Gameplay is poorly balanced on higher difficulty with hoard spawns

Look I know damnation is hard and is supposed to be but there is a difference between a hard game and a rigged game and an issue I keep running into is that when massive hordes of ragers, maulers, and specialists spawn they spawn in places that are just stupid. Sometimes these massive waves pop up in places where you have room to maneuver dodge and fight but other times it’s an entire army in a hallway barely big enough for the Ogryn to fit! Spawn rates need to account for the maps design right now it’s so random it’s just broken and it’s unfair to swarm 4 players in a box with an army of 100. Thats not hard that’s broken and further flames are still not nerfed enough they are still broken.

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They are kind of unfair, that’s why in higher difficulty, especially auric, crowd control is extremely valuable.

I just had a crusher fall behind my back from a platform 10 meters over my head and instantly attacking.

Fairness is not in the vocabulary of this game :stuck_out_tongue:

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You simply just don’t rush.
You can always just fall back and get a better kill room.
I know with randoms sometimes it doest always work but falling back to kill boxes is the only way to kill giant elite blobs if your not running a team with lighting stunlock or a way to just aoe kill them.
Also trauma force staff is amazing you can fling and lock down 10 ogryns at once so your team can just club them down.

Nah damnation is already feeling pretty damn chill with AI director and fire nerfs. Really don’t want it nerfed further at the moment.

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I understand where you’re coming from but it’s not always that simple, I’ve had the whole team pincered from both ends in these situations you can’t fall back to a Killzone when you’re surrounded. and this happens constantly further they will spawn out of nowhere as well so you look ahead its all clear you proceed and before you can get out of the hall there is a sudden and immediate spawn without time or chance to react. it’s not a skill issue it’s a spawn position and balance issue. I play almost exclusively damnation with modifies I’m not great but I’m pretty good and I have a win loose ration of probably around 5 wins to a loss and two out of every three of those are due to crazy spawns. Something weird I’ve noticed is that with heresy a lot of players suck but once you play damnation their just seems to be more people who know what they’re doing like there’s some magic invisible barrier that vets overconfident idiots.

are you kidding? Fire is broken still. It’s better but still broken i mean I could handle the damage it does but the area of effect is too big for the amount of damage done by it. They either need to lower the damage or shrink the size of the area of effect from firebombs and flamers I’d prefer the second honestly.

How is it broken? Do you expect the giant burning lava pit to be a gentle hugging to death?

It’s supposed to be dangerous. It’s not even at the original level we had for a year, where it would just decimate your toughness to instant 0, no matter how high.

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No I’m not. Seems pretty easy to get out of with minimal damage now. Played last night and never took actual health damage from it. Only thing I don’t like is bomber flame lingers annoyingly long, duration could afford to be cut down.

And yeah damnation is probably the easiest it’s been since patch 13 overall.

Don’t nerf Damn there are 4 whole difficulties under it if it’s too much for you.

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there is a place for realism in gaming yes and yea fire is deadly, but the point of a game is that it’s a game and sometimes you take realism a little lighter for the sake of gameplay balance. Yea it’s more realistic that fire does a ton of damage but by that token the idea 4 soldiers could do the stuff you’re assigned to is complete insanity in terms of realism isn’t it?

My last 100 hours have all been in auric maelstrom and auric dam.

I can confidently say I probably lose 50% of my games.
All of its because I’m bad or some one on my team messes up and we all fall apart because we panic.

The thing is I have overcome way way harder BS spawns then I normally lose to.

I have won a match that had over 100 ogryns spawn in the melee only mode that was just giant iron walls of ragers maulers and crushers every single room.

The thing is you can deal with all the BS you just got to position correctly with a good set up or your gonna wipe.

You are right in been sandwiched by spawns is hard to deal with but it’s not like you can’t win.

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a game can still be beaten even if it’s terribly balanced, I’m not saying it’s impossible I’m saying its unreasonable. I’m fine with the hoard numbers and composition it’s the lack of map awareness in regard to the fairness of their spawns that bugs me. I actually think the hoard numbers and units are fine I just don’t like where they spawn often times.

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Realism? No, I don’t mean that. I’m saying from a gameplay standpoint, the big deadly lake of “Don’t Enter Me” should be as discouraging as it has been.
That and it’s just more fun when there are highly dangerous abilities used against you. There is an intensity to not getting caught up in the fire that makes it an exciting element.
“Balance” it and you lose it.

