How do you all feel about Mortis Trials after playing it?

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 :smile: … 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.

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apparently one can get this plasma trinket by finishing mortis in under 25 minutes:

i wish it would be clearer stated somewhere.

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like others said. too easy, too boring, not rewarding.

these new ā€œboonsā€ are creative, really like a lot of them, but these should be in a CHAOS WASTES-like mode, which a lot of players wanted, asked, not in a wave-based mode. with random weapons with random stats. most maps have the same intersections anyway.

the only stuff I could think of, so this mode is somehow become useful:

  • notch up the difficulty way higher
  • final rewards could be chosen from 3 like the boons (i.e.: 200.000 ordo dockets, 2000 plasteel+diamantine or 200 aquilas). yes, especially the last one. the only thing that could bring new and veteran players stay playing and replay this. to farm. and choose one they need.
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Yeah I noticed that today actually. I thought the rounds were basically determinedly timed anyway so can’t understand too much on how to get under 25 mins lol.

It’s a cool trinket so I want it!

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Completing the objective waves faster, for example, can help with getting a faster run. o7

Took feedback from this thread!

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I’m ERROR 2014 glad ERROR 2014 you’re ERROR 2014 finally ERROR 2014 listenning ERROR 2014 to ERROR 2014 your ERROR 2014 playerbase ERROR 2014.

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I been loving it yet rage quitting foos been ruining it even on malice when I play it properly and go to revive clutch the quitters crash the game and ruin the last wave to where I end up at main menu @FatsharkStrawHat

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A complete and total waste of time but I knew it would be that before it even came out. Funny thing is the casuals will love it cuz I played with someone yesterday who said it was fun as hell after a game but I was rather bored cuz I play hi shock all day. I just cant believe we waited all this time for another update and we didnt get any new weapons. What was that months ago about veteran getting things because he didnt in the last update? Surely they werent teasing something 6 months in advance that would be hilariously stupid. Also even if they made these trials more difficult I still wont care about them so its irrelevant to me. If I ever need more penance points I’ll play but thats about it.

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Good initial launch, solid framework to build on, needs tuning.

Game mode is fun enough (it’s intended for a more casual audience than this forum), I’d argue that it feels very boring / sloggy for at least the first 4 waves and my suggestion would be to cut the spawns in half early on to accelerate through those stages as the overall time investment feels high even on lower difficulties. The mechanism of adding rogue-lite buffs works well enough, I think there’s opportunities for tuning there in terms of both the buff pools and in terms of giving players more decisions to make, but a solid baseline. I didn’t determine whether there was a rhyme or reason to the objective levels (will pay more attention next time) but I’d suggest they could use some tuning / better expectations-setting as well - the ā€˜defend this point’ is great, but as soon as one person gets there the marker disappears off the map and if you’re playing with headless chicken pugs they don’t realize (no visual cue?) that there’s even an event going on two rooms away.

I don’t gripe that high difficulties are ā€˜boring’ compared to auric/havoc because, duh, they’re not auric/havoc difficulties. Clearly has room to grow (can add auric/maelstrom/havoc modifiers and difficulties eventually) but a solid start. To be seen if it remains popular after first week but I think the novelty of the rogue-lite buffs system will be a draw for a decent portion of the population. Would also appreciate another map or two… am grateful they launched with more than one, but I’d argue at least 4 is the sweet spot.

By this I mean it’d be nice if holding TAB showed you the below (and ideally these would be randomly determined or follow a pseudo-set order, but the point is you could look ahead):

  1. Horde
  2. Horde
  3. Event
  4. Horde
  5. Boss
  6. Event
  7. Horde
  8. Event
  9. Boss
  10. Horde
  11. Event
  12. Boss
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then please consider our havoc critique in the other threads as well to pass along.

as of know i twiddle my thumbs with no matches showing during daytime and rather frustrating encounters in the evening, when all i want is play and record some cool matches to upload.

i might not have a huge channel worth of a huge audience but i find joy and passion in delivering my best possible darktide content.

meanwhile its capped at auric maelstrom as an ā€œreliable sourceā€ due to issues out of my control and access, which is frustrating to say the least.

thank you for your ā€œmessengerā€ service :smile:

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Yes, I have been going through all the threads! I didn’t comment on all of them though. Havoc and Mortis Trials.

I am interested in your thoughts too Index!

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I like it.

As a game-mode I think the core elements were implemented well. The two maps are pretty good, although the Mechanicus one feels a little less interesting to play, but I do like that they have their own little touch of flavour with the objectives rounds. The buff system is nicely done with some very interesting upgrades; if you’ve not played a Brain Rupture psyker and thus not played with the ā€˜Infectious Headache’ buff, wow, you are missing out! It makes me wish it were a standard ability and is definitely the outstanding buff for me for pure maniacal fun. Also, I’m glad they’ve recycled the Moebian 21st and the Nurgle mutation event enemies.

On difficulty, they should absolutely add an Auric difficulty, where they crank it up. If that proves too easy still, they should create a penalty system which would replace the buffs. Things should get tough when you’re fighting at that difficulty, so let Sefoni make it harder, make players choose the lesser of three evils in an Auric difficulty.

My biggest concern is that FS will now abandon the mode. I’ve seen it too often in games that a new mode comes out and it is instantly dropped by the development team, leaving it to immediately wallow in its uncertain state. They should absolutely push this mode further and not just in terms of difficulty but giving us more maps; they have the assets already, so why not use them for the Trials? I know new enemies would be asking for the moon, but, hell, why not ask anyway?

