If people aren’t great at the difficulty, they should be capable of recognizing that? You’re not going to get equal rewards to a difficulty you can more consistently do if you’re wiping and losing out on stuff. While you get more for aurics and whatnot, it’s not to the point that these people should be feeling like they’re ‘missing out’ or something for not doing them.
That’s a really weird way to try and hand wave away bad player behavior.
And yes, I’m aware that people are bad at analyzing themselves, that still doesn’t make it invalid for people to be annoyed that poor players are joining higher difficulties just trying to get shinies.
You could give some people a golden gun that one shots everything in the game and they’d still struggle because they have terrible aim and don’t know how to dodge a single thing. That doesn’t mean the golden gun wouldn’t be overpowered.
I’m just saying that it’s definitely got a higher skill ceiling required to achieve said greatness compared to the other Force Staves, not that it’s inherently bad. It’s also just not my cup of tea, but then again… none of the Force Staves really are. I’m still waiting on the Bolt Staff, personally.
It’s just a basic understanding and acceptance of human nature. Human beings will always continue to do silly things even when everything else tells them to desist.
So…? Just let them get their shinies at a lower difficulty and they’ll leave us players of higher skill alone. It’s really not a big deal, I play the game on Damnation just for fun anyway thus that solution wouldn’t bother me in any way, shape or form.
Tbf, sometimes, someone wants to challenge themselves. I know I do, running a loadout I am unused or unsuited for.
But of course, then I might fail, and it’s neither my teams fault (ok, frequently it is, but …) not the game balance’s; or actually it kind of is? After all, the non-common loadouts are worse, and that’s sort of what this thread is about.
Higher levels giving less extra rewards over lower levels seems fine to me and probably isn’t controversial. But it shouldn’t be exactly the same rewards because that would also anger some people.
That’s a pretty radically different stance from “That’s a hilariously bad argument.”
I don’t really care if they let people get similar rewards at heresy or whatever. I think it’s stupid it would be necessary, but I never once said people were good at analyzing themselves.
The point remains that people should be capable of lowering the difficulty while you can only raise it so much. Doesn’t mean people will but such is life. Being annoyed at that is human nature too, if we’re going to go that pseudo-philosophical route.
How so? The stance of “just lower the difficulty, bro” doesn’t actually accomplish anything and will only serve to divide the community further and I’ve provided a solution that wouldn’t.
I’m not contradicting myself by being nuanced, you know.
Nor does trying to put down people frustrated with teammates going into aurics that aren’t capable of it.
This will occur even with them adjusting rewards, due to penances and whatnot.
This isn’t a matter of nuance, you’re just needlessly putting people down because you disagree with them pointing out that people can lower the difficulty if they’re struggling. You can’t raise it if you’re already playing aurics comfortably.
Trust me, sometimes I wish I could go and find malice challenging because some of the ways they force challenge into aurics isn’t always fun. (And sniper vent purge makes me want to jump out a window with how horribly laggy sniper shots can be)
Again, I’ve provided a suitable solution to said problem. It’s not perfect, but it’s still enough to discourage at least a large swath of these “bad actors”.
It’s at best situational. On the melee-only modifier, which most people seem to hate, it’s amazing. Outside of that there is almost always a better option.
If there’s a lot of nurgle blessed mobs and/or a lot of ranged then it’s not going to be how you solve that problem. You can maybe primary fire down a ranged mob here or there, but then why run Trauma if you can just as well run Surge or Voidstrike?
Overall the point is that it’s worse compared to the alternatives in most situations, which is why using it makes for a greater challenge.
Exactly. It took me a while before I could run my first damnation games comfortably. The only way to do that is to play them a lot. It actually doesn’t help to play lower difficulties, as some times the jump in difficulty is exactly what you need to practice against to get good at it.
I actually don’t mind that a lot of times I end up in a game with players who are struggling, that just means I have to try harder and it becomes more challenging for me.
