently
Emperor bless this ravaged body
The evicerator makes me think of the executioners sword
But a chainsaw
ive noticed.. mainly on the ogryn, cause thats what ive played the most. that when you reach 0% stamina, you still run just as fast till you stop. great for objective carrying. also, use the grenade melee weapon and you get 2 melee for the price of 1. your main one and the one that the grenade fist does on normal attack, and its not half bad. plus the 4 rounds of crowd control are a huge bonus. Also, talk about a wild trophy. i got one for killing something by hitting it in the eye with my "grenade" which is a loose term for a metal box you huck at an enemy, that doesnt explode unless you get the perk.
Whatever build of the game you're playing is 1000% better than what we got.
Bro this game.. it's insane
Cant wait to get my hands on an Accatran pattern lasgun, wanna larp as an elysian paratrooper
Where is the Preacher/Zealot supposed to be in the Imperium? I know what the Guardsmen, Ogryn, and Psyker would doing/where they would be/who they’d be around if they weren’t rejects, but what about the Zealot?
Thanks for the video
imma buy it in a few months when it gets better optimized and goes on sale
I was really hoping that Sharpshooter had more usable offensive abilities tbh. Could be anything...shovel throw...bayonet charge. Anything.
Is there a chance that this game will come to ps5 too?
Any recommendations on Curios for the Flamer Zealot build please?
few more hours to wait
i feel like a kid before christmas
Guess I can consider myself lucky for being stuck at work for a few more hours d:^)
What to wait? Isnt it coming out on the 30th??
@@gabor5079 Pre-order early access server test thingamajig. Not sure if progress is saved, don't really care either. TONIGHT WE KILL HERETICS BRUVVAS!
@@gabor5079 Pre-order early access is live today
Wait it doesn’t matter if all my progress gets reset when game release
What stats are the best for Lucius in your opinion? Better Damage and stability? Or Lower damage and stability but faster Charge rate and more ammo?
Still not out for console yet 😁 but I’m still happy to get some prior knowledge in.
I hate to say that because I want to play flamethrowers a lot, but the zealot probably would have more use in longer ranged weapons. It's not like Satzpre greathammer, er, thunderhammer isn't able to deal with hordes.