Balance the game

Is my enjoyment less than yours? There are more than just myself who feel this way.

Flawless, you came into this with a condescending tone. You say i am exaggerating, when really, you are just dismissing my concerns about the game.

If you are concerned about the game, i suggest honest and reasonable feedback.
Not exaggerations and strawmen.

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It is there, you just dismiss it as exaggerations.

idk what is the exaggaretion in this post
game is legit a pisswalk

having broken events/hordes doesnt help

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Again.
Tell that to the 95% of the auric players who struggle.

Tell that to the players with less than a few hundred hours of playtime.

This kind of feedback sounds more like humble bragging/ego stroking, than it does like the honest attempt to improve the game.

Again, i agree that some things should probably be rebalanced.
But it is simply ridiculous to argue based on these insane misrepresentations of how the game plays for regular people.

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Maybe they shouldn’t be playing hardest difficulty then.

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then those players shouldnt be playing in auric missions ?
half the shitters in damnation+ are running crutches such as smite and expect to be carried

i personally actually want to be challanged by the video game

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Which still doesnt answer the question, what should be done for those of us who want a greater challenge?

I dont consider myself some god tier player. In fact, i dont even have the scoreboard mod. My biggest metric is “was this game fun?”

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Auric is supposed to be unfair and difficult. It was specifically created because HI-shock Damnation was getting too easy for the top percentage of players.

Edit: historically, that’s the reason higher difficulties in Tide games get made. Twitch mode in VT2 was made because Cataclysm was becoming a cakewalk for top players.

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Unlocked and unloaded is labelled as a balance patch…
Yes, I know, it hurts said like that…

Honestly, there are not a lot that has been buffed. And sometimes, this was what they had to do.
No, the problem is elsewhere. It is that several too strong weapons, blessings or talents are left unchanged for too many times.

Every regular user knows what I think about several weapons (and FS admin know surely also). As an example, PG is too strong… but it should not just be nerfed.
In my mind, they should lower the cleave from light shots BUT, at same time they should change survivalist aura to make this aura return you 1% ammo on ammo reserve + clip.

I know several did not agree with me… but the special that is focusing on one target is… what can make you dying…
I feel that special is extremely dangerous to use.

Yes, but it is done. I am not sure that this weapon is so bad regarding balance.
I don’t see their uers deleting every enemies.
At contrary of psyker staves (there’s a problem with warp weapons), PG, bolter… revolver is in list of OP weapons, but it does not delete everything. It is just this is too strong actually, and to be more precise the combination hand cannon + surgical is too strong.

It was fine to have this weapon locked to psykers. But as said, it is done.

Shroudfield bonuses should be nerfed. This talent is too strong.

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why?
like actually elaborate on this
do you think there is not enough ammo on the map?

this aura shouldve been removed ages ago, ammo economy should be a thing

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I simply feel that nerfing light shots would make it consuming more ammos. And this sounds unfair how the ammunition return is actually calculated.

I want the weapon nerfed to be balanced. I don’t want it to become useless.

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This.

99% of the people refuse to lower the difficulty even though they should and complain about nerfs instead.

I can’t increase the difficulty further. I’m already playing sub par whacky builds and intentionally use worse variants to gimp myself.

The game desperately needs a massive nerf bat and a fix to horde and spawn mechanics.

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Ok.
So prople run crutches, yet they expect (and apparently need) to be carried.
But at the same time, everyone is so overpowered that they just delete all the enemies without any effort at all.

Someone is massively exaggerating here.

The claim that we can just roflstomp through any content is clearly not true for almost everyone.
How do you not get that?

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Changes affect anyone - regardless of difficulty. If someone is happy how a certain weapon plays on malice, nerfing it because auric maelstrom players find it to powerfull can ruin the weapon for them as well. This notion that nerfing only affects higher difficulties is wrong. And since difficulty is not only affecting time to kill but also density, enemy damage ect. Demanding everyone should just play a lower difficulty so oneself can finally play the highest available difficulty without other people using stuff, that is too powerfull in my opinion is very egoistic.

Darktide is no easy game - if it’s easy for you, then I respect your skill but you have to understand that you are part of tiny minority. And wanting it ruined for others is destructive.

Recent game history shows that devs should not listen to the top 1% of superskilled gamers that get bored due the lack of chellange. Listening to them makes 1% happy - not lestining to them the other 99%.

That said I’m not completely against nerfs - I agree there are things in this game that are too strong. But demanding (like some do) that half the skills/weapons need serious nerfing is completely over the top. Nerfs should be aplied selectively, carefully and in small dosage.

Yet I fully agree that ranged enemies should become more dangerous again - right now they are a joke and that’s a pitty.

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People on Malice won’t even notice anything, the difficulty has twice less enemies and they have 40% less hp.

It shows nothing and stop bringing HD2 in every balance thread: the game was poorly balanced from the start, many enemy mechanics and weapons didn’t work due to bugs, devs didn’t test weapons on higher difficulties and had no vision on the game balance. Even skilled players didn’t ask for nerfs, it was all devs’ fault who didn’t understand how their game worked.

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I think the frustration from the higher tier players is that they can’t go any higher but even a malice player can go lower.

Also, there is the argument that the inexperienced player with the crazy talent spec probably won’t even notice if their gun loses 10% cleave or (real example) the crit string on their meta autogun is reduced by one bullet.

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i played a lot vt2, but i can say i have more fun in DT because of the balance. i’m aware there are some issues with power creep.

something to point out, in VT games, usually you can’t split that much and you must stay within your team, and you really rely on your teammates for everything.

meanwhile in DT the presence of teammates are not very needed, because of how strong we are, and therefore players often split up because it’s never a problem.
because each class can kinda help themselves alone which removes the fun part of cooperating and sticking together. so i can see this being a problem

i hope at least for more enemies mechanics etc. because imo after a while, specials alone feel very easy. i hope everyone agrees when assassins from VT2 are way harder to dodge/push than hounds in DT. there is something off with timings, and specials don’t often feel like a struggle like in Vermintide. (flamers/gatlings in vt pushing you back literally, meanwhile flamers in DT they really don’t do much. good thing they added the new mechanic at least)

the game even though has some builds that are indeed easy, sometimes can still be quite challenging the game. i’d also like the idea of very specific challenging content and hardcore-skill oriented content like secret hard mode karkak twins but something more long and complex

imo the biggest issue with DT is mobility, dodge distance, dodges count overall
but they are also the fun factor of DT sadly :sweat_smile:
mobility tho i’d like to see it nerfed, especially on knife, and etc.
we kinda over run enemies even with bolters equipped anyway that are very slow xD

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I always kinda thought that blunt weapons would be the principal answer to carapace. e.g. clubs, mauls, maces, morning-stars, hammers. I get you could poke someone in the gap between plates, but a heavy swing surely would just bounce off. Whereas a blunt strike would cause a lot of internal trauma.

I don’t have a well reasoned solution to balance; not really given it much thought. But maybe a route could be to keep the existing “power”, but reduce the all-rounder roles of some of the worse offending weapons. It reads a bit like that from some statements above. e.g. a sword is good on flesh, bad on chunks of metal.

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