Coherency is anti-teamwork and toxic

So you won’t link your account? You are a troll and untill you do, I won’t be convinced otherwise.

You’re coming off as a much bigger troll than him my dude, what does it even prove that he completed some maps on Cata? Cata is easy as hell if you’ve played the game for any amount of time whatsoever.

And here’s my profile, cause that’s obviously very important to you for whatever reason: Steam Community :: Warhammer: Vermintide 2 :: Sensanaty

EDIT: Didn’t realize there were no cata achievements on Steam, so here’s some video proof, just so you don’t throw any “hurr just a screenshot!” type stuff ;). (plus the character border that you can only get if you get all achievements for the newest map, including finishing it on Cata)

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Thank you for your intelligent and constructive contributions to this discussion. You truly are an exemplar of the other side of the argument.

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No one ever mentioned achievements, you get in game rewards you can screen shot with your user name in full view. The guy is 100% lying, why? idk but pubs run off all the time, less so on cata but try to even find a cata pub match, It’s rare.

lol okay now I’m gonna need proof from you cause this just sounds straight up false, cause at least here in EUW I get cata lobbies literally every time I play filled up pretty quickly, even with Darktide

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If you work for a living and live in NA EST, you’ve got maybe 4 games up, vs 100s of legends. That is literally rare.

Cata was DOA in OCE. The playerbase had been thinned out too much by the bodged monetisation at that point.

I don’t mind the coherency system, but building to be able to do everything yourself was the most reliable way to finish pub runs in V2 and I’m betting it will be in DT as well.

Building towards self sufficiency is one thing, but introducing systems where you want to stay away from others in a co-op game is something completely different.

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Actually I think it’s an attempt at implementing a mechanic from the warhammer 40k tabletop games. Your squads need to stay within a certain distance of each other to maintain squad coherency. It varies from unit to unit, but breaking that limit results in negative outcomes for that unit.

I think it can be better implemented, but your description of it doesn’t really account for the true nature of the idea and its possibilities.

It could easily be changed to instead give a different buff from each player that can add up in a team-play environment, or compliment each other if you’re not playing in a party. There’s myriad other ways it could be improved and not require incessant cohesion even to the player who runs to a bad spot unintentionally just so you don’t lose your ability to regenerate toughness properly.

40k is a turn-based strategy game.
darktide is a first person horde game.

adding obnoxious hand-holdy tutorial mechanic of ‘coherency’ which is nothing but an arbitrary incovenience irrelevant to how the gameplays is not fatshark taking something from 40k and making darktide more 40k, it’s nothing but patronising tedious mechanic that panders to toxic players who are obsessed with other players and blaming other players and criticising other players.

similarly scoreboard removal has enabled toxicity. i’ve seen things said in darktide which i’ve never seen in vermintide, and the reason for that is the scoreboard in vermintide kept things friendly and kept these types of people in their place.

That is why they hated the scoreboard is that it prevented them from being able to abuse other players as they’d look stupid when the scoreboard came up. Now Fatshark has enabled them to abuse other players.

This kind of stuff is a known phenomena and pattern in nature, in animal kingdoms, in human behaviour, of toxic abusive people playing the role of a victim, the ‘sneaky f-er’ who pretends to be a female to infiltrate the harem and so on. They resent the True and Noble and Honorable and they try to portray themselves as victims in their mission to destroy and abuse the Noble.

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You aren’t really arguing your point, you’re just stating your irrelevant opinion on toxic players like it’s a fact and assuming it even applies to this mechanic.

Cohesion may be too necessary in some circumstances, and may not integrate well with the way maps are designed and the way encounters work, but you’re not really making any valid points on that, let alone giving specific instances.

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It is such a mistake to think that coherency is a reward rather than a punishment.
Because in Darktide toughness is the only thing to ensure the survivability of players (consistency is the main source of toughness), however players in Vermintide 2 rely on temporary HP.

