Regular auric ended up absorbing all the people who would dip one toe into former Damnation level. There used to be no hi intensity mod lobbies for T5, but now they’re forced to deal with bigger numbers. Obviously it’s skill issue regardless but the game keeps removing the transitional difficulties. Hi shock is a pretty big step up from a T5 without modifiers.
I also saw a substantial enough outcry about the unceremonious removal of Auric heresy. It was lots of peoples’ comfort zone and I wept for them a bit since it was definitely mine while working toward consistent Auric Damn skill level.
I believe that it is linked to the power creep… I think that they believe they are ready.
They are not…
Hopefully, this is not all players.
Only dog build is op.

Except Lone Wolf is also ridiculous.
Even without dog and Lone Wolf, Arbites might still be the strongest class.
Arbites is definitely the strongest from base stats and nodes. They just get meh melee power on purpose but who cares when nothing ever gets a hit back in when fighting them. And then the cyber dog exists, which is mostly just a free but weaker ogryn style rush with a bomb option that disables the heretic dog as something you deal with and can disable one specialist or non ogryn elite at a time for free.
Arby’s the strongest in melee too you know, and the dog can stunlock Ogryn elites at the cost of 1 singular talent point.
They definitely get the most boosts but they don’t get the options with 6-8 cleave targets, and their single target burst options aren’t hitting things like pickaxe or dueling sword. I’ve yet to be convinced even if the mace is good it’s like 5 targets max and the fall off is there. Most of the overcontribution of damage is from the dog bomb or ranged from my experience. Melee power is the only 8.8/10 category, mostly from how stupidly safe it is and 0.5s stamina regen basically being a program legal hack for mobility. Even like infinite push attacks from concussive indignatus with +cleave on push wasn’t as great as I’d hoped.
Devs already said just come back when we update every 6-12 months.
This is just because there was a big spike in players when arbites released, and a lot of them are going to be trying higher difficulties now that they have leveled a character completely. These are probably just people who have one to a few hours per week to game because they have responsibilities and other time constraints like kids. Give it two months that’s maybe 8-24 hours of gameplay these people have had. That’s why they’re trying Auric and going down every 50 seconds.
The word “toxic” lost its meaning when it became a blanket adjective used to discredit and insult anyone with an opposing viewpoint.
I believe the reason why extremely low-level players flock to Auric is likely because they are chasing rewards, achievements, or titles. Normally, in a game with multiple difficulty levels, each tier would have its own skill check, and even if someone mistakenly thinks they are strong, if they lack the actual skill, the game would inevitably push them out. However, in Darktide, the balance has collapsed, and there are numerous metas that allow players to easily bypass those skill checks.
Most of the time, let s be honest… this is not even a skill question… but a brain one.
They miss a brain… when you refuse to use the medic station and have only 25% of your health and 1 wound less… would you be surprised to die few minutes after (especially when considering the skill level of these guys)?
Why do they refuse to carry a medikit? Yesterday, 3 of the team are damaged. The medic station shows 3 charges. Guess what the stupid guy do? he drop the medikit in front on the medic station. What do they think? is it a shame to use a medic station nowadays? better to wipe than using that? carrying a medikit will slow them (answer is, it won’t)?
And why do they rush and never stop except for dying far ahead? Alone I pay attention to my environment and don’t throw myself in middle of multiple enemies… why do they absolutely want to die? I cannot understand.
Seriously… this is not just skill… several need just a brain.
For my own sanity, I always chalk these up to accidental misclicks.
I’ve learned in quickplay the best way to play is treat as if one health. The health you start with is all you got, meaning you end up playing more defensively, less risk. Don’t chase/compete for the ammo, veer off a separate path for short duration to find ammo scraps and rejoin party on their main path.
Assume no one going to share anything so retain your health first because you’ll only get a chance to use medstation if it has 4 charges.
I mean I could easily hoover all resources and everything if I wanted to ahead, but that invites enemy aggro ahead. Rather not be the one that creates aggro.
Missions get boring but it’s peak when clutching and you’re left standing. Nothing quite like it. Being spectated and pressure under expectations.
Someone running ahead, someone lagging behind indecisive of when enough backspawn reduction to catch up. Middle position is ideal place for front and back meatshields I say ![]()
That just means that the point at which they find they have to play differently is further in or higher on the difficulty curve. Like that moment in vermintide 2 when you first play champion and elites actually hurt for a change. In this it’s just that when you play auric you suddenly have to actually deal with threats on a case by case basis and know the correct way of doing so. If anything it’s a problem with the difficulty curve, and not new players.
i definitely feel a cool sense of my own greatness and omnipotence when playing as an arbiter. you can just run forward without worrying about danger (on high difficulty). and most likely you should run, since in 90% of cases there is already an arbiter in the team, and often two or even three. all this turns into a competition (in this case, I even feel sorry for the fourth non-ogryn or non-pg veteran player).
if you play for another class - you also need to run forward, but for a different reason: arbiters will clear out all the enemies in seconds, so the game turns into a walking simulator, if you are playing like before update.
it sounds funny, but the fourth difficulty out of 5 (for quickplay, without mess with havoc) is now harder and better, simply because there are more often less experienced or leveling up players who give the enemies a chance to at least put up some resistance and create a challenge (while auric is now a 99% chance of winning). you can also pleasantly meet players with lasguns, light swords and other (unpopular) weapons there. Also, even arbiters here can fall and even die, if they run forward too much.
btw, ogryn is also very strong, but ogryns are not so common in the team to notice their influence with similar impact. I almost did not notice the balance drop after the related patch. while arbiters changed the game greatly, and not in a good way overall.
80% of damage taken are friendly fire barrel, pox shoot to close and more. Have to tag 30x the medistation and then the 10% hp guy will MAYBE take it. This is the he difference when players think this is an arcade game beside a simulator one. The game got an identity problem want to be casual friendly and finally is not.
Castigator should be nerfed… for sure.
I personally hate when guys are rushing. Or they are not enough good and this is a big failure… then here, or we wipe, or I take my time and deliver them when I get to next “waypoint”.
But if they rush so much that it is a walking simulator… I leave.
The actual players focus on Arbitres.. ok. But the class can be corrected easily. Several things are too strong and need slight nerf or serious one.
I play Arbites with the arbites shotgun (and plan to test revolver this evening) + Achlys Combat Axe. I play with Break the line + Forceful (and no other keystone talent under the first node…). I know.. not the meta at all… but something I enjoy a lot because it is half melee with my favorite melee weapon and half ranged.
Break the line because castigator works bad with an achlys CA (no sprint attack) and I don’t like defensive abilities so nuncio aquila is no for me. Forceful because this is the only keystone interesting in my mind: first is disrupt destiny of psyker reworked, second is veteran’s weapons specialist. I hate both keystones…
Shogun is very strong… but not sure the revolver cannot do better. I will test, but pretty sure that I can be more confortable with the revolver than with shotgun. The only difference will be about the stagger dealt with the revolver (so impact on keystone and damage resistance).
I have also a build about playing fast… but it use IAG.
Is it strong? yes…
But, I don’t feel that it is stronger than Ogryn or Zealot.
But sure castigator is the jail safeguard card… the shotgun is surely very very strong…
Nothing that cannot be corrected and also, not even sure it is so balance broken… when you consider the PG and the DS… balance is relative

