It seems like you’ve misunderstood my point. I’m not saying that every difficulty level should cater to one specific preference. My argument is that both sides—those who enjoy power fantasies and those who seek a challenge—should have experiences that align with their preferences without one group dominating the entire spectrum of difficulty.
You mention that power fantasy players have it easy because they can log in, pick a loadout, and feel powerful. But that’s part of the design of games like Darktide. Progression and power are core elements that make players feel rewarded. If every difficulty level was designed to be a constant grind, it would alienate a large portion of the player base who play to enjoy that progression. You’re essentially asking for your preference to become the default, and that’s where the issue lies.
On the other hand, you’re arguing that struggle players need to jump through hoops—intentionally using weaker builds or relying on Discord groups to create a challenge. But here’s the key problem: you’re asking for the hardest difficulties to become exclusive to your niche preference. You’re framing this as a ‘hardcore’ player issue, suggesting that people who enjoy the power fantasy are somehow less dedicated. That’s unfair. Everyone plays for different reasons, and we shouldn’t impose one group’s vision of the game on others.
Your complaint about random teammates not fitting into your ideal scenario highlights this further. In a cooperative game, diverse team compositions are part of the experience. Expecting everyone to conform to a limited playstyle, just for your challenge, isn’t practical or fair. It puts an unnecessary burden on the team and reduces the flexibility that makes these games fun for different kinds of players.
The idea of giving up one out of six difficulty levels for those seeking a challenge seems reasonable on the surface. But what you’re really asking for is a difficulty mode that forces others to play in a way that suits your taste. You’re suggesting that your way of playing is somehow more ‘dedicated,’ but that’s a mischaracterization. It’s about finding balance—catering to both groups without sacrificing one for the other.
Now, there’s a better way to handle this, one that would give everyone what they want without imposing one style over the entire game. Consider something like Halo’s Skull system. In Halo, players can activate modifiers, or ‘Skulls,’ to make the game more challenging, creating extreme difficulty runs like LASO (Legendary All Skulls On). This system lets players customize their experience, making it as challenging as they want, without impacting others who play differently.
If Darktide introduced a system like this—allowing players to choose difficulty, maps, and modifiers—you could create the ultimate challenge for yourself while still allowing power fantasy players to enjoy their builds. It’s the fairest solution because it doesn’t impose a single playstyle on the entire community. Instead, it empowers everyone to play the game in the way they find most enjoyable.