Credit where credit is due

The mission board updates are, to my pleasant surprise, basically 90% of what I and others were agitating for.

Game modes? Consolidated. Auric and the special mission have been folded into regular difficulties and the Tertium campaign. Havoc is cemented as the new ultrasweat mode with Mortis Trials as a neat diversion/sandbox.

Linear campaign with a functional story? Added. About a half hour of cutscenes, while not turning sh*t into gold, at least assembles the plot into something better than what we originally had, and vastly improves onboarding for new players who otherwise missed out on The Lore.

About the only things missing are the ability to pick and choose story missions for replay (unless that’s unlocked after a point I haven’t yet reached) and full player agency for missions and modifiers (the improvements we’ve got are still fairly substantial imo).

So yeah, credit where credit is due. Gonna go update The Book.

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PRAISE THE DARK GO…ahem, the Emperor. I meant the Emperor.

*stares in hide-the-pain-Harold

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It may not be inherently an issue with the mission board rework, but I do think Auric is still “broken” or at least downgraded from the before-times of pre-Arbites.

Inconsistent is the best word I can use to describe new Auric.

It could also be that Arbites is just that OP that it mutes Auric difficulty. And since you are guaranteed to get at least one per match, there is really no controlling for that variable these days.

It just feels off and, for the first time since I started playing daily at Unlocked and Loaded, I just kind of wasn’t into it last night. That worries me.

Also, I do feel for those that I’ve seen express their grief at the loss of Auric Heresy as their comfort zone. I did not feel that same as the devs did about that mode. Even though I had graduated from it many hours ago, it was definitely a great place for comfortably advancing skill. And it’s loss may also have contributed to this new Auric issue.

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There’s still a really limited choice of missions 7-8 out of 21, and for some reason maps that rotate out usually rotate in the cycle after. Yay RNG.

the mission board is indeed clearer (graphically too). the splitting between standard and auric was obsolete.
also, the new skill trees (ogryn + arbites) are so much more flexible than the old ones. fatshark has clearly improved here.

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A step in the right direction.. I go to board and hit quickplay, instead of sifting through 1-2 viable options and deciding to play something else.

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I hate the mission board, now more so. mission icons are harder to see its slower and looks tacky

This is my only gripe as well, while there are a few enjoyable games here and there, it very much seems to depend on how bad my team mates are verses the difficulty itself. Before in Auric, ‘everyone would get their share’ even if the team was god tier, and while a exceptionally good team would still blow through it without ever feeling threatened, ‘I got to feel like I was playing the game’.

Now it feels like ‘high intensity damnation’ alright, but not Auric, and that just isn’t enough especially with the Arbite. I had a decent game last night where I had a basically comatose Psyker on the team (he was dead waiting for revive most of the match, and actually afk at one point) and that game was actually enjoyable as my other two team mates ‘held their own’ but weren’t great either, and suddenly I was allowed to play the game and feel very effective in my build. I shouldn’t have to bank on that to enjoy myself, and most games devolve into everyone fighting each other for part of the wave that’s actually dense enough to feel like you’re doing something, while the rest get 2-3 enemies per person as they fight for the scraps.

Only consistency I’ve seen is my beloved Clandestine Gloriana, and even then it’s mostly in Maelstrom’s that it shines, and there is only ever one of those up and even rarer that the modifier isn’t ‘completely unplayable garbage’. I’ve also had this feeling recently where I’m sitting there playing and…getting bored, because there isn’t enough to do. And while on the one hand it’s slightly a good thing in the sense I’ll jump on something else to hyper fixate on and enjoy myself, on the other it’s like ‘this was my comfort game and now it’s almost as boring as the comfort game I left for it (Destiny 2)’. I can barely even get myself to try and buildcraft with Arbite as they aren’t ‘interesting’ in any way, just broken stat sticks with all the best free talents that make you win regardless of how well you play, it’s deeply depressing (as even the Ogryn, despite being similarly broken, had me giddy to experiment with him for months, where as Arbite I felt I ‘did everything’ after 3 days).

Why I made this post about it, and hope at least the feeling is addressed even if my proposed solution isn’t, as I feel you’re gonna see a continual decline in the ‘consistent player base’ if this isn’t ironed out.

Beyond this though, I will agree with everything else said, I overall think the new mission board is an improvement, and while aesthetically I can understand people not liking it, I think it makes sense ‘immersion’ wise, though I could see adding an accessibility feature that reverts the portrates to being clear again.

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yeah, it’s only one data point (and who knows how many I can get), but I had a regular Hi-Int Auric earlier with no cops! and it was really fun. I had things to kill! Enemies to dodge!

I don’t know how to empirically collect data for this, but I am pretty firmly leaning that Arbites is the problem with Auric (as well as campaign QP).

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I’ve played about 20 games of the new Auric, and it’s definitely clear that the intensity has increased and the overall difficulty has gone up.
That said, as I’ve been saying for a long time, there are some blatantly harmful elements in the game that drastically reduce its difficulty.
Here are the top 3 I personally feel are the most problematic

  1. Gold Toughness
    There’s both Chorus and VoC, but the worst offender by far is Chorus spam, mainly due to CDR issues.
    Especially with the current Havoc conditions, you see nothing but this from Zealot players these days (particularly newer ones).
    Since they lack any real positioning or dodging skills, they repeatedly tank Burster explosions and Crusher hits by relying on Gold Toughness.
    Without it, I can confidently say they’d be downed at least five times per game.
    From my perspective, the impact of Gold Toughness on gameplay far outweighs that of any single class.
    I strongly believe it should either be removed entirely, have the CDR problem fixed, or be replaced with something else like a flat DR.

