How Enemy Spam and Bloat trivialize Darktide

What first draws me into a game is its aesthetic and thematic feel; gameplay comes next, but you need both to draw me in. Some people want more of one or the other I gravitate toward war-fantasy settings, and Fatshark does a decent job at making Warhammer games fantastic on the surface with amazing music by Jesper Kyd, great sound design, and excellent visual detail.

I’ve been thinking about why I don’t play Darktide much, and I saw a video by Veritasium awhile back covering George A. Miller’s 1956 paper, “The Magical Number Seven, Plus or Minus Two,”; he suggests that human working memory can only hold about 5–9 chunks of information at once. In game design, this has real implications: when a game like Darktide overwhelms players with constant enemy spam, stacked modifiers, and overloaded builds, it exceeds that cognitive limit. The experience gets “chunked” into individual tasks which strip away meaningful decision-making.

By contrast, Vermintide 2 respects those limits. It presents fewer, clearer threats and scales difficulty through durability and tactics, not just raw numbers. This keeps the challenge engaging and within the player’s cognitive bandwidth, aligning with Miller’s insight and resulting in deeper, more satisfying gameplay.

One of the reasons I don’t enjoy Darktide as much is that its challenge often relies on bloat; flooding the screen with enemies, piling on modifiers, and stacking layers of visual and mechanical clutter. You’re supposed to feel like you’re progressing; evolving from a lowly reject into something more formidable by level 30, but the sheer absurdity of what you’re up against, especially in Maelstrom 5 or even regular 5s, ends up trivializing that journey. It stops feeling grounded and starts feeling hollow.

Vermintide 2 presents a more coherent and immersive power fantasy: four heroes facing increasingly tough but manageable enemies. In contrast, Darktide leans too heavily on quantity over quality, relying on visual overload, overpowered blessings, and chaotic modifiers that drown out nuance and clarity.

I prefer games with a more grounded, believable feel. The idea of a handful of convicts slaughtering endless waves of enemies across every mission breaks immersion. Maybe someone with deeper lore knowledge can clarify, but even a squad of seasoned Space Marines would likely be overwhelmed in the scenarios Darktide throws at you on higher difficulties.

That said, Darktide fares better in the early game. While the odds are still over-the-top, difficulties 1-4 during the process of leveling a reject to 30 feels more balanced. The aesthetics shine through, and the gameplay isn’t yet buried under layers of numerical and mechanical excess. Customization through blessings and talents is great in theory, but in practice, the system could benefit from restraint. Dialing back the extreme stacking of modifiers and abilities would give the game a more authentic, satisfying identity.

Now ideally, difficulty shouldn’t simply progress by bloating enemy healthbars, damage, and numbers (though Vermintide 2 is more grounded, it still does this); it should make enemies become more dynamic; introducing new enemy types or having existing enemies that use different weapons, attacks, and strengths and weaknesses. Making existing enemies more dynamic higher the difficulty, the more engaging the game becomes. Now I can understand why they might not want to do this in the antiquated Stingray Engine. This would require more work, creativity, animation, and resources, but at the very least, I think many would agree Darktide has lost the grounded feel that Vermintide 2 still has.

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I’m in the same boat as you. I liked the class overhaul in that it gave people a lot of options, but it’s been a disaster for balance that the game never really recovered from.

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Aye, been saying for a short while now that everything needs to be rolled back in terms of power - players, enemies, everything. Not only does it not really feel like I’m just an average person just trying to survive it, it also makes Darktide a mentally exhausting game to play.

Best I can do is two missions in a row before getting tired and closing the game.

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Yea, Darktide is a different style. Although I prefer V2, I do think Darktide should lean into the absolute chaos that is automatic range weapons.

Range gameplay is the big different in Darktide, when comparing V2. This makes the game more casual and fun, IMO.

FS should lean into this and give us bonkers ammo and more weapons that can hold down that Dakka Trigger.

One Ogryn with a can of spam, sah!

I do agree with you that everything should be rolled back – quality over quantity and all that. I think it can be done without compromising the exciting pace and flood of enemies and specials which imo is incredibly fun.

What’s not incredibly fun is the fact that a Zealot with a dueling sword can instantly do as much damage as a charged-up Branx or Thunder Hammer. I feel a lot of the game has been tuned to cater for heroes despite branding us as rejects.

That said, in the real world of quickplay people often hate working together despite being a co-op game. We’ve gone far enough down this path that there would be a lot of friction to overcome to get to the point where we really have to work together to bring down strong enemies.

This is true, although I have often felt that gunner mobs make the game more difficult – as a melee die-hard I’m probably very biased though. The sheer amount of times I have praised Sigmar there weren’t ranged rat-mobs in VT2…

I think the sprint/slide mechanics have added a lot of mayhem as well, as when combined with the average player’s seemingly uncompromising desire to traverse the level as fast as humanly possible… you fall behind, you get left behind. Sliding around is fun as hel no doubt but I wonder if it should cost something!


As an aside, I’m a little disappointed they outright reverted the change to make mobs spawn on a checkpoint vs. timer. I definitely think it should be a combination of both (and not the same checkpoint all the time) as a way to encourage speed but also not overly punish thoroughness.

My favourite pace is walking when it’s quiet, splitting up to loot zones before a horde hits, and then coming together when there is big danger. It’s worked for me from Malice all the way to Auric Damnation and beats running around like a headless chook for 20-30 minutes straight :grin:

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I don’t actually know if rolling things back is the solution. The way they have Auric and Regular separate, perhaps Fatshark could have difficulty variant that focuses more on fighting strong enemies. I know it’s a horde game, and that’s one of the reasons I love it, but there’s plenty of enemies already on Malice; man I’d like a game mode that’s more on par with that, but with more unique and challenging enemies rather than just simply multiplying their numbers.

