Honestly, reducing the Crusher spawns is a terrible change. Havoc just feels like a walk in the park right now, there’s zero tension.
I miss the adrenaline rush of facing a literal wall of hammers where one mistake means a wipe. The game NEEDS more high-HP, one-shot capable enemies to actually keep things challenging. Clearing trash mobs gets boring fast.
If we aren’t constantly on the verge of wiping, it doesn’t deserve to be called the highest difficulty. Please revert the nerf, Havoc is just boring right now.
havoc shouldn’t accommodate casual players, so yea they should revert the changes
if they really want to keep the changes, it should only apply to havoc 30 or below, but not for h40.
crushers never been a problem regardless of any weapons, my friend kited and cleared all crushers just with dclaw solo for example and they were really a lot but was all possible.
density in general also never been a problem, it is one of the core fun part of the game, especially in the modded realm vibes extreme mode… yet people complain about density cause they can’t stand havoc and then never touch havoc again but yet complain infinitely forever on forums about it despite them not playing havoc anymore
there will be a point where havoc true duo are not even going to be interesting anymore cause would feel like playing auric, cause lack of enemies and then it’s just a sleep mode like mortis trials
I love killing unreadable blob of armour with purgatus. If 3 crushers aren’t melted by density into one singular overheading unity I can’t have my fun.
Hyperdensity is an effect of power creep and it can only be fixed by bringing down players power level. The game is easier because devs didn’t address the core of the issue and I doubt they ever will.
you can either pile more stress on an engine thats clearly operating way past its comfort zone adding more enemies.
or you can make the enemies you have more scary or the players weaker 3 different paths 1st is imo bad, second makes it more arbitrary and knife edge the third is a more general application of difficulty, pick your desired method campaign for a change i guess.
It did seem odd that they gave Havoc an additional crusher reduction on top of the base reduction that already affected Havoc. Another case of going much further with something than anybody asked for.
Most people who wanted armour spawn reductions wanted them to come along with or worst case after sweeping player nerfs, not alongside a relatively minor nerf patch with who knows how long of no follow up.
So unsurprisingly the net result might signal a better direction, but the immediate state of the game is unfortunately to nobody’s preference.
They should bare minimum undo the additional havoc crusher reduction unless they have sweeping further player nerfs around the corner.
even if it comes with nerfs, it would be still no challenge but also very boring, because at that point won’t be entertaining and being more like a sleep mode when there are less enemies.
this is already the case with mortis trials where it doesn’t spawn anything, the result: dead game mode.
in vt2 ppl went in modded realm just to maximize and add more enemies cause they liked that way when it’s chaotic but still managable, and in dt was way more than mnagable even with the previous crushers spawns.
i’d rather kept the crusher spawns untouched and just nerfed even more players, that would been perfect
if people complain about the spawn of numbers they literally can play malice campaign or havoc 20 or below, i don’t think spawn rates should accommodate players cause they complain about certain weapons not working on crushers, when they never been able to actually kite and use the weapons
Yeah perfectly valid, I meant to convey that it was an overkill reduction even if it had come with bigger player nerfs. With the base + havoc decrease, as well as the earlier reduction they did, they’ve effectively triple tapped it now which is rather wild.
They for sure could have just done the player nerfs on their own then seen how things pan out without hitting crusher spawns further at the same time.
They’re perhaps just over eager to offer compensation whenever nerfs happen to try not to prod the beehive too much?
How are we supposed to engage in meaningful melee combat when currently it doesn’t make any difference if the game spawned 1 or 20 ragers. You either stagger them and kill before they get the chance to stand back up or just remove them with ranged damage - no interaction.
Same is true for mix of crushers with maulers, you can either play a game of “dodge all 1 shots” or just needle pistol it all away with 0 risk.
Spawning enemies is not 0-1, all or nothing. There can be something in between that doesn’t try to replicate warframe or a musou game. Enemies in both are just placeholders for players to flex their all mighty in game avatar. Darktide should be better than this.
there is difference of course, one alone won’t cause any problems if there are already multiple ragers they can pose an actual threat in attempting to destroy your guard and stamina. it simply adds up. you can deal lot of ragers even if multiple ones entirely even with melee only, i do this all time even wit evis xv
kiting a mix of crushers and maulers is not an impossible task, they very slow and very manageable, me and my friend in true duo h40 we kite and clear even with antax combat axe which is an actual bad weapon for them, while we have also bosses, bulwarks and specials and so on.
why forcing this vision about “there can be something in between” to a game mode that was designed to be the ultimatum challenge and meant for hardcore players? again people can freely walk out and lower difficulty, cause going in higher difficulties and pretending less enemies is already an oxymoron
That’s the issues with slow problem-solving. Darktide had its balance in the dumpster which led to a clown car of enemies, something it was never supposed to be. But as time passed people accommodated to this type of gameplay and now Darktide has an audience that likes the way the game is. So now any changes that the devs will do to try to steer the game onto its original direction will be met with pushback like this.
I’m not sure about Havoc specifically, but generally speaking, I’m pretty sure that there won’t be any going back on reducing the enemy density in missions no matter how much people will object. Darktide was never supposed to be so spammy with enemies like Elites and the difficulty shouldn’t come from their density but from the general power and threat of each individual Elite.
i played a lot auric damnation to the point it became boring cause doesnt matter what, will always get a 100% win rate, the fact the ai director spawns lot of enemies never been a problem and it was always been like this since day one, it was even actually way more enemies early days
clown car of enemies get melted in auric anyway, everything gets one tapped by everything
It can all be traced back the bolter crowd about 3 years ago
Fatshark has engaged in the “dun nurf, only buff” design stupidity philosophy ever since
Some of us were relentlessly attacked for even suggesting things like VoC spam and the Plasma Gun were unhealthy for the game
Now we have reached such power creep extremes that both of those are basically merely baseline
And the result is what soft talkers call hyperdensity, which in other words is nothing more than brainless spam that neither the 1 dollar year plan servers at amazon or the incompetent audio engineers can handle
I’m not saying that havoc 40 should be easy in any way. I believe that hyperdensity limits the possibility of meaning player - enemy interaction.
I’ve seen the duo h40 clears and it is impressive to maintain the focus level to smack carapace and kite bosses for almost 2 hours, but I feel like the gameplay that is forced in this scenario is purely defensive and reactive as 2 ppl with off meta builds don’t have any option other than to kite and poke.
I believe there is a middle ground where the player power is nerfed significantly to maintain the difficulty but we have more options to interact with the game.
And that’s an issue because that’s not what Darktide was supposed to be. You were never supposed to be able to just walk into a horde and mindlessly spam light attacks with a shove every few seconds.
Vermintide 2 shows really well how easily you can die from a horde if you don’t play carefully and deliberately engage with both push and dodge mechanics. Darktide’s combat system is just pure onga bonga compared to that. Why would you even use a shove if you can spam dodges and then spam slides as well. Why time any of these actions if you can just infinitely spam them without consequences that are felt by the player? Why bother to think what weapon to choose if some stuff just one-shots enemies?
That’s something that Darktide’s devs need to approach and it can go two ways:
They will make changes that will anger the current playerbase, but it won’t make them revert it, changing Darktide into a game that it was intended to be before the balance broke after patch 13.
They will make changes that alternate between pleasing and inconveniencing the current playerbase leading to a hybrid between what the players want it to be and what the devs want it to be.
Personally while I wish for the former, I think the latter is the one that’ll end up happening.