OP seems to imply he can basically solo the game. Great for him I say, but that’s not a good reason to make the game more difficult for everyone else. Suppose they did up the difficulty more. Then at some point OP would find himself among people struggling, and the number of people who could still routinely finish Damnation Maelstrom games would get even smaller. And then those people, the top 1% of the top 1% could come here and complain that the game is too easy for them. What then?
It seems to me developers must always contend with some sort of balance between difficulty and number of players, and it’s definitely not clear to me that current difficulty levels are poorly adjusted. What percent of Auric Maelstrom games are wins? My guess is it depends a lot on the modifiers and the map.
Double monstrosity blessed mobs with burster trains on Chasm Logistratum can be a challenge even to some of the best players I have seen. My guess is completions are less than 10% on that one. It’s not obvious to me that needs to be harder.
“We’ve spent 2k+ hours mastering a PVE game with predictable enemy movesets, but developers should balance the game for the top 10% of the playerbase, because we don’t feel challenged anymore after we’ve learnt everything there is to the game and tailored our builds perfectly to eliminate all the weaknesses of our playstyles”. /thread
The game is way more harder than it was on release with 5 Crushers MAX per mission, not 5 Crushers in a single squad every other room. We now have HISTG where people drop like flies and DC after being netted once, pox gas on some maps is just horrible with the director constantly forcing fights in the middle of gassed up area, and most people still consider melee only and extra bosses modifiers to be challenging, unless you have people with perfect builds for it.
But you claim difficulty is completely trivial. Sureee.
270 degree bulwarks, green mutants that straight up killed you if you got grabbed, shotgunners killing you in 2 shots, instant toughness strip from fire, pushing not working on dogs 90% of the time
I’m a day 1 player with thousands of Damnation missions completed at this point.
This mutant thing was reverted quickly, because most people thought it’s a bug, not a feature of the pox gas. Not to mention one single thing from a unique modifier doesn’t make a game harder overall.
Fire instakill was a cheese mechanic on the devs part and was removed for a reason. It wasn’t hard, just annoying, because people in quickplay don’t communicate for a single revive. There’s nothing “challenging” about not timing your dodge after revive and instantly dying. And by the way, this can still happen if people revive you right in the middle of the fire.
Dogs and mutants were bugged due to a bad netcode. How is that a difficulty thing?
Shotgunners might be weaker now (not really), but their shots could always be dodged. It’s not a completely different enemy from back then.
Bulwark removed their shields in one Bolter shot back then.
A bunch of nonsensical examples, you surely dunked on me!
No joke the game is the most balanced it ever was.
I’d be happy to see some harder content added, where the balance philosophy isn’t that you should be able to solo everything, but now every weapon is viable, classes are closer than ever, and there is no weapon leagues ahead of others.
I see these calls for nerfs all around the forum and I think they are just misguided. You can pick whatever you consider the second best combat ability and the 4th or 5th “best” weapon on most classes and still carry pretty reliably. Balance is great, it’s just the hardest difficulty isn’t hard that’s all…
And many people wanted this. Wanted to be able to carry bad people. Wanted “hordes of enemies” dying instead of fights being harder. FS did a great job with it.
Don’t even bother responding to this user, my friend. They were being overtly judgemental of someone else’s build, so I ended up telling them that Keystones aren’t essential for Damnation if one doesn’t want to take them. Their comeback was to just throw an irrelevant insult at me in return.
There’s no point in debating with people like them. They don’t have the critical thinking skills to actually consider someone else’s opinion and thus won’t ever change their minds, even when they’re provided with compelling opposing arguments.
Edit(s): Apologies, I fixed all of my spelling mistakes and restructured it a little bit better.
And Vet could mag dump two Bolter clips in less than 10 seconds during early days, completely destroying an entire wave of enemies, while the game barely had any enemy spawn during most fights outside of finales.
Again, in the past, you’d be lucky to see 3 ragers at the same time. Now it’s a common occurence to see a pack of 10 Ragers. Hab Dreyko finale before and now? No?
And there were always OP builds, they didn’t just materialize in the recent few patches.
The game balance is fine. Actually, it’s on a harder side right now.