I agree on your diagnosis of the problem, but not on the solution.
The lack of boss walls in Darktide gives you more options when in a tough situation, especially when clutching as a solo/duo. Aside from the obvious ‘just kill the damn slug and move on’, you may instead choose to push onward and rescue your teammates. It’s not always possible, and most of the time not viable either - but there are valid cases where that is the best strategy you could use.
It’s especially handy when dealing with Chaos Spawn / Beast of Nurgle, bosses which were clearly not designed with soloing them in mind. Sure it’s doable, but very few builds can do that efficiently and those just so happen to be the most meta. I don’t think we need them to become even more meta, especially with the current state of affairs regarding game balance.
I could see it done only if Beast of Nurgle and Chaos Spawn became more approachable to soloing. Which IMO should happen anyway, but without it I don’t even want to think about being stuck in a clutch with Beast of Nurgle as anything that isn’t a dedicated boss killer, preferably ranged one to boot.
The game already has a solution to the issue: boosted spawns for players doing this split ahead rush. It doesn’t work. Fatshark is fully aware of the problem, they just can’t fix it. I think you guys could provide some ideas for them to use since they clearly have no good ones on their own.
I believe it would be bad design for Darktide, and it was a bit in VT2 too
I get you what you mean, but by doing so, you would go destroy the freedom of legit players.
more precisely, players when in need of time they have to solo/clutch, going forward ahead it can save the run because of strategical airlocks, or different situations such as finding med stimms or useful stuff that would be simply locked behind those walls.
or simply going ahead giving you advantage cause strategical map design, where if there would been walls, it would limit your capability of soloing/clutching, cause one of the component is also the freedom of movement in map.
adding boss walls to prevent rushing would impact a lot the freedom of players that usually clutch/solo making it harder for them.
if anything, I think havoc but also just in general, punishes well players that are going to rush.
rushing in havoc is just a suicide. if it is grief then report/block and move on imo.
and play havoc with friends rather than with randoms that can potentially troll
Having to clutch as a zealot sometimes means you have bad teammates, in which case it won’t matter, not on high havoc, but more often, you failed to do your job as a frontline.
Frontline takes aggro, backline kills aggro. If the backline is garbage then the frontline enemies will just slowly spill into the back anyways. Of course different team comps dictate different outcomes, but more often, its the backline being garbage as the reason for their own deaths.
picks squishy die-in-2-hits-past-toughness character, also ultra relies on frontline to not die, poggers
I was only able to clutch on certain maps exactly because boss walls didn’t exist.
They are not good design in VT2 but they’d be far worse in DT.
They already kinda exist in the form of airlocks. If an enemy is inside, you can’t pass. Bosses are the hardest to kill and in 2/3 cases, the hardest to get away from too.