For those unfamiliar with Vermintide 2, Winds of Magic was a terrible expansion that almost killed the game. It killed our little group of people playing it anyways.
Granted this “Secrets of the Machine God” is just a patch and not as big as the WoM expansion, the feeling is still there. It just smacks of folks who either don’t play their game or their thumb is so far off the pulse of the community that they thought buffing ranged enemies would be a good idea, when a lot of us were already stacking gunner resist on every curio equipped.
Do I think this patch will do to Darktide what Winds of Magic did to Vermintide 2? No, but it came uncomfortably close.
Haha yes I remember people were actually disabling the DLC in steam client. But not until got the new weapons, disable DLC then keep the weapons and avoid beastmen in your hosted games.
oh cmon, this is nothing like WoM lmfao. WoM was a terrible expansion no one asked for with mechanics no one liked with mobs a bit too strong and annoying.
this is just a single map with no new mechanics, it “feels” like it did when carnival dropped. i dont know why youre saying “their thumb is so far off the pulse of the community that they thought buffing ranged enemies would be a good idea”. are they not supposed to add new maps or tweak difficulty? git gud, if you will?
the only difference i noticed was that shotgunners shot up on the list of things i need to prioritize in a fight. im still completing auric maelstroms just fine.
Honestly im mostly perplexed that this took half a year to release.
I played the new map, it’s alright, visually it’s different but nothing really stood out to me that made me go “oh wow, that must have took a long time”, like hell we are basically recycling the same objectives we had before with some light randomization. They also really hyped up hat interaction with Swagger.
“Look guys, this NPC is going to be the first interactive character in the map that will be along side you!” spends 90% of his time in a control booth or off the map
As a note someone is probably going to point out how hard it is to do interactive npcs, etc but im just going to throw this little vid out here:
This map was released in 2010. At least get the goober to shoot a gun or something.
The weapons also vary from alight to “why do we even want this?”. Like oh boy, two more close range options on ranged weapons…on maps that already favour longer range engagements and enemies that often are a problem at long range!
“Well what gun would you want rocker?”
-Meltagun
-long las
-Hellgun
-Inferno pistol
-An executioner shotgun
-A medium stubber for the vet
-Plasma Pistol
Really just pick one at this point