Enemies in Opening Areas

I liked seeing enemies spawn earlier in maps, it made for actually new engagement scenarios since you guys are allergic to adding maps for modes people actually play. I figured it was intentional and it was a nice change. The empty areas at the start of the maps have always been pointlessly long.

Do you want this feature back?

  • Yes, have enemies spawn earlier in maps
  • No, keep enemy spawns starting where they’ve always started
0 voters

No because missions are supposed to have a coherent pacing with both highs and lows, not endless enemies in every area every single minute of the game.

Nah, sometimes you need a minute to let your mate load in, wait for randoms, leave to open the door, do irl things that take a minute or two, whatever. Actually I think there should be more breather moments like the sanctuary in expeditions, we need more “boring” time so the “exciting” moments stand out more instead of non-stop maximum neuron activation that would leave a gen X-er with a stroke.

You can still wait right at spawn for that stuff, re stepping out.

Otherwise, having some breathers - yeah, I have long wanted a vote-pause option. The airlocks kind of could be that if you had to have everyone press a button to move forward.

I don’t think Gloriana should spawn enemies literally in front of Swagger who is waiting for us LOL

Yes, absolutely, running around for 60 seconds at the beginning of the map is valuable game time wasted.

Same thing with running to the mission terminal in the Mourninstar.

Same thing with having to press space when the game boots for no reason.

Same thing for having to logoff for switching character.

Darktide game designers intentionally waste your time.

No.

You need the quiet moments in Darktide as that’s one of the backbones of every horde shooter out there: The Quiet before the Storm is what gives every single one its unique flavor. It’s all about the moments where the player can breathe and anticipate the first/next combat with whatever is trying to kill them. Vermintide 2 is very good at it since you can’t run and spawns are not spammy like in Darktide. A moment to relax and take in the environment, lore, ambience etc. makes you feel like you’re playing a Vermintide game and not horde shooter nr 2543.

Darktide could REALLY use these moments. They would give it more identity among all the other horde shooters. I speak from experience when I say that Uprising-Malice difficulties do offer that to new players who are just leveling up. Without all the ability and enemy spam, there’s a challenge and a moment to breathe. It makes Darktide shine more than any amount of enemy spam, the AI director throws at you, ever could.

Certain maps should probably be safeguarded from BoN spawns due to the space limitations, but I actually liked that early enemy presence.

Nah it should in the vain hopes they beat swagger to death.

Without the mods to skip all that trash I would not be playing the game at all tbh.

At first, it was downright annoying, but I quickly realized there was something to it. And when they removed it, I actually felt sad. It feels like they might have brought back the old 60 points for Havoc instead of 90, simply because before, a Havoc card was guaranteed to have 4k+ mobs, whereas now that’s rare at least in my runs.
But I’d really like to stop seeing purple gear past level 40 it’s unpleasant, to say the least

I feel like these are a nothingburger and barely have any impact on the match. I’d say no to these because they don’t make sense appearing next to Swagger or guardsmen NPCs.

That is a very valid point.

Hell nah. There is enough stupid people playing. I would bet runs would end because someone is stupid enough (or just trolling) to not press the button.

I liked the additional enemies in the levels, and it even made some end events actually more fun than they normally are, like hab dreyko and ascension riser, having those end areas packed with enemies was tons of fun. It should be adjusted a bit so enemies aren’t just standing next to swagger on gloriana for example, but if there were enemies just after that drop down next to him i’d be happy, or just move swagger somewhere else :laughing:.

It was a very nice change of pace fighting enemies at the start of relay station before you get to the first elevator, and it makes sense, if these areas in tertium are infested with heretics and we’re being sent in to kill em all and do whatever the main objective is, why is the first 60-90 seconds of the levels just completely empty, i mean you’d kinda expect that there’d at least be some stray poxwalkers roaming around, i mean how many people ‘live’ in the hive city, 90 billion according to google, I highly doubt lore-wise we’ve killed enough heretics to thin the population out to where these areas are completely abandoned and empty, until you take the first step after the initial drop down.

there shouldnt be enemies literally on top of you when you spawn into the map, but seeing some guys after the first turn/drop down/alleyway or whatever into the level is a nice change of pace and would make sense imo

This doesn’t happen that often in expeditions where it has the same “holding the lobby hostage” potential as any helldivers 2 mission. Not saying it doesn’t happen, but the line has been cross, even if it’s a different mode/board altogether.

Maybe wouldn’t be ideal for normal missions tho, considering the average auric (or even maelstrom) random.