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Already been over it, what is there to even say? The amount of examples given of how Coherency goes against the Tide gameplay should be unnecessary as anyone who has a basic grasp of Tide games it’s crazy. There’s nothing in response for it except some types come crawling out and nastily insult me and reduce the discussion to personal attacks.

Simple matter of fact to anyone who understands Tide is that an arbitrary buff and debuff based on proximity is damaging to the game design of Tide. Anyone who is familiar with the series will know that a buff when close to teammates and a debuff when far from teammates is not only the last thing Tide needs but it goes against how Tide games play.

The interesting thing about it is that ‘Coherency’ shows seemingly Fatshark don’t play their own series and don’t understand it. I’ve heard before that historically Fatshark internally didn’t have anyone who even played the highest difficulties.

So the question is WHY HAVE IT? This objective matter of fact detriment to the actual game design, the horror of a game where you want players to survive the worst situations when they’re thrown all over the place having a debuff on distance introduced, is supposedly justified as the game should instead be orientated around the lowest levels of play - not that the game design should be serious and based on how it is actually played.

Supposedly on beginner difficulties some players “run off” (which makes no sense as no one is an authority on the team, it’s just 4 players on a map, there is nowhere to runaway from. The only meaningful sense of “run off” would be something about glitching out of the map? Someone ran off the map?), and supposedly this players “running off” is also supposedly a problem - it makes control freaks very upset or whatever therefore it’s a problem.
So some players (who can’t get bad mouthing other players out of their mouth, that’s all they do is say nasty things about others for playing a game how they want to play it) perceive others to “run off”, and supposedly Coherency would incentivise players to not “run off”.

However it has not worked. Hundreds of complaints about players “running off”, BUT WHY WOULD IT HAVE WORKED?

If any player is new and just bewildered by everything and don’t even recognise where other players are then it’s not as though some obscure little icon and some vague thing that they may remember or have noticed about Coherency will grab their attention.

If any player is just a beautiful wild spirit who is a wildman (god bless them and mock the raging cretin who is infuriated by it and can’t deal with others doing what they like, personally don’t ever really remember perceiving this in 1.5k hours of Tide) then why would some minor buff change what they do?

Funnily enough, ironically, all that it has done is simply actually debuffed the raging impotent control freak who doesn’t want to play along with sopme beautiful wild spirited player. But it’s poetic on many levels, because just imagine the sort of people we’re talking about, this is meta stuff we’re getting into here because this type of attitude to things in life and the world plays out the same way ‘Coherency’ has of trying to control things you can’t, hating things you should be able to appreciate, obsessing and hating others, doesn’t lead to success and prosperity, so it’s beautiful in the end they end up getting debuffed by the mechanic meant to pander to them.

But even if it DID somehow work, which obviously it never would, why sacrifice your game design over concerns of this supposed phenomena at the lowest level of play (if it actually did exist which I don’t think people “running off” has ever existed in any meaningful sense, we’re pretending here that the issue does exist and we’re pretending that Coherency would actually somehow make a difference to it), how could you justify it when it’s such a detriment to your game design of giving teams buffs when they’re close together and debuffs when they’re apart lol, just kneecapping your game design when it’s played beautifully for the sake of pandering to the ugliest.

So the interesting thing is how the hell did Fatshark end up coming up with it and putting it in the game? The obvious answer is that Fatshark are pandering to the sorts of players who complained about others “Running Off”.
Similarly there is this absurd just wild almost comical move of removing the basic feature of a scoreboard. It would appear that those who can’t get other players out of their mouths just Obsessed with how others play a game and who are always bad-mouthing other players, showing their nature, blaming other players, is actually something that Fatshark was in the background taking seriously!!! !!! !!! - ASTONISHINGLY ENOUGH Fatshark seemingly actually took the types of “players” who go and rant about other players, spewing neurotic htateful stuff about how other people having fun playing a game killing stuff in a game about killing stuff are some sort of problem “chasing kills”, spewing delusional stuff about how those who use WSAD to have fun with the game how they like are actually somehow a problem and that Fatshark seemignly have taken that stuff from those types of people as some sort of legitimate issue.

