So I just played a game of Auric and I realized something;
This isnt fun.
On screen we at any time had:
At least 1 horde.
At least 10 specials, including disablers.
At least 20 elites.
These enemies can spawn anywhere (Above you, crawl out of sewers, thousands of doors at any location, right beside you). No amount of skill or preparation can handle this without cheesing the game.
This is the contrary to what made VT2 such a great game, where you could actually find choke points, patrols which contained the majority of elites were pre-spawned, specials were limited and much more.
I don’t know what made devs go in this direction, but it’s the wrong one. Please reconsider.
Its a spam enemy mode for those who want to experience the limits.
The longtime players who asked for it got it.
For me, modes like this show that the Devs are not the ones playing Havoc. FS credits L4D as inspiration to the series, and the genre speaks for itself. L4D only had a few game modes to speak of(single,co-op and versus). I’m not sure why they keep adding modes. I would much rather enjoy the narrative campaign drops. (3-4 mission events that fold into quickplay and move the narrative forward). Modes like Havoc feel like taking the easy route, adding something for the sake of adding. It’s easy to say they need something to show to shareholders, and that maybe the truth. They are good are creating this kind of space instead of evolving it.
I disagree and find this dishonest towards the devs., they try to implemend what is told by a few layers above them.
If anything i’m impressed how well they do with the engine they have to work on.
@andreas1 From what i can tell this comes alot from changing the classes, instead of 5 different talents we have 30 in comparrison with VT. So i don’t disagree with you in terms of spawns, but changing the way classes work vs VT did enhanche the need for increased spawns.
Whilst the post feels quite rage baity, and I disagree that the game needs to be cheesed to be conquered, I do agree that spawn points could be dialled back and finessed within the maps.
It does feel a bit cheap that enemies can crawl out of every millimetre of the map. Though, that would need a whole new balance to address after the fact.
i feel this sentiment very much, everything in vt2 felt far more deliberate. often times the enemies you kill in darktide, you never even saw with your eyes, you just assumed where they are and use some op screen wipe ability to kill them without even seeing them.
imagine what vt2 balance would be like, if we had, for example, a sienna skill that killed everything below a stormvermin in a gigantic cone in front of her just by tagging it with the cone once, through walls, without vision. imagine if this skill was spammable every 10 seconds or so. how could there be any challenge? this is why darktide is the way it is. instead of tackling such obvious unhealthy design, it compensates with even more chaos, so gameplay becomes even less deliberate.
i don’t want the game to become easier at all, and while you can learn to deal with it the coping mechanisms one develops aren’t really that great. i think i know every spawndoor in darktide while i never felt compelled to learn where exactly specials spawn from in vt2. i don’t think this sort of memorization to cope with the game design is actually good design.
if it isn’t fun, lower difficulty? nothing wrong with staying on lower difficulties.
but you can’t pretend game being easier the same on higher difficulties.
they already nerfed the amount of crushers cause people complained and now they are so rare, which is no sense. considering they didn’t really do any massive balance overhauls
and btw auric it’s not even difficult, it’s 100% winrate mode
Says the person with thousands of hours in the game… if it was not 100% win rate for you at this point, you’d be a terrible gamer.
For about 95% of the playerbase it is not a 100% win rate. Admittedly, Auric is “easier” than Damnation on account of the players generally being better. But, still plenty of mookheads that just treat the game like a solo adventure instead of playing like a team.
it aint matter to a game that usually got 4k players everyday. there be like over 50k players the day skitarii came out but now it turns out to be like 15k after a week. more than half of players left so quick simply cuz the game got too many terrible parts that fs wont fix.
lets just focus on cosmetics n dlcs to make quick money
No, only a small portion of players continue playing Darktide for more than a week. Most are casual players, and a large percentage of them are probably more interested in the Skitarii aesthetics and the Warhammer 40K universe than in the gameplay itself.
hours don’t matter when the game is not balanced to the point players can carry themselves by using disgusting broken things. also i met players with just 100 hours or so playing insanely good, in havoc as well, and they weren’t even fully max havoc rank but i accepted them anyway cause i don’t care doing prejudice.
coherency auras and playing like a team is no sense in auric, cause it’s just a luna park compared to havoc, in fact in every auric/maelstorm, everyone knows what they are doing, either with a team or alone
the only place where you can play like a team and rely on others, cause it actually feels a necessity, is simply just havoc
casual players demanding to nerf difficulties just because they feel overwhelmed by things when they could just casually stay on lower difficulties and play at their pace. i simply just don’t understand casual players pretending to play the highest difficulties for then complaining cause it is harder. it doesn’t make sense
It’s not like the problem wasn’t there before.
BUT…
I do strongly agree with the point I see made that the new leveling system/difficulty unlock system now encourages new players to move up in tiers like it’s what they should be doing as soon as the new one opens.
The mission board update has been a mostly over looked but low key massive failure.
Not just from the needlessly atrocious UI redesign, but the removal of Auric Heresy and the new difficulty progression that not only didn’t address the issue we wanted it to but seems to have made it worse with noobs not only playing difficulties they shouldn’t but now crying about them being too hard.
I think the only real positive from it was that all available missions are available at all difficulties, which is only like a baby step in the right direction. And I guess you can count the story/campaign mode if you want to.
I love the stimulation overload and putting my reaction time to the test. Processing visual and auditory information and trying to determine priority targets and positioning knowing I can go down easily.
Clutching and saving the team while almost getting disabled and over headed several times is such an adrenaline rush.
You can always just play on a lower difficulty? I also find havoc tends to be slower paced with how most people play it.
Darktide also have plenty of choke points + it’s different game with way more aoe and ranged combat than Vermintide 2. Also darktide got a lot more movement and many maps designed for kiting enemies.
Not much different from VT 2 where enemies also had plenty of spawn points, some of which not as accessible as the ones in darktide.
Generally darktide is easier than vermintide 2, you have no reason to struggle much out of havoc 21+.
I’d say Chordclaw being able to wipe everything in front of you is kinda cheesy. I’d say infinate nades are as well. And flame staff wiping the screen.
I understand that might not fit within everyone’s defintion of cheese, but to me it is certainly bad faith game design.
No, Darktide does not have chokepoints. Any single location on any map has spawn points within 2m of you.
Yes, I agree. VT2 was way more difficult and you needed to develop the skills for dodge weaving, weapons patterns and more.
DT is difficult because if you can’t wipe the screen in <5s, you’ll run in to unwinnable situations.