Not sure, but Power Matrix Havoc 40 with Garden and Final Toll is definitely up there. Probably less than 1 in 15 games with 3 randoms I try succeed on that one.
God-Emperor, now I want to try Silo Cluster with those modifiers.
Honorable mentions to Clandestium Gloriana, Consignment Yard, and Relay Station TRS-150.
But mostly it’s these two modifiers. The monstrosity spam combined with healing aura and enraged mobs with extra stagger resistance. They take sooo much damage to die.
At one point on consignment yard I dumped 3×100% peril venting shrieks into a cluster of mobs in between 1-2 back-to-back full charge secondary fire inferno staff attacks, and we still could’t clear a choked doorway. Never seen anything like it (did close to half a million dmg in a few minutes). It’s absurd.
Clandestium Gloriana is probably the hardest map. The first area with too many barrels and the open cliff, and the first event wipes a lot of random teams I’ve seen. It just has no real cover and so many gunners spawning with crossfire positions.
gloriana is a hardware check for “brain not found”, no matter the modifier
speaking of the devil i got a little “schmankerl”
textbook clandestium start
tried my best yesterday to carry again through auric maelstrom and its like they made a contest of how many times they could f-up in the open instead of taking the safe inner corridors…
some new penance i’m not aware of?
silo cluster for the starting part alone would be my pick.
oddly enough (but ok, i usually only play my oggy BUT not with the cheap club meta) i dont mind much for the rainbow crew, punies drop no matter what
In general, sharks on Havoc need to be given the ability to choose any map and modifiers, and get away from the rotation principle. Okay, there is no such thing in regular missions, but in Havoc they could give the ability to choose suffering, and yes, you need to choose at least 2 mutators, and the emperor’s light always goes and is not taken into account in these 2 mutators (i.e. there will always be 3)
Not sure if this is that simple. I would think more about map sections. Anything with little space to move and difficulty terrain combined with a bad ambush, bosses etc is often a game over, even if you act fast and try to push out to a better area. Aggressive mob spawning around a corner who just turned doesn’t help here. You just end up sandwiched between meat walls. One of the reasons why certain weapons can make H40 so much easier.
Map layout matters a lot, yes. But that’s definitely also why some maps are harder than others.
But Power Matrix in particular just seems off the charts. I just have this feeling that more sh*t spawns right out of the gate. Quad mostrosities seem more common, the area is particularly unforgiving with respect to how many sides you can be attacked from, and how little space there is. The distance between boss triggers seem shorter? It’s just insane intensity and never lets the foot off the gas.
People don’t seem to know about it. Even if I ping the location and put the med pack there, people will still wander around or stand on top to be sniped by every spawn.
tell me about it.
today we had the record for a new low in terms of stupid.
2 ogryn appearantly going for the 1000 rezz penance, only that they died simultaneously
and 2 ruski blyat, one lagging behind every damn time and getting swarmed of course.
the other desperate to play shining knight instead of using his brain and rezz for free AFTER the airlock.
noooo comrade ran headless into the crowd of… everything and was seemingly pissed (he didnt give us the courtesy if writing english) we didnt trade ressources and risk a potential loss for his sandbag mate, that waited patiently in a safe area, along with dead comrade
I think the narrow section with the tunnel right after the first event is the most dicey part of the mission and probably the single most director sensitive area in the entire game.
Especially the tunnel, where the team can get irrecoverably split while standing within three square meters
Pretty much true. The first third of the map is easily the hardest and a litmus test of whether the team is going to be able to get through it. If you clear the first section and the first event you’re good to go.
All sand ones. Gloriana is also always hard, but the further you go, the more difficulty drops, gradually it goes from 10 to 3. But sand maps, they all got big open spaces that make players nothing more than a target practice for Ai, they also got narrow spaces where enemies can corner players, all got pits where players can be dropped off, with some of the hardest objectives. Like map with giant fan, where you need bring 3 batteries, then stop it by pressing two buttons, most of the time it can go only two ways, one-two players do objective real fast, or something goes wrong and then it is almost 100% over.
Gloriana is way too front loaded to be consistently challenging. The rest of the level is very straightforward and has long lanes for kiting. The end level event is probably the easiest.
I vote Chasm Logistratum for the hardest. The end event is the most brutal in the game and there are tons of tight passages that give you little room to maneuever as you advance and bosses and mobs and crowds of elites don’t stop appearing.
Logistratum is crazy, agreed. And definitely harder than Gloriana. Not sure if it’s worse than Power Matrix or Silo Cluster.
Silo Cluster end event is also pretty insane on Havoc +30. I don’t think I’ve tried it with Rampaging or Final Toll + Encroaching Garden, but I’d love to.
logistratum has this long trek over the rail section with little health, narrow passages where fire and snipers are deadly. and the last part with carrying batteries while under fire, self-explanatory.
and silo cluster has this star-shaped last part where you’re pushed far back into the arms of the star if you can’t kill the eyes quickly, and if you lose a player, the respawn point is ugly.
Yeah, I noticed that - unlike in the Vermintide games - players in Darktide really don’t seem to have figured out that some paths are intrinsically safer than others and prefer those. Take the opening to Refinery Delta, people don’t stick to one side or the other but spread out like a bunch of sugared-up kids.
Or Vigil Station, when people don’t use the outer areas in the winding tower.
i don’t know how many times i’ve ranted about people spreading out and getting picked off one by one.
as soon as they get from one tighter area into a larger one, they scatter like roaches.
oubliette the medicae platform, sycorax the chandelier room.
and they keep doing this no matter how often it kills them.
Yeah, people really don’t stay together when they should. There are so many enemies meant to punish that, and especially with how bad sound cues are it’s easy for even Arbites to insta-lose a run to a netter.