Auric difficulty of the new mission

Is it just me or is the difficulty of auric high gauntlet of the new mission absolutely ridiculous? I can play and win any other mission including carnival on the same difficulty/modifiers just fine. But the new mission is so overturned its not fun at all, just tiring. Especially the very first repair or whatever you do there chamber (i have no idea what we’re doing there because we’re so busy having our asses handed to us by 20 specials that i just cannot spare any neurons to listen to the dialogue).
The first chamber is FAR too long and with far too many specials being deployed at the same time, to make things worse, there is no medicae station neither before or after beating it.

I did beat the mission after like 6th try in the end but it wasnt fun at all… Just tiring.
Just to be sure im going to say it again, i LOVE to struggle and i love to win by the skin of our teeth, but this new mission is just a little too much…

Im wondering if im alone in this with my buddy or others share the sentiment.

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Yes very much agree. That first room is just too much with multiple trappers and flamers at a time and with zero respite or med station as you say.

Also there is zero cover despite the room having loads of “almost cover” set pieces.

So many specialists/disablers at the same time is really not fun at all as you never get to enjoy a good bit of melee. It turns into dodgeball simulator 2024… Always a net being fired at you every 2 seconds…

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Yes the first repair part before we get in the escalator is quite tough but I don’t think it’s unplayable. The only think I disliked about the new map is they put a ton of barrels in the beginning so you can easily ledge your team. In fact, I hate barrels in general.

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I didnt say its unplayable, i said its unfun. I did go through it twice already so its definitely doable.

I think it would be much more enjoyable experience if there was more proper cover and choke points. At this stage we’re in a completely open huge space and enemies come through literally every possible angle. There’s absolutely no way to control the situation even if you’re incredibly skilled. (at least, that’s how i see it)

I love it, personally.

It’s like the end of hab dreyko before they nerfed it into the dirt, or the start of that torrent mission with the big staircase. It takes the people who aren’t ready for that difficulty and rubs it in their faces.

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That is where you get the power restored for the lateral shuttle, and yes I seen how insane it was for teammates who get overwhelmed fast

I know some Auric players that prefer it that way because low level players as soon as they can access Auric they go Clicking right on the highest difficulty especially maelstrom damnation. I think of it as a beginner’s mistake based upon my original experience

The first event should have the power doodads be taller so they can be actual cover or break line of sight while you’re among them. Either that and/or have it that it permanently fixes itself after 3 failed attempts or one success, whichever comes first.

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If a team survives through the first event, the rest of the map usually goes pretty well in my experience.

The first segment on the exposed walkways can go sideways very, very quickly. The key to this part IMHO is to just navigate it going through the interior corridors as much as possible and avoid the exposed ledges. Granted, sometimes a boss spawns here along with 1,000 ragers and that’s a wipe. At least it’s within the first 5 min of the level.

For the first event in the big open room, defending lower down among the terminals feels good me, or near the hallway that wraps around the back of the main control platform near where players respawn. The key to this room, as with everything else’s is just to stick together. For whatever reason coherency tends to just vanish in this room and people are running around all over the place. Pick a spot to group up, and when you need to move to a terminal, move together.

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I managed to do this solo on a hi shock as psyker, and the first event literally took me 25 minutes…its a huge gut punch vs the rest of the level. But you can tank damage while resetting a synchronistor unlike with a servo skull making this level way more solo possible than most.

Mainly just feels like the usual, teams that fail to clear adds quickly getting buried. Ragers and gunners is the director’s favorite combo and besides maulers I don’t really see any other compositions appear here.

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Huh, interesting. My director’s favorite combo every time we managed to get to the first room was pox bursters, trappers, snipers and gas nades with some gunners, ragers and hounds sprinkles here and there.

And its favorite combo during the very beginning of the mission is 20-ish crushers and maulers +either a boss with a demon host (which is pretty much unavoidable, the 4 times that it appeared someone always activated it) or 2 bosses to make you feel welcome.

Though i’ve got to agree, once you get past the first room the rest of the mission isnt that difficult, but in my experience after i got passed it i was so exhausted the rest of the mission felt like hell too even though it was definitely easier…

Sticking together in that room with all the stuff that is happening is alot easier said then done… Especially with the new gas nades that last what feels like forever…

Its nice to see that mostly everyone agrees the first room is insane. The mission is doable but i think i’ll steer clear from it until the beginning of the mission gets nerfed. At least i wont have to listen to “swagger’s” rambling anymore.

Yes there isn’t really a holding spot in that area. However, I find the room where the health station is to be quite nice when I need a breathing room.

When the map first dropped I used to think this was the answer. Then when that didn’t work (thanks to rando pubbies running around in a panic), I started rotating through hitting the restart button on the platform and camping the respawn point.

I’ve discovered that the real winning play, especially in pub games, is to camp the platform and snipe elites and specials. The whole event is a complete faceroll, even with your average uncoordinated pubbie team, when all anyone else has to deal with is trash mobs.

thats only because most people commit to the open part far longer than they have to.

on the far end behind the stair/platform is a pretty good spot, combined with the half circle path that allows you to drain the front by going back and forth, you can take pressure off your team IF it has the same awareness.

yeah the side doors spawn some small stuff but it usually mixes into the stuff thats coming from either side just fine to melee the complete horde.

wait for the crowd to ebb down a bit, do the switch/battery, pull back, rince repeat

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It does feel more difficult than most other mission events. I love it, though. It isnt that bad if your team knows how to handle it, as it is with all missions.

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It is a tough arena, but to play devil’s advocate for a minute…

There is a medicae station right before you drop down in the hallway leading into the arena, although it’s not a full charged one.

There is plenty of cover if you crouch to avoid ranged damage as well the curved hallway behind the switch on your immediate right as you enter the arena. This hallway can be tough to defend, but it does provide cover. I generally try to stick to this hallway and the corner where the respawn point is and defend until you need to repair. If you are playing with randos, which most of us are, this is tough, but if you move as a team and synergize your abilities and targeting, the repair should be easy and then you retreat back to your defensible corner.

It is a tough fight so I don’t fully disagree with you, but it requires focused team play which is difficult on a team of randos. Having a stealth zealot helps with the repairs quite a bit. Food for thought.

Edit: Also, you can stick to the hallway you enter the room in as well and try defending there, not the best, not the worst.

We could recommend dropping the difficulty from auric? Yes the map has few challenging spots and events, and that’s good. If anything the final event needs to be slightly more intense on those difficulties.

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The very definition of specialist, mutant, and elite comes in to question when they’re “ten a penny”.

Make them harder in their own right, but just spamming them at the player base … IDK … it’s just a weird way to make the game more difficult. I like the new map, but yeah, it’s harder than the average across most difficulty levels.

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The new map is harder, when spawns are working, but that’s a good thing. Auric is unironically too easy in the majority case.

I think specialist spam as a modifier is fine, since that’s what it is. But spamming elites as a default part of the game is wild. Like why are there 40 gunners in this room and 10 shooters? 8-15 man packs of ragers is ok but when you get literally dozens of gunners it feels wrong. Not least because their mechanics aren’t really good to play into when there’s a lot of them.

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Yep. It’s cheap AF to throw 3 trappers at you at once then a steady stream of them. It’s a terrible way to “increase difficulty”.