As for player blessings, there are people who think Vermintide 2 has gone too far with power creep, but man, Darktide is wild! As opposed to 4 legendary heroes, you have rejects who can easily take on tens of thousands. The talents, blessings, and buffs you have access to make Vermintide 2 look extremely tame. The talent tree is cool, but it’s a balance nightmare.

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Hmmmm… if you could customise maps with modifiers to your heart’s content you may just be able to achieve this with existing everything.

Say you’re a player who enjoys the pace of Malice but looking for a bigger challenge.

  • Turn up the difficulty to Damnation (or w/e), so enemies are stronger
  • Reduce enemy spawns to keep the Malice pacing
  • Optionally add blessings like the Nurgle one so enemies are even stronger (imagine if you had such granular options as blessing certain enemy types only)
  • …Or whatever floats your boat, really

Then host the lobby and see who shows up :slight_smile:

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In its early days, Darktide followed the combat system of Vermintide 2, without the kind of enemy spam we see now.
but, around the time of the class overhaul, the design direction seemed to change. It’s unclear whether this was due to a shift in leadership or some other internal decision, but the game began to focus on increasing difficulty by pushing enemy numbers to the limit.

as a result, the Ogryn was significantly buffed to keep up with the sheer volume of enemies, to the point of becoming somewhat overtuned.
This kind of difficulty design, where large numbers of Carapace-armored enemies are thrown at the player, is not healthy for the game. It creates a large gap between usable and unusable weapons, making the overall balance harder to manage.

I believe this trend needs to be reevaluated. To maintain the quality of combat and preserve weapon variety, the difficulty should be toned down a bit.

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i said this a few times: i’m for fewer, but more capable enemies rather than for clown cars of crushers. for example look at this damnation run with starter classes:

it requires a surprising amount of cooperation because any mundane enemy can be a deadly obstacle.

what i really don’t like about the game now is the visual clutter: it’s barely possible to distinguish between bunched up enemies, you get hit out of a blob of enemies and then the game doesn’t even have obituaries to tell what killed you.

i guess that about 3/4 of cases where i end up dead it’s because of something i had not clearly seen because they were obscured by everything else standing in the way (classic: trapper behind bulwark), or they spawn out of thin air, and this also results in more sounds than the game can play at once.

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make that 3.

usually i call it quits seeing 2 trappers in the kill feed with only one sound file played anyways so i think okay one more for good measure.
nope, game throws an uno-reverse with yet another one out of the clusterphuc :smile:

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If the higher difficulties are too much for you that doesn’t mean they’re bad or break some arbitrary limit of what you think people are capable of concentrating on at once based on an arbitrarily chosen and extraneous youtube video, just that you haven’t played enough to be able to take into account that many things when making your decisions and choosing where you move to on the battlefield. Other people are clearly capable of doing that. Your argument has no validity whatsoever. Also VT2 and DT are vastly different games, and are not ever going to be even close to one another, so saying that the end game should be more like VT2 is never going to work. The set of requirements from players and the way you play are naturally going to be vastly different because the game systems and focus are completely different. We are given much more player freedom in combat and movement, so the game makes doing those things more difficult in ways that actually make those things feel more necessary to overcome that difficulty.

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I’m confused; the challenge is to challenge yourself (the streamer in vid) but also to use mods that strip away the challenge (that I was told they regularly use)?

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The main issue is that spamming specials and elites 24/7 becomes boring, and most deaths come from trappers/dogs ignoring phsyics/mechanics or simply by being silent and cacthing you trough 200+ units.
The other reason is that the player characters are overpowered, along with the weapons and blessings but at this point nerfing would cause more harm than good to the game.

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Darktide is not Vermintide 2, and that is fine. It’s also fine you don’t like it as much as VT2.

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Same. There is nothing believable about a Veteran yelling loudly and knocking back a chaos monstrosity, or knocking down every single enemy around you

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as i suggested some time ago, the monster could go extra ham on said vet in response, so shouting at a monstrosity is a calculated risk instead of free stagger.

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Same boat here. I want less specials less elites but that they mean something
I want less power (not necessarily less fantasy) but I want something balanced.

I play really less Darktide as a result… Especially after havoc and mortis trial.

I feel that the game considers that I am no more part of its public.
Sad but true.

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This isn’t about “realism” as everyone has their preferences, and I’m not asking for realism. Although Warhammer Fantasy and 40k are both known for being over-the-top, in its current state, Darktide strains both narratively and in terms of gameplay, even for a Warhammer title.

It’s not simply that “I prefer Vermintide 2”; though that is true. The core issue is that Darktide becomes trivialized by excessive enemy spam and bloated mechanics, which undermines both its tension and engagement, as I said in the title. I’d rather you engage with that premise, particularly if you feel differently.

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Its worse when they’re just clown car flying out of doors. That feels so cheap and lazy so I don’t feel bad in the handful of holdout events where you can melee kill them through walls doing that. Even in the beta that felt a little lame but at least the door wasn’t opening and closing every 3 seconds. Bonus points for the void spots where the sound isn’t playing, so you get assassin poxburster’d without spiderman powers mod. Unfortunately the maps are chopped up instead of being designed to have flow routes into the action. The floor spawns they added recently was one of the only good changed to gameplay.

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