  2. Arbites and Ogryn
    As you probably know, when judged by Auric standards, their class power levels are completely over the top and absolutely in need of a nerf.
    While you don’t see Ogryn as much after the update, likely due to the new class stealing the spotlight, Arbites remains top-tier in both survivability and damage.
    Its performance feels like a supercharged combination of Zealot and Veteran, to the point where playing any other class feels like a joke in comparison.

  3. Smite
    No explanation needed, it’s basically a punching bag generator.
    Not only is it broken, it’s also just not a fun skill to use. It really needs to be addressed.

If these three issues were properly dealt with, and if DS and Plasma were nerfed as well, I think the clear rate for Auric and Maelstrom would settle at a more reasonable level.
That said, Havoc 40 would likely become nearly impossible to clear, so adjustments there would be necessary too.

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You are the first person to speak up with such an opinion, to my knowledge.

Did you play a lot of A5 before the update?

When you say “A5,” are you referring to Auric HISTG? I basically only play Auric HISTG or Maelstrom, and I’ve played them countless times.

Since the difficulty of Auric was raised at the end of June, I’ve played about 20 games, and I’ve definitely noticed some changes: the number of elites deployed, the frequency of hordes, and most notably, the Bursters. While it’s not quite on the level of the Burster trains in Maelstrom, there were still 2 or 3 Bursters coming in a row, which wasn’t something you saw often in the older version of Auric HISTG.

I was using fairly weak builds and weapons (Veteran with ES, Focus Target, Brace Autogun, TAxe, and Psyker with DD, Laspistol, Great Force Sword), so it’s possible that the overall DPS was lower and it just took longer to kill things. Still, I’d say without a doubt that the overall difficulty has increased compared to the previous HISTG. It would be helpful if someone could show the numbers to confirm this.

A5 = Auric Damnation, modifiers not included, at least when I say it.

I welcome other perspectives on this as I hope to just be crazy and they didn’t actually break anything. But all of your examples (sans Arbites) were a thing before the update and nothing felt as off as it does now.

But I must say, everyone else that has weighed in on this issue has had the opposite opinion as you, for what that’s worth.

It was clear as day for me: I played my usual A5 QP games night before update, went to sleep, woke up to the update, and Auric was a snooze fest. Then many other people poured in with the same opinion. We’ve since filtered out the issue of QP placing you into “low-intensity” campaign missions, but there is still something not quite right.

They have since actually patched in their baseline Hi-Int for all Aurics and, allegedly, Hi-int on the board now means “double hi-int.”

I’m wishy washy on this because I never expected this to be an issue, so i don’t have hard data from before the update. But the universal opinion was new Auric is off. I don’t know where the consensus stands 3 hotfixes later.

Now I’m investigating how things feel when Arbites isn’t around, but that’s hard to do at the moment, and may be for some time.

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I believe they tuned the difficulty down while they went on vacation for the month of july and going into august.

I never use QP, so I can’t say for sure. I don’t think I’ve used it at all in over three years.
Right after the update, it was definitely way too easy.
However, after the recent hotfixes, I feel like the difficulty has gone up.

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Me dont like new mission board.

My expirience with this board be like:

See shocktroop mission on the right side of mission board.

Tell friends that there is cool mission

Assemble to a group

Go to the mission board again

See that this are no such mission on the right side of the board

Search again, found it in the bottom of the screen

Why..? Are they trying to hide this mission from me?

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I can ‘confirm’ with my own anecdotal evidence, I think the hotfix today ‘stealth fixed’ Auric.

AT least for the games I played this evening, everything felt mostly ‘back to normal’. I played a Clandestine Gloriana and got obliterated in the first battery room because I got unlucky/stuck in the stairs trying to revive a bud and got trappered, then watched my team mate desperately flail behind their shield for like 5 minutes against IMMENSE levels of enemy spam before eventually making the mistake of not taking the ‘back way’ to the res pilon and dying horribly (great times honestly, was the mission that made me go ‘wait are we so back?’). Got obliterated on the Train yard mission (though to be fair it was two man with a Pysker that was having a really hard time, cause our other teammates DC’d for some reason and nobody came to join them) in the final section because a sniper lived to long, clipped my big toe, and I went down before I could recover myself, but the enemies where constant and plentiful (unlike when I did a two man a week into the update with a friend because nobody else was playing auric and we slept through the whole thing).

And played a Dark Communion where we won this time, but it was QUITE dense/very hectic and I had to try VERY hard to get us through all the things trying to kill use, and chain revive at the pilon with usually just one other buddy alive a good number of times (and got called ‘the man the myth the legend’ when I had to run through the dark staircase largely by myself to get to the ‘ambush’ area and do a full revive on my other 3 dead teammates).

This all being with me still playing Arbite (25 missions to freedommmm). Granted, they all also had Psykers/Veterans and maybe one other token Arbite, but still. The other games of lesser note still felt ‘dense enough’ despite being relatively painless victories, instead of making me want to fall asleep.

So, not sure what they did over there, but all I can say is don’t, touch, anything XD at least from my end. I think we have returned to form!.. Goes and knocks on all the wood possible. Shall see if that’s still the case tomorrow though. (I also see that a lot of people where/are still having server issues…I didn’t run into any, but I hope this wasn’t/isn’t the culprit and it doesn’t get reverted as they try and fix that).

Trying to understand your stories clearly, but it sounds like your “back to form” experiences were mostly with 1-3 teammates down. While I agree that’s fun these days, I would not credit that as Auric being where it used to be. I never needed to be shorthanded to feel the pressure on the old board.

I do agree with you for those scenarios, though. I did play one Auric, maybe a mael, can’t remember, where it was just me and 2 arbites (only 1 with a dog) after the 3rd cop DCd early and, presumably due to the server issues, we never got back fill.

It was fun, but I think it’s a data point against Auric being in the right spot, not for it.