You don’t fear the Dreg Flamer or the Bomber, if you can wade through their fire barely harmed for up to 2 seconds. That grace window is just way too long.

I think I just disagree because I kinda play darktide just because it feels amazing to complete a BS missions you thought you were gonna fail at multiple points but struggle though to the end.

It also helps I don’t really care much about gear or grinding mats so I’m at peace loosing tons of mats to failed missions constantly.

they can very easily have their area of effect nerfed and still be freaking terrifying I don’t understand your line of thought here after 268 hours of play I’m fully confident in saying fire needs smaller area of effect I’m not saying like halve it but take a foot or maybe two off of bombs radius and maybe one foot off the width of the flamer, but I think its distance range is fine. I mean yea if its one flamer or bomber it’s not that dangerous but when you’re playing on high intensity damnation and there’s 6 bombers and 3 flamers there’s more fire than map.

Yeah, fire’s still BS, the base damage should be way slower and then ramp up, it should not start that high.
2 ticks strip 95% of my toughness, even though now it takes 0.7 seconds, it’s still way too much.
Initial damage should be negligeable, like 1-3-6 damage for the first 3 ticks, which cover the first second, after that the ramp-up should be brutal and we go to 50 and finally 100 per tick.

If the starting point is 50, there’s not much to go from there.
It’s still the worst damage in the game and the one that’s better to have on all curios.

The ones who defend it seem to live in a world where we always have all the space to dodge, and bombers appear 1 at a time in plain view ready to be killed instead of being in groups of 5 that throw bombs from half a map away.

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exactly the biggest problem is the amount of damage you get and how big the area of effect is and how little reaction time you have in comparison that makes it unfair. Also yes that’s exactly how it happens to me it’s always like 3 bombers and two flamers in close quarters area denial and limited space from the start means you have nowhere to go to avoid the damage, so you have to take it because there is nowhere to dodge or go you just burn and they’re cool down on attacks combined with all of that ends up making the map more fire than ground

The only thing unfair about Auric missions are the fact trapper can net you through a horde of elites which makes 0 sense and they should reposition to trap you or their net knocks down the horde so you see it coming.

It would be, if there wasnt a long sound clue that tells you a trapper is shooting at something. You dont need to watch a trapper to avoid it.

Kind of the same with it shooting through walls.

To me “unfair” is only something that has no counterplay, which is 100% not the case with trappers.

Iam not sure if the other stuff, like how many elite and special in general spawn, is even worth talking about. Some are completing Auric with just two people. It can be hard, but it is far from unbeatable.

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Sounds like a skill and especially ego issue to me.

Knowing when and where to engage is part of being skilled. Anyone can bonk stuff with well rolled weapons. 95% of smooth auric mael/HISTG damnation runs are positioning and awareness.

If your issue is always getting steamrolled in tight corridors and small dead ends, maybe pull back? And if you can’t just pull stuff beforehand? Most people complaining like you are, generally tend to just jump into any room and expect to survive it. On higher difficulties it really makes a difference when you engage what. Like when you’re already fighting a massive spawn and some dude decides to aggro something ahead, essentially allowing the group to be encircled. Or a guy lagging behind, triggering disabler spawns and splitting the group at the worst possible moment.

As I said. There IS bullsht in the game, but you’ve mentioned none of it.

The true and valid BS reasons a endgame run fails are:

  • Clutch dodging a large mixed elite horde pack and getting stuck on a tiny piece of elevation on the floor, like a step, thus having your stamina broken and getting downed.
  • Trapper shooting you through a solid box/fence/thin wall
  • sudden 20 gunner pack spawn below or above the geometry, bursting you down with one volley, while you can’t shoot them, because… you know… geometry in the way
  • Character not vaulting a rail that is vaultable (looking at you Ogryn) while you’re trying to kite
  • And my favorite: inputs getting eaten. Nothing like pressing Q to switch to melee for blocking, only for nothing to happen.

I’m sure I forgot a few but you get the point. Those are real issues. Yours is a skill one.

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Flames have be heavily nerfed, the biggest trouble that they bring to the players now is their blinding effect.