After crafting is overhauled, what do we hope to see next?

One thing that came to me this morning that I’d personally like to see. I don’t expect it to happen and it’s less of a content addition and more of a revisit and rework of a previous approach to a game system. In any case, it’s to do with difficulty scaling.

The whole different health pools and damage outputs per difficulty level has never sat well with me as an approach to making the game harder. For one, it makes the lower levels completely irrelevant once you’re passed them. Second, it makes the learning process as a new player incredibly deceptive, because the early game is nothing like the late game and very much on account of this decision to make you tankier and the enemies weaker the lower you go on the difficulty levels. Not to sound like a broken record but, once again, HD2 does this better. An enemy in HD2 is the same across all difficulties. They achieve higher levels of difficulty by increasing enemy spawns and increasing the rate of elite/heavy spawns. This makes the path from difficulty 1 to 9 consistent in terms of what is required to deal with what enemy.

Why Darktide opted for the outdated approach of bigger health pools like this is a PS2 game, I don’t know. If you’d split the difference between Heresy and Damnation numbers on enemy health and damage taken I think that would be a better benchmark to direct all balance towards. I imagine it’d be less confusing for them as well when it comes to future balance changes as they now don’t have to account for different worlds of balance every time and overall it just strikes me as a more sober approach.

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