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

I tried that today and it was so satisfying hearing the poppity pops! I was giggling maniacally!

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People certainly have.

@FatsharkStrawHat TL;DR: Played with friends, loved the horde mode and density. Some weapons fall off in late waves. Feels like a solid proof of concept. Suggests endless mode, environmental modifiers (no pox gas), and buffs like ambient fire. Curious if devs are open to more upgrade ideas.

I was playing with @harridas and some mutual friends we have. The mode is fun and we enjoyed experiencing our characters in different waves. We love the horde density and we noticed that some of our weapons stop being useful in the later waves (such as the autopistol).

When I looked at this mode and checked it out, I saw it more as a proof of concept albeit quite well refined. What I mean to say, is that it’s a great starting point that you can really do a lot with. Harri was saying (and I agree) that we wish there was an endless mode. I wish for some environmental modifiers from Aurics (But not Pox Gas, please for the love of the emperor, please no pox gas.) I think having ambient fire because of how it plays with some of the pyromaniac buffs would be an interesting exchange.

Are the devs open to ideas of other sorts of buffs or upgrades?

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Fatshart: You want Chaos Wastes for Darktide? Well. You’ll have to settle for this low effort crap instead.

This is nothing more to me than further evidence that no heart or effort is going into developing any of the ā€œcontentā€ for this neglected live service product.

Zero point zero.

I am already having trouble finding people for it. That’s how ā€œpopularā€ it will remain.

There is a lot of good new feedback about the game-modes. Even the grumpier threads are pretty useful, honestly.

This is a bit off topic, but still relevant to the new update. Could you maybe pass to the folks that do balancing that the ogryn rework was really good, but a few hotfix adjustments could really go a long ways for the new talent tree? A few outlying bad things really stand out now that everything else is so well done. Suffering from success and all that. I have a thread covering most of what I’m talking about:

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I really like the bonus… and I feel that this is totally killing any difficulty…
Yes, I have seen that this is clearly regular damnation. But, tbh I would like the old time the pre auric / patch 13. So, I won’t complain that it is not special fiesta (but I have met one time one trial with a wave full of multiple snipers).

One word comes to my mind about this game mode. Boring. Boring as… hell, until wave 10. So, 20 minutes where you have to fight to… not fall asleep.
I would like that:

  • they start to increase drastically the speed of spawns between the wave 1 to the wave 3. At the 3rd, I would like it is a good fight with lot of hordes
  • i personally don’t like these objectives… I would have preferred Ć  survivor game. Players that have to defend ā€œflagsā€.
  • dude… give us a solo trial. Anyways you will get this word all the time. SOLO SOLO SOLO… This game mode makes sense in solo. Tweak it a little and that’s perfect as a training.
  • 30 minutes it is long… especially when nothing happens before 20…

I enjoy the concept of this game-mode a lot. But it is simply WAY to easy. Really the only way to fail it is if you actively start throwing and going solo. It feels like it builds up to the selected difficulty, instead of going past it. Just triple the difficulty, honestly.

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Playing it as I type. I don’t hate it, but I don’t love it.

The roguelike part doesn’t really make it feel different enough to the regular game mode to be worth its existence unless/until you get something that very clearly works with your build.

Eg, I was playing brainburst/explosion-staff psyker at T4 and spent the first 70% of the game getting melee perks which did literally nothing for me, so it was literally just ā€œRegular game: Arena mode!ā€. Then I got the perk that made brainburst hit like 10 enemies at once and suddenly the game dropped 3 difficulty tiers.

Needs one or more of the following to give it some longevity:

  1. Perk rerolls
  2. Make sure offered perks are always relevant to my build
  3. Wipe player talent builds and use ONLY perks to make a build as waves progress. This would probably require a complete rework of all perks, I guess.

I.e, I want to be able to guide myself to perks that are useful to me, rather than it being a complete dice roll that’s mostly just going to give me perks that have no meaningful impact on making the gamemode feel different to regular missions.

Also, perk balance is garbage. Some are worthless while others are completely OP.

Overall it just feels like more of the same old DT. I might come back and check it out in a couple of months once some tuning is done, but as I said, it isn’t different enough to the regular game mode enough of the time to draw me in.

Overall, its’ typical FS: A great concept handled by people who don’t really know what they’re doing, but for some reason refuse to learn from other games’ examples - Core combat loop notwithstanding, because that’s still leagues ahead of any other game IMO.

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I just played one of the missions on the carnival map and enemies felt much denser today. It was LOADS of fun, despite me not getting lucky with any grenade perks.

I wish I knew how many kills I’d achieved but I don’t use scoreboard mod. Our total kill count was over 3.5k and I’m sure well over 2k were mine as I crutched twice during some super intense hordes.

I was as happy as a pig in **** to say the least lol :laughing:

If they ramp up the density even more then I’ll be living in this mode. Perfect contradiction of intensity and stress relief. I love it.

I understand the mode isn’t going to be for everyone but I think having this arcade outlet available in the game opens the doors to more players.

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I do like the quick-game format, and removing the option to pick maps entirely does (theoretically) improve queue times by putting everyone into the same difficulty-based queues.

However, there’s now WAY to many queues in total for low-pop regions to sustain, so when players in those regions get bored of this new mode, they’ll have to luck into all picking the same subset of queues to play before everyone gets sick of never finding people to play with and quit, as is what happened in VT2 with weaves and cata and literally every single other game in history that added too many game lobby options to a game with too few players to sustain them.

As for the game mode not being for everyone: I love roguelikes. My main game right now is a roguelike. This is the ā€œWe’ve got a roguelike at homeā€ meme, DT edition.

As I said, I’ll check back in a few months from now once they’ve had a chance to tune and flesh it out. For now, back to Roboquest.

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So after playing another match last night…has anyone noticed the breakpoints are higher at higher wave levels? It was taking more hits than it should have for me to kill certain enemies.

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5 waves. Each same high intensity as eachother.

As of right now, people would probably rather join near the end 10-12 where fun starts.

An example is Tom Clancy’s Division 2 PvE game. Granted no cross play but it shows they made so many game modes what happened is that people stick to just 1 game mode due to better farming and more quick to get into, more fun, then everyone else simply could not match make the other modes anymore then they all just joined the 1 game mode as everyone else, spiralled. Led to redundant game modes menu nobody played anymore. Like 6 game modes but everyone only plays 1 because can’t match make the others anymore.

Why T5 trial seems easy compared to T5 normal mission. Those exclusive game mode buffs, so technically you would have to exceed T5 spawns to match what the player receives i.e. Zealot can get 2x more dash, 2x more wound, auto stagger every few secs etc. Otherwise it just becomes a T5 low intensity mode with such high power fantasy increase.

Havoc and Trial game modes already deployed - Just needs tweaking.

Next keep it simple - T6 missions and T6 Auric. Same maps as now, so matter of tweaking spawns. Can add penance, rewards etc whatever decided.

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That sounds as expected no? I just expected enemies to get tougher as waves happen

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I’m not saying I’m shocked, just wanted to confirm my suspicions.

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Ah kk.

I can’t confirm it but I do think I’ve noticed it too.

I was wondering if Grenadier Gauntlet had been bugged because it wasn’t one-shotting like in the Psykanium. Wouldn’t be the first time.

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