Polar opposite experiences my friend lol. Hell I remember when Heresy used to be the highest difficulty as a Solo Queue player and Damnation was easier. Reason being the quality of teammates you’d get. Lotta heresy players were expecting freebie carries through matches and didn’t develop the skill to do Heresy, leading to many, many deaths. Meanwhile on Damnation everyone had to pull their own weight. That was my experience at least.
Idk, its just been my experience that Damnation feels way more oppressive than its ever been, but it could just be the game director treating us two different ways. (I tend to have really, really bad luck with RNG, even IRL. Play a lot of tabletops and I’m known to have the worst luck in my friend group. So much so that I got my hands on a pair of cursed dice… and it counteracted the bad luck rolling positive for me consistently and no one else XD)
This. Right there.
I much prefer a cadence, and thus often don’t play high int for fear of running into that never ending horde situation, though if my experience recently is anything to go by, it doesn’t actually seem to matter.
Sometimes it is like that, sometimes it’s fine. Then there’s runs that are downright boring, barely anything happening for several minutes, then sudden instant death.
I find it very funny that people where complaining for the better part of the year how easy the game is, and now that it’s harder everyone is upset about it.
I agree that it’s a bit overtuned right now. I just find it funny.
I don’t think, necessarily, that a lot of us in this thread are complaining. Like I said. I like how this feels in Auric. But for a normal damnation or heresy mission this seems pretty spicy and I can see why a lot of more casual players would be put off by it.
It might also be Fatshark was/is trying to give players a harder experience in standard missions to prepare them more for Auric. It’s a bit of a difficult question and I don’t know the right answer.
Like I said I do agree with everyone that it’s a little over aggressive right now. I just find the disparity funny.
My personal theory is that (aside from some definite funk, like spawning out of thin air) FS really meant to imply that the stims are “making the nasty buggers even nastier” and the difficulty jump is attributed to that.
This is my headcanon. There are many like it, but this one is mine.
There were some players who felt damnation wasn’t challenging enough. It seemed to me that these players were actually quite satisfied with the introduction of the auric board. On the difficulty Skala the playerbase seemed quite happy as challenge seekers had auric and the rest of us mortal players could dwell on non auric.
With the tweaking of spawn behaviour part of the non auric playerbase feels their area of the game has become too hard to be enjoyable. I don’t get why FS can‘t tweak the auric and non auric parts of the independently to cater to the wishes of these different player types.
Pretty much exactly this. There’s a big difference between Heresy and Damnation rewards-wise and Auric is there for the people who want stuff even harder. I had people calling regular Damnation ‘tutorial difficulty’ and you know what? I’m fine with that. I just want a satisfying level of rewards. Let the tryhards go for Auric and Maelstrom and leave the massive number of scrublords at regular Damnation.
That’s fair. I think I worded myself very poorly. I tend to agree that the spawn director is a bit scary right now.
I’m not saying there’s anything wrong with either perspective. Just I find it a bit funny how rapidly the perspective changed.
They need to change High Int Shock Troop to a new modifier that they can tweak independently from both how normal high intensity, and how normal shock troop work.
dunno about that. must have ran over the directors cat or something, he went absolute bonkers in about every I II V E G match i had today.
they were hella fun, don’t get me wrong, but getting tripple rammed by 2 chaos spawns flanking a plague ogryn calls for more caffeeine than was available to me today.
for the love of thr emperor i couldn’t find a proper opening at either end, given the chaos that’s a half pug.
still had a blast, maelstroms at its best when getting through is the exception, not the norm, for what more is there right now in terms of obstacles to overcome
don’t forget that Maelstrom missions have their own set of modifiers that will change what types of enemies spawn, etc
i can’t remember the exact changes to the mission you played, but it has a chance to spawn elite enemies and specialists as weakened versions of bosses
where other missions auric missions might specifically be giving you more hoards etc, mission modifiers will effect spawn rate by quite allot, on top of the difficulty of the mission you are playing
True, but even within those modifiers there’s been alot of shall we say “variety” when it comes to intensity.
i love I II V E G, but lately you get tossed a lot more bosses, weakened and full, back to back. and there are only so many ressources to conserve when you’re at your third chaos spawn on route to a hopefully full ammo container.
this or you got a zealot on speed dial
Not sure Maelstrom should ever be the bar for whether the director’s crazy or not, lol.
IDK, did 3 qp auric dams and 3 qp dams yesterday and they all felt smooth, even hi-int SG. Admittedly, I enjoy running cc builds so the difficulty spikes tend to get blunted a bit. Makes for easier wins.
Ed: Had another high int dam this afternoon and the first half static units were pretty much 50% shooters/gunners/reapers, and we didn’t have good ranged damage (ogx2, support zealot/psyker). It went fine tho? Little rocky at two points (floor hazards+fire and accidental DH) but never overwhelming. Was queueing with a quite out of practice friend I dragged back into the game (he chose qp dam and we got hi int lol). I think an Og+2 was the star of the show, other rando was like +6 (the point in me mentioning true levels is hey, we did this with fresh L30’s - maybe not their first char, but fresh), and my +94 buddy … well after 6+ months off he has a new skill tree to figure out, a bunch of reflexes to relearn, and in fairness hi-int dam might not be the ideal place to do so (or maybe it is, hah), but the run went fine.
Like, I get the complaints about director… if you run a pure dps, e-peen-fluffing, scoreboard-chasing team. The game’s evolved for the better since that made sense, in my eyes. If you run teams with strong support, do the same complaints manifest?
I honestly think it’s a bit nuts at times. I’m not a t5 player, I like a little difficulty, but there have been a few moments in even the malice difficulty that I’m like “is this game bugging?”
I just “finished” a match where I joined a game in progress, and before I even moved, I was just dead - 5 maulers all just hit me literally as I spawned in. Like, loaded in, didn’t even have time to move and was just downed immediately. Honestly, it was super funny at the time, but I don’t think the game should have those kinds of situations.
There have also been multiple instances where I’ve just been instantly killed by 3-4 poxbursters going off at the same time with none of the usual voice line callouts or beeping.
Like for now, with the Hi-intensity modifier, I would say that 65% of games I’ve been in on just malice/heresy are doable if not a bit challenging, but man oh man, that last 35% when the AI just goes buckwild and spawns EVERYTHING, especially if we’re moving a little quicker pace is just insane.