tbh i prefer a different approach: less, but more capable enemies. atm the game is trying to drown you in bodies, and when i bite pixel dust it’s mostly because of fire or whatever is in the way so i can’t see.
This is the answer right here. Director needs new combinations of threats to throw at players instead of the usual slag of poxwalkers and ragers. If possible, the Director should throw targeted ambushes based on the weapon types the player with the highest current score is using.
Main balance issues i notice are enemy based and some wepons are just not good at all. Where others are just stupid strong.
I dont understand the rager balance. The shirtless ones are ridiculously strong absolutely crossmap summer salting right at me then the flak ones are just little pu**ies that get obliterated AND are less tanky that the shirtless ones.
Why is there gunner resistance but no shooter resistance. You put 3x gunner resistance on and then shooters literally do more damage. Imo they should simplify the resistance to “Ranged resistance” have it 10% per curio and it apply to all ranged attacks. Idk tho just spitballing
And Shotgunners knockback should only take place against hp damage not toughness damage, they are impossible to close the gap on if theres more than one and they take turns shooting.
Beast of nurgle is annoying af and makes no senses it has no cooldown on its spit. (It has to spit on you to lube you up then it can grab/eat you.) But there is literally ZERO cookdown ob the spit so if you dodge it he spits again again and again. You close the distance he smacks the ground sending you flying back into its spit range spitting again and again and again. And just to make it worse his grab animation is IMPOSSIBLE to dodge (unlike with a chaos spawn when you just dodge to the correct side) its like its hand twitches for 1 frame and you have been grabbed.
They seriously need a cooldown on the spit and have the grab be dodgeable. It doesnt even make sense from a logic stand how they just permanently have an infinite supply if goop in their body ALL THE TIME.
On the flipside the plague ogryn is a little bi**h and gets mopped up no problem even 1v1 against it. A duo of crushers show more of a threat his attacks do no damage for how slow it swings.
I want players nerfed because I think fewer, more threatening enemies is much more fun than the current game state. I accept that’s a matter of preference, though not melting peoples’ PCs trying to create difficulty through spam would be another advantage.
Nerfing Uncanny Strike would be a good start. I don’t understand why any source of rending goes above 40%. Being able to stack up to 40% rending and another 40% brittle from another source is already plenty.
Less Ult uptime also feels like a sensible thing that could be tackled. Sure it would ruffle some feathers, any nerf always will, but it would not really take much feeling of power away from anyone, the abilities would be just as strong, just require more judicious use, which makes their impact be felt more if anything.
Bro, they’re setting up future more difficult enemies.
Or the servers.
Coming back and seeing no hit reg problems with things like the revolver after over a year away is apalling. (And snipers still love to shoot the air to the side of you but you magically take damage regardless)
It’s very noticeably worse on high intensity shock gauntlet aurics.
This is not just nerfing but reworking the difficulty as a whole. I‘d be all for that. I really liked it when specials and elites were rarer and more threatening.
There’s a bunch of more subtle changes to enemy function and behaviors that have also made the game “easier.”
Bulwarks shields used to protect in a much wider arc than just the shield for example.
There was that brief window where the targeting speed and accuracy of shooters were buffed and it was gloriously more challenging to deal with (and then reversed).
I think ragers have been nerfed a few times to slow down their attack chain and make them more interruptible.
Dogs have been made easier to avoid as they’ve fixed their admittedly janky move and pounce behavior.
Sounds fixes have generally improved the audio cues for specials and reduced the “silent special” effect.
I believe the horde sizes were toned down and the horde timer removed (??) so that hordes occur at more fixed locations instead of randomly.
Fire was changed in a way that makes it easier to hop your way out of and a bit less immediately lethal if caught in it.
This is all stuff that I think has made the game noticeably easier, and we’re not even talking about weapon balance and player power, which has also gone up during this whole time.
Miss this so much
They’re a joke now
This is a tragedy tbh.
