Yes, but in some other way than the AI director dropping 6 Crushers, 8 Ragers and a dozen Mutants right on top of you while you get flanked by multiple Trappers, Bombers, Tox-Flamers/Pox-Hounds and a couple of Monstrosities for good measure.
LOL no. The real steamroller build is the Stealth Vet with Zarona Revolver.
Constantly pestering the devs to fine-tune the game mechanics to your exact taste really seems like the opposite of a âhardcoreâ mentality. The kind of character it brings to mind (if I may borrow a couple of screencaps from the excellent animated film Klaus on Netflix) is this guy:
The plasma is fine itâs perfect where it is atm but i donât agree with the buffs coming in the next patch and people who smite all the time and only use smite donât know how to play psyker itâs much better to kill the hoard than stun it
once you got the mechanics down its just a 40k themes pair dance with the only âdifficultyâ being chosing the right order in which to take off the pawns from the chess board.
besides, its a horde game and the only âflashâ iâm feeling is when clawing through literal cubic tons of heretic meat.
part of what made doom 2 great back in the day, hundreds upon hundreds enemies on screen.
iâd not be a big fan of bullet sponge enemies, mix them bosses up with small units like a tank had infantry support, but the flow of the game must not be slowed.
another thing is you shouldnt be able to get out of every mess youâve created.
aggro the next pocket of enemies on top of that rear spawn should be an âoooh sht here we go againâ moment, not some bored shoulder shrugging and a get out of jail free moment.
failings are there to teach and improve, without failing people stagnate in mediocricy.
like right now a huge part of the playerbase need to get clobbered in not to over-extend and over-commit.
just by kiting back or disengaging altogether i could save many a run lately.
heck i could add a shovel on top of my oggy performance for playing quicktime events in sm2 2 hours prior.
coupled with copious amounts of caffeine âi was in thereâ and could see every telegraph maulers, crushers and ragers tried.
wouldnt have dialed up my reflexes if not proper motivated
This is apparently a shocking revelation for some of you guys, but there is 5 base difficulty levels. If you arenât into ever increasing intensity of Tide games, find a difficulty level which satisfies you and stop removing fun for those who want a bit more. I really donât understand why this point has to be made over and over again.
You would have to try really HARD to find more than 1 or 2 totally useless weapons in Darktide, stop confusing your Helldivers trauma with Tide games
Weapon balance is fine for what FS want it to be. There isnât major outliers damage wise (only thing is knife mobility), and you can steamroll maps with a lot of weapons.
We just need a new difficulty curbing runaway player mobility and defense we got since patch 13, so we can have some actual difficulty and teamplay.
Iâve said it a few times before, but the idea of balancing anything based on feedback from people playing in random groups with random spawns is already a foolâs errand. Adding on that they insist on the fastest matchmaking possible so they wonât force 1 or 2 of each class max, have mmr skill tracking, or have any meaningful difficulty gating and you have an obvious disaster.
Hell, most of the players donât even use mics to communicate.
Now add on that the company is incredibly slow to patch their Spaghetti code and takes a quarter of the year off on top of it.
The fact the game is still alive at all is a testament to how much people like melee and extraction shooters.
Do you always try to communicate purely through non-sequiteurs?
As you say, thatâs one of the great parts of Doom. Drop it into the scenario that weâre playing through in Darktide however, and suddenly the game feels less like youâre playing a member of an Inquisition strike-team and more like some kind of weird FPS version of a danmaku shooter like Touhou Project after a 40K-flavoured reskin.
way back when, in the foggiest of memories, i played stuff like katakis on c64.
even then i couldnât wait to see when graphics would evolve past those games.
they were fun back in the day, donât get me wrong, but with what we got now i feel mildly bamboozled people play âthoseâ
kinda like having to explain to the kids what the ogâs had to mod through in the ages of doom and quake, only to see a rise in pixel-shooter popularity.
thanks, but iâve been there, 1984-2004 is enough not wanting to go back that way ( i take far cry as an arbitrary point zero of âmodern graphicsâ)
As hardcore player myself (but no, I dont run forward on knife zealot build, I am not that toxic) I agree. Games should not pander to hardcore small % of gamers. If someone is hardcore, he can just use grey weapons, play with monitor turn off, play while standing on hand or using sub-optimal blessings etc. if game is too easy for him.
And if someone is saying game is too easy while all he runs is meta best builds - maybe time to move on? You won, you are best, you defeated everyone, you are on top of the world, everyone in all your matches saw how awesome you are. Soooo⌠instead of spoiling game for others⌠move on, Mr Hardcore?
Same in Helldivers 2, I was always against the nefrs, despite being hardcore player there too. It doesnât make sense.
Hardcore players optimize the fun out of the game. No point for 90% of community to suffer because of that.
Itâs always been the mark of a great game in my estimation, that it gets better as it gets harder. Darktide checks that box for me.
Enough people have enjoyed the increase in challenges from the (reverted) shooter buffs, the moebian chaff mobs, etc. that Iâm fully in support of difficulty increases across the board.
Co-opting the lower difficulties which I assume are far less played than Malice would be a good start for FS imo. If theyâre worried about the new player experience, how about creating a campaign designed to introduce them to the game mechanics/world with itâs own difficulty? Could be fun.
For my part, I think the game plays best on Damnation in terms of time-to-kill (them and me!). This is why Iâd be a little reluctant to subject myself to T6. For those who want that though⌠I hope they get it!!
You know what casual players can do instead of quitting or jumping through a bunch of hoops like you think âhardcoreâ players should?
Turn the difficulty down if the game is too hard.
And you can always turn difficulty up yourself. Do naked run with club like in Dark Souls if you want super higher challenge. If you feel Auric is too easy, maybe time to face the truth that you mastered game and thatâs it. Game difficulties are not infinite.
Giving a Crusher more health wonât make it any scarier, and fewer of them with more health would make encountering them objectively easier as itâs the sheer quantity that allows them any hope of ever actually damaging a halfway decent player.
Unless youâre talking about completely overhauling their moveset, which would likely involve completely breaking the archetype of the enemy as the only thing that could make them significantly harder would be to make them a lot faster.