This idea, of mine, came from a channel on YouTube called @MisterEtide aka Mr E. In one of his video about the dueling sword he made a poll where he asked players, do they think the dueling sword should be nerfed, and 2,2k people have voted on it. The answer was that 46% of people wanted the dueling sword to be nerfed, while 54% voted for the “Eh, it’s fine, buff other stuff” option.
Now, admittedly, as Mr E also pointed out, that is not the entirety of the playerbase and most of the votes came from his viewers. However, what I would like to point out is that Mr E is an avid believer that the dueling sword needs nerfs, and he made that very clear in his past videos.
That is why I came to the conclusion that, if a YouTuber, who voices his opinion to nerf the OP weapons, has an audience, which at least partially, reflects Darktide’s playerbase, that has an almost perfect split on whether they agree with him or not, and want the weaker things buffed, then I think it’s pretty charitable for me to assume that most players belong in the camp of just wanting to turn their brain off and enjoy the “Press W and M1 and kill everything” simulator.
ONLY if this enemy will worth it. No enemy in the darktide worths such attention. And bosses are alrady something you want - dumn and boring bullet sponges.
Yet you missed my thought. Time you waste should be interesting. Dancing aroung 1 crusher for 5 minutes isn’t fun not skillful. You easily tank or dodge everything, and will die only due server lags(When crushers kills you with overhear you dodged).
I kinda did, a lot. Beta\release. Can’t say for sure. I was there before they added book with challenges(which i quickly done and kinda abandoned the game, because it became very boring).
I know them. Only a problem if you don’t bring armor-piercing weapon. Bring halbers, glaive, mace or hammer(Basically meta weapons. At lteast at that time), and they are no problem. And they aren’t really good design either, but game makes up for it because they are really rare. Crushers are by no means supposed to be ones. No. Even at release they were spawning in much biggers numbers that Chaos Warriors.
Yes, because darktide itsn’t vermintide. It supposed to be played differently with more ranged weaponry involved. This is why game was spawning more hordes to drain player’s ammo. If you will hold the ground nearby ammo box in VT - you can mow down literally everything with your bow, because enemy spawns are too few.
And yet again to forget that it’s a horde shooter\slasher. It’s SUPPOSED to be like this. Singular enemy won’t be a threat. Shouldn’t be. No matter how elite they are, unless they are bosses. Fex elites surronded by chaff meat shield that pind and bind players - yes. But that’s a conbination of units, not singulat units.
Also, not, i can’t really remember anything that could easily stagger crushers beyond explosions, plasma and bolter magdumps. Some melee weapons can, but it’s really game of chance.
Hell naw. New animations will give enemies new instruments to use vs players. Which means players will have to adapt. Which means fun.
Running around crusher with entire team poking him with your weapons for the whole minute while dodging his slow and easily dodgeable attacks - not fun.
There’s no need to get agitated. This is a place to have a discussion, not a debate. If you do not believe that the issue with enemy spam can be resolved in a way that I proposed, and I know that I will not change my stance on this matter, then we can just agree to disagree. You can walk away from this post with your opinion utterly unchanged, and it’s completely okay to do so.
There’s no reason to try to insult other people’s intelligence over a problem in a video game of all things.
Okay, this isn’t going anywhere. We clearly both have very different visions in what we want Darktide to be. We are both firm on our stances, and that okay. As I said, it is possible to agree to disagree and that’s that.
No need to have an infinite back and forth where we repeat the same points to each other.
I;m not agitated, but i’m really surprised how people can’t see the obvious.
If enemy manages to make an attack to damage you and driain your resources - it’s very good alreay. Because enemies are endless and your resources aren’t.
They issue here that current set of attacks can’t really drain any of your resorces unless there’s so many enemyes that you can’t physically dodge everything.
So yeah, enemies need new instruments that they will use and drain players even if they die second later.
Wouldn’t it be easier to just make the current attack animations quicker? With that, there wouldn’t be a need for that many enemies since there would be a smaller time window for a dodge. I don’t think making the attack animations faster was an idea that popped up in the entire discussion until now.
It feels like a good middle ground solution, where FatShark doesn’t really need to make entire new animations and the enemies themselves are more threatening in smaller numbers.
What did he say that was “antisemitic”? For all I know, the only insensitive thing he said was:
That doesn’t really strike me as antisemitic. Unless I’m missing something here.
But if that is all he said, and you’re calling him a racist towards Jewish people based on that alone, then I must strongly disagree. Please do not throw that word around like that. “Antisemitic” is well on its way to become a new “Nazi” where anyone who disagrees with you or insults you is immediately branded as such.
