i.e. T4 Auric is more difficult than T5 normal. Yes in terms of increased spawns/elites, but the enemy health will be T4 normal level, so it’s easier to down enemies. More spawns/elites, weaker enemies.
If you’re a single target damage build T4 Auric is easier. But having to deal with more horde as weakness.
If you’re a horde clear build T5 normal will have less elites. But when those elites do come, more breakpoints required as T5 enemy health.
Dropping the dreaded ragers is much easier in T4 Auric than T5 normal. But then T4 Auric just has alot more of them.
I think we currently already have standard high intensity t4 maps that are more difficult than standard t5 or even auric, so I don’t see anything change that much
@KamiUnitY I feel you on the queue times, fellow SEA’er!
I ran a bunch of Auric Heresy before I got good (ha!) gear – as someone who wanted to up their special/elite game it was a lot more forgiving breakpoint-wise. The specials make it more intense than regular Damnation imo, and you’re still down a wound which was scary after levelling on Malices!
I’m sure it does further split the match pool, but I rate it highly for a fun difficulty… if only I could reliably find a match!
I always wondered the same thing. I don’t actually remember if I played AH but i recently played damnation and then jumped to AD because I was helping a friend level their characters. They’re new to the game and were able to make the transition with very little issues.
The only times I feel like it’s actually challenging is when there are certain modifiers or director/spawn surges at bad times. I guess that’s what makes AD, AD, but still… lol The jump from normal to it seems pretty smooth. The biggest difficulty jump for me was malice to heresy. I actually wondered how anyone could possibly play anything more difficult than heresy lol
I mean, auric prevents sub-30s from joining. (Unless maybe a max level player is a big enough prick to drag his sub-30 buddy into a T5 pub, auto handicapping the team)
Either way, only god knows why noobs would join a difficulty they couldnt even practice in. It wouldnt even make sense if it was for the rewards because surely many of their games end up in a loss or rage quit. Dropping/dying in back to back games isnt fun or productive either.
Only god knows.
Not sure if this is currently the way system works,
I see Auric tab only guaranteeing Hi-Intensity modifiers.
if Standard tab spawned with Hi-Intensity modifier, I see reward is basically the same. is difficulty also the same too? can anyone confirm this?
so people can ease into a much more complex gameplay style before swan diving into the deep end, auric gameplay is very different compared to regular difficulty.
Or…we could do a sensible thing and give players ability to set the map, the difficulty and extra difficulty modifiers at will? Lack of player control on the mission select screen is the second if not the first mortal sin of Darktide, just next to the itemisation/crafting.
Looking through the mission board data (from maelstroom), it appears that Auric and non-Auric missions with the same modifiers are identical because they have the same “challenge” rating. The Auric missions simply get an “auric” category field attached to it, which is reasonable to assume is how they filter them on the board.