How long is a full run?
Probably about 30 minsâŚI think?
The carnival map seems a bit longer than the other map perhaps
Easy, but I notice a couple things.
One, the objectives are new in at least one instance - no mission has an explicit âhold ground hereâ thing.
I have a feeling that a competent dev would be using Mortis as a testing ground for new stuff.
Unfortunately this is Fatshark. For all we know, itâll just be ignored.
Why wouldnât a competent dev test new stuff in the context of the main game mo-
Oh wait I see what ya did there!
So far I really like it.
Its not meant to be an Auric/Havoc replacement. Not everything is meant for 1337 sweats. Other people play this game too!
That being said, an Endless Auric mode which ramps up would be cool. Your buffs would end at wave 12 so you choose 1 more than normal mode. Instead of more enemies, they get more health, Havoc modifiers like stagger resistance or ranged resistance, Daemonhosts just spawn like bosses etc
Maybe a more Chaos Wastes feely mode, winding levels that fall apart like the CW, boons can be bought with points you pick up. Basically CW-mk2. Im hoping this is a precursor to that.
Otherwise, Im liking it.
Itâs a decent enough framework for eventually having Chaos Wastes (a type of rogue-like game mode based in Vermintide 2) in Darktide, considering how âcomplexâ the boon system already is, but the mode itself doesnât pose any significant challenge if youâve already survived through Auric and Havoc.
I imagine its main function is to provide alternative means of engaging with the game, particularly for new players (since the game mode is unlocked at level 13).
I donât think it will have staying power besides being another mean of featuring obscure lore about some characters, and even that could likely be implemented in a better, less-gameplay tied way, like an in-game audio archive or what have you (itâs also super RNG to get all of Morrowâs and Zolaâs excerpts).
Itâs felt to me like a tech demo of what else will be implemented in Darktide, if anything (CW-like boons and maybe the gamemode; some dynamic map side-objectives - notice how loot caches use unique objective indicators).
I really enjoyed it TBH, but I only played 1 run as Psyker.
Not one, but TWO new tracks by Jesper Kyd? How can one not enjoy itâŚ
I do enjoy it ngl. Itâs stress-free. I donât think Iâd be playing it on my own once I power through the penances but it looks like a good way to goof off and test some stuff.
Also the lore isâŚalright? I think it couldâve been delivered better? But hey, we get to see the others. Itâs not bad.
I enjoy it in duos.
Played a couple of rounds. Really enjoyed it! Silly arcadey fun (with a real laser tag aesthetic lol).
Iâm curious to see how many different configurations of the level there are; love that itâs not the same every time (like FoW). EDIT: lol there are only 2 right now!
Also love that you unlock the dialogue and then can revisit it in the Psykhanium at will. Seems theyâve improved over the Martyr Skulls in that way.
But my favorite incompetent developer touch is highlighting the remaining enemies at the end of a wave. Great QoL and attention to detail!
The game-mode has a lot of fun arcade-mode potential that is being held back by the boringly low enemy spawn intensity. By the time enemy spawns are exciting and you have cool boons stacked up the game is over.
Enemy spawns, especially in the earlier rounds, need to be massively increased. Having an endless round version could also be really fun. There could even be a leaderboard for that.
Definitely just waiting for someone to rip the lore voice lines from the game⌠and for Zip It! to be updated so I donât have to hear Sefoni moaning when the lore drop happens.
TBH DT lost me at havok mode. Itâs VT2 cataclysm and Winds all over again.
Thereâs not enough players where I am to sustain game modes that split up the population so much.
Wave mode in the psykanium isnât exciting to me.
So youâve not played it? You should! Honestly itâs really fun. Both the maps are great but the carnival themed one is certainly the best and seems to have more enemies
It feels like another waste of development time and resources. They have a literal forum worth of player suggestions, yet continue to add things like this that no one asked for
Fun for maybe the first 2-3 times then the lack of any real variation becomes quite starkly apparent. Also why are they further siloing the player base? The ToD window in which I could find a quickplay team for aurics was already small enough.
sadly no, i mean the groundwork is there and i see what âcouldâ be, but âfunâ right now is breaking my plateau and come out an even better player.
havoc could provide this if only access wasnt so restricted.
once iâm used to a certain level of stress/dopamine in terms of difficulty, getting past that and making it my new âdefaultâ IS my fun ![]()
plus when recording for my channel in the back of my mind always resonates âwhoâs gonna watch thisâ
like having the option to enjoy the super bowl or watch the team do warmup jumping jacks⌠sure later has a tiny audienceâŚ
so basically i had âfunâ if i came out a better player at the end of the match.
heck, new patch taught me new ogryn combos already
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not only this, IF at least theyâd communicate âwe read your ideas, yet OUR numbers (see picture here) indicate differentlyâ, iâd shut up immediately for it isnt my position to add anything further than that.
currently its subjective passion pointed at an out of control development that stirs in the opposite direction of what subjectively is perceived as âgoodâ
thats frustrating to say the least, at least facts would end this endeavour and take the game for what it is or leave it be.
If difficulty not going to change I actually would rather match make from wave 10 or something rather than warm up waves. Sounds like Havoc where you would rather jump into your desired level than play low from rank decay.
12 waves feels too long, maybe 5 better to match normal mission times. T5 Trial should be Wave 1 to 5 but all T5 same difficulty without ramp up to get straight into action. Then in future follow as such with Auric.
Apex Legends, Rainbow Siege, Overwatch. I donât get disconnects like I do with Darktide and sometimes getting disconnected after 9-10 waves when things about to get goodâŚ
No crates of ammo/stims and no area progression - It definitely does promote more team coherency to stick together instead of people running off like in normal missions looking for things. Bonus is that it that feels more like âNo ammoâ modifier which rarely turns up on mission board. I would play exclusively no ammo modifier if possible on mission board.
The limited resources does attract me more in that sense. I see more melee/CC builds.
to a point, right now single player stands i front of the delivery belt that is the portal and goes nomnomnom with easy.
couple shooties nudge you to reposition briefly until you come back to the picknick table.
final wave spawns 3 bosses, big boom says otherwise
⌠the end.
5 or 6 really challenging waves, generating tension for 15-20 minutes would be the sweet spot to make it a fun threadmill instead of a chore, yes.