That’s the explanation for these absurdities of ‘coherency’ and removing the scoreboard is Fatshark actually took seriously and is pandering to those types who always have had something bad to say about other players and talked about all that crazy stuff about other players not being where they are is “running off” that people just having fun in a game about killing stuff is some sort of problem of “chasing kills” - Fatshark actually took those types of players - “players” - those types of people seriously.

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I find myself caring very little about the 0.1% of players like you and definitely don’t think that the game should be catered towards your sensibilities. Seems like you want to play a different game. You like to play solo and you like to separate from your team. I’m sure there’s games for you out there.

Seems like Darktide wants you to keep your team alive and not go off on solo clutch adventures after you let everybody die.

On another note, now you don’t even need a modded super cataclysm difficulty , since even haz2 stumps you? :wink:

Sounds like a reason to rejoice!

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Please explain how does the coherency mechanic prevent you from doing that ?

How is it an inconvenience when it literally only is an aura buff ?

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Neither does Darktide.

If you have four different characters, these are the maximum bonuses you get:

Small ammo gain on elite kill
10% DMG on heavy attacks
10% DMG reduction (toughness only)
10% DMG bonus against elites

Passive toughness regen when not hit.

You also regain toughness on melee kills and on your own with certain perks. Most of your toughness regen comes from actions you take yourself, not from standing next to a guy. Coherency is nice, but nowhere near as crippling if you’re missing it as you make it out to be.

To ease your anxious mind we could just replace any “in coherency” perk with Vermintides “Within 15 feet”. We’ll lose the chaining effect of coherency, but at least it won’t make you clutch your pearls.

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Again, this is a condescending and reductionist remark. I’m willing to bet the way I play is a LOT more team focused than you, since you seem to think just being glued together is the ultimate strategy. Did you even watch any of that video I posted, for example, of the guys playing Fortunes of War with the Geheimnisnacht skull? Sometimes you can’t stay in cohesion in certain situations, and because of the way toughness works you get screwed by that through no fault of your own or your teammates.

All I ask is that you actually go try the harder difficulties and tell me with a straight face anyone there is “going off on solo adventures”. That’s not a thing, simply because if you’re not a team player at those difficulties you won’t win the map, since the AI becomes a lot less predictable when there’s 3 other players other than your own. The game director AI also behaves differently if you go split off solo apart from the team for too long and too far, like spawning in multiple specials and mixed waves, so it’s not like VT2 doesn’t discourage it either.

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Can you please point me to the debuff I get when I am not in coherency, as I have not encountered this once. All I have experienced with the game so far has been a system which gives me minor benefits from being with my teammates that aren’t crippling me when I am not getting them as some of them outright don’t actually give me any benefit, or most of the time don’t give me a benefit, nor do mine give them a notable benefit when I am near them.

And the way I have noted you talking about the topic, you make it very much sound like there is a debuff you are getting since that would make it a punishment, otherwise it is simply an incentive, which itself is not bad.

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The debuff is not getting the buff in his mind. He thinks that the game was designed from the ground up to never leaving the coherency radius and that not getting those coherency buffs is so crippling that it makes the game too hard.

I disagree with that notion entirely. But if the game on heresy+ is truly too difficult then I wouldn’t approach the problem with the prefabricated notion that coherency is to blame for it.

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While I’m not the person who this is addressed to, I still feel the desire to respond:

Here’s a video of me doing a Quick Play Cata Match with complete random players. Notice how no one is doing this fabled kill chasing, lone wolfing, or any other undesirable actions that people have been harping about in this thread. Why is that; because it will cost you the run. Obviously those who are playing on beginner difficulties won’t be as proficient at coordinating with a team. That’s okay, I don’t except a new player to understand the fundamentals and importance of working with a team when they’re new to the game.

However, eventually, through time and practice, they’ll understand and get good at it. It’s more interesting when people organically collaborate together; instead of the game forcing them through artificial means.

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