They’ve had their stagger resistance massively increased in exchange. Something at least.
If enemies are uninteresting and have no mechanics you increase their ammount to hide it.
If playerside combat mechanics are bad you increase ability spam to hide it.
Both things are happening in DT despite combat is great and enemeis just need some work.
There are not so many PvE games with great melee combat that feels close to DT. It’s Arkane games - Dark Messiah (was the main inspiration for Tides probably), Dishonored; and Dying Light. All of them are better at fighting human/human alike enemies than Tides IMO.
Poxwalkers, groaners, dreg bruisers, nurglings (when?!) coming as dumb hordes - makes sense.
But for scab enemeis there is no need to come in big numbers, they have some military training and making them more distinguished faction with a completely different approach in combat will bring DT to be two games in one. Why do we need two factions with the only difference is grey vs yellow-green?
Either enemies should simulate PvP and utilize the same things player can - block, dodge, but poorely and with cooldowns (this i was expecting them to go further after V2). Or they should be completely arcade in a good way and having their own moveset each - aoe, charges, combos, special attacks, blockable/unblockable player can’t perform kinda like in slashers.
Even putting aside the problem of what ‘highest current score’ means, that sounds like a recipe for disaster. I get where you’re coming from - throwing tailor-made counters at players would, after all, encourage us to pick more balanced builds.
But I can already see how frustrating would it be to be left in a clutch with the director throwing direct counters at you. You couldn’t rely on your teammate filling for your weakness, everyone would have to use a balanced build. For that reason it would kill all of the depth associated with team composition.
And those crippling issues are just what immediately came to my mind, the idea just falls apart under the most basic level of scrutiny. Not to even mention that I simply do not trust the Fatshark to implement anything well anymore given that the malfunctioning audio cues for Poxbursters, Maulers and Trappers - a gamebreaking issue on it’s own - got even worse with this patch than it’s been in the previous one.
I have to ask what you and other people mean when they say this. Is it the progression based hordes instead of timed ones? Events not spawning enough stuff? Events spawning too much stuff? No one is ever specific.
Will do like always on this most sadiest forum ever. NO thx you. Thx but not thx.
It’s not been completely removed, as if you sit in the same spot hordes will still come for you. Takes a while though!
I’m optimistic about this change as it would ideally mean slightly better curated hordes (maintaining some randomness per level I hope), and some degree of lull between sections of the map.
The less incentive to speedrun the better, basically.
Instead of hordes on a timer we get hordes based on progression. So the faster you move through the map the easier it gets. The better you are the faster you tend to clear the maps, so instead of getting an increased challenge for going fast, the game gets easier.
When I say fix hrode spawns I mean put them back on a timer, increase their size and do it like you did with the mobian 21st event. And maybe even keep the progression based ones. As it stands we’re in a tide game without a tide of enemies.
Hmmm… I take it to mean the opposite. Imagine a map with 4 checkpoints. When you reach them, a horde triggers. Therefore if you want most hordes in the least time, you will pass each checkpoint faster.
Compared to timer-based horde spawns, where the less time you spend in the map the less hordes you will see.
Certainly an over-simplification of the logic and mechanics, but that’s my understanding of the change.
While I don’t disagree, could you please inform my auric teammates that the game is too ez and we’re apparently at 100% power level right now? Seems like they’re playing a heavily outdated version.
You want a challenge? Run trauma staff and chain sword psyker when there’s lots of blessed ranged mobs and lots of monstrosities.
Generally dueling swords and knives are ridiculously OP.
“But they can just lower difficulty.”
Now that he’s said it on the forum, they totally will do that. Lower difficulty and stop playing Auric Maelstrom. His words will magically make them do it. Any second now.
FTFY
This argument’s so hilariously bad to me. That’s genuinely not a valid point at all until all of the difficulties give out the same rewards. Like, of course the vast majority of players tend to want the maximum possible reward for the time that they put into the game.