Okay, I just realized that the post that you were talking about, and the one removed by staff was yours, and it only took me an entire day to connect the dots.
Two things you need to factor into your calculations:
Sure, all ogryns are not a big threat for an experienced player - when fought alone. With a hoard present, when smaller enemies can stagger you and limit your movement, with fire erupting where you are standing, and sniper firing at you, they are a huge threat. Crusher in particular can end you in one hit while the chaffers keep you locked in place
Sure, you can say that the rest of the team can use their abilities to shield you from range attacks or kill the chaffers - or may be not. For most of the game’s players who play it in PUGs, they have to accept whatever team they get - and there may be no shields, no frags, no purgation flames, nothing. For them, your suggestions may result in a truly hellish experience then.
So at best they can be applied “as is” only to some endgame content. Base game definitely don’t need gunners with more damage and crushers you can’t even stagger - unless you also reduce their numbers several times. The problem here is of huge variance, when you can get a team consisting of one good player, one newbie doing 100k damage on Damnation, one player on a fun build doing 200k, and one complete lunatic on a stealth zealot.
My post was always aiming to solve the issue of enemies being spammed by the AI director. All the buffs to that I suggested were aiming for one thing: significantly reducing the numbers of enemies that spawn in game.
Also, I don’t think current Darktide can get that random of a team, that you described, most of the time. If someone wants to play at auric difficulties they have to play and win a lot of Damnation difficulties, and the same for unlocking Damnation, and for Malice, and so forth.
Every enemy in Darktide is harder to deal with when they’re not alone. A simple Bruiser can be a death sentence to players who do not pay attention to their surroundings. The issue I have with enemy Ogryns, is that they are not dangerous enough for what they are supposed to be. Because they are so weak, the AI director needs to spawn them in outrageous numbers. That’s the issue.
Also, I feel the need to correct this: as of now, there are no small enemies that can stagger the player. The only enemies that can stagger players are Plague Ogryns and Bulwarks. The most that smaller enemies can do is to, as you said, limit the player’s movement. But even then, if you allowed yourself to be completely surrounded by smaller enemies so you have no way of dodging out of the Crusher’s overhead slam, then I’m sorry, but it is not proof that Crushers are a dangerous enemy, and they are in perfectly good state. It shows that you, as a player, have messed up for not paying attention to your surroundings. Again, any enemy is dangerous in such situations.
A truly hellish experience, if they will not focus on killing the Crusher/Bulwark/Reaper when it appears. That’s exactly what my idea was. To change Ogryns from oversized poxwalkers into a walking powerhouse that is also a bit of a damage sponge. The enemy that you recognize as a threat when you see it coming towards you and your team.
That kind of enemy would never need to spawned 15 times at once to be dangerous. I imagine the only time when we could see max 6 of such buffed Ogryns at once would be in Havoc 40.
The issue that I see here, is that even the most random, uncoordinated teams can easily deal with Ogryns alone. One Veteran with shout or a Zealot with any of his abilities, or a Psyker with most of his staffs, or an Ogryn with anything can deal with 4 enemy Ogryns alone without anyone’s help. The only time when I can imagine that a player won’t be able to deal with them alone, is if they are a Veteran with smoke grenades, stubbornly using Executioner stance on everything he sees.
But even if we ignore that and say that most people would still probavly get downed by 4 enemy Ogryns, let me just put it this way: Taking into account every other enemy trying to kill the players, if the AI director needs to spawn 4+ Ogryns in order to kill one single reject, considering that Ogryns are supposed to be the Chaos Warriors for our Vermintide 2, then it’s a sign of a bad enemy design.
Case in point, Ogryns are the enemy type that needs some kind of buffs the most. Even if FatShark were to disregard most of playerbase’s suggestions for enemy buffs, no one can deny that the Big, Powerful, Scary Ogryns that the rejects have to fight are all frauds.
I would rather like to see toughness pool and regeneration nerved, as well as all these ridiculous get 25% damage skills but as you pointed out it is much more probable to see enemies buffed. So I must say I quite like your ideas.
FS already proven they don’t have a long term vision, don’t understand why players actually play their game, and have play testers only to ignore them.
it’s really sad when game makers follow that kind of “democracy”. and since games have more average than good players, they dance to the tune of the “only buffs, no nerfs” crowd.
Let’s be completely fair here: AH was (and still is) making boneheaded game design decisions and their balancing at that time was usage based (commonly called spreadsheet balancing) by their own communication. So they didn’t exactly help themselves, even if some people got a bit overzealous with their outcry.