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After having it pointed out to me, I appreciate that we can revisit dialogue collected in the Psykhanium.

If we could get something similar for the other dialogue we hear in the game that would be cool too. Preferably in a way that is level gated rather than being required to hear it in a match; some of that dialogue you will literally never hear because it only happens when leveling a new character and there are only 5 slots. Just seems like a lot of wasted effort on the VA’s part.

I like trials so far, probably should tweak it to be harder like everyone said. Maybe just add more boss spawns? Felt like I only fought 3? Unsure, only had time for one damnation match.

If it supposed to be the ā€œroguelikeā€ mode, you can stand to balance it in a way that is hard to beat if you don’t get the crazy indulgences.

Haven’t played havoc changes yet. Although with the new ranking system, it kind of discourages me from helping people at a rank that I don’t feel comfortable being able to solo. If I can’t solo X rank and it is below my current rank, I’m not gonna join to help and risk losing a level because my team can’t carry their weight.

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Even if they showed us the recent data, so what? They had 100,000 concurrent players at launch.

Most of us who caution against making the same mistakes as Vermintide are trying to save the game for a GENERAL AUDIENCE. Not making decisions based on ā€œdat wuz fun lolā€.

This goose is cooked. More and more people saying ā€œit needs more difficulty tiersā€.

It needed to be incorporated into the mission board! As Havoc should have been! Stop asking for more siloed game modes!

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I’ve been loving it! Huge potential with this mode.

Some thoughts so far:

  • drastically increase enemy density (seriously).
  • give enemies buffs as waves progress
  • have areas of the map open and close to force players to move around them a bit more and potentially get cornered and have to find different routes. Could be gas/fire or physical walls/doors that do this. Danger zones would keep players on their toes.
  • an endless mode with scoreboard would be fun (mega retention if it came with a scoreboard)
  • boost rewards as they’re very meagre
  • once all objectives are finished, maybe just cut to a cut scene. Picking up the doodaa then walking to the portal then waiting in the cooldown room feels a bit unnecessary and could be a short and sweet cutscene.
  • when there are more arena maps added then moving from one to another every few waves could spice it up. Like in Super Smash TV where they have to move from arena to arena. This would be great in an endless mode too.
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thanks for the reply,

as for havoc a lot in my opinion comes from the restricted access rather than the content itself.

yes, meta centrism is a downer if it leads to too many ā€œrejectionsā€, but to be expected if things are at stake.

honestly, the outlook on losing 50 minutes of invested time should be ā€œpunishmentā€ enough.

whereas i cant imagine it was in anyones interest to have the party finder barren (eu servers 12am to say… 17ish, ever so often taking a peek between maelstroms)

now, wishful thinking purely based from my player perspective:
new havoc:
°free choice of modifiers (thus creating the ā€œscaleā€ based on how many one feels able to do)

°free map pool to do so (sometimes a group needs ā€œwarmupā€ in sycorax before trying clandestium)

°no demotions or restrictions in the choice of ā€œrankā€ (see point 1)
maybe the team would like to stay together for the whole day, but failing once triggers that flight reflex now given the 3 strike system

so far my impression is even ā€œbiggerā€ streamers not seeing havoc as content source.
got no plans on growing huge BUT i still settle for no less than giving my best in the favorite game i got right now.

not getting the option to create something, i need to ā€œfillā€ with auric maelstro matches.

lets say its locker room vs super bowl and i can understand why the audience wants the later.

i mean darktide doesnt draw in huge numbers like competitive games, but from a developers point of view its still free ā€œmarketingā€ and exposition, right?

mortis trials as a concept has potential and i take this is only the first step.

few critique points would be as a stark opposite to havoc the lack of a challenge (damnation as max when you just finished a C I VI with ease)

the map design reminds of doom eternal arena action, thing is all darktide enemies lack the speed and ability to traverse larger distances fast.
in an arena you need to be ā€œhoundedā€, fast repositioning, kiting etc.

bad pun intended, in a tide game you get ā€œswarmedā€

theres a fundamental difference seeing enemies in advance, approaching and thus holding choke points.

with the current player powers, everything up until bosses wont break this composition (well maybe the odd fire grenade but still)

so in order to not just sit out the first 6 waves by the spawn and soak em up, like others here already proposed, condensed number of waves with more challenging enemy compositions and auric maelstrom as a top difficulty choice.

hope this wall of text isnt to cluttered as it was written without ā€œscriptā€ and ā€œfrom the hipā€ :smile:

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Funnily enough i personally think it can be more fun to delay some of the objectives, especially on the carnival map because then you might actually get some decent density and boss spawns before the last 2 waves.

Bit of an double edged sword in terms of design tough.

For me, this mode feels more like a demo or maybe an early prototype for testing missions and spawns during development. It’s definitely missing the sense of accomplishing something together. Even the difficulty is an insult to the game we all know.

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Too easy, it needs auric difficulty, every wave needs to be more thick, enemies must to spawn in much larger quantities. Like there’s wave where monsters spawn one after each other, well game need spawn them at once and then some more, i barely see maulers or crushers there.
I like buffs there, at least buffs for grenades, but we need way higher amount of enemies, i think x10 amount of what we get for each wave currently.

We can all agree there needs to be way more enemies :+1:

But, has anyone noticed how DAMN AMAZING the Ogryn feels with that 15-20% dodge buff?! He feels so good!

Man I wish I could dodge like that and have replenishing grenades in the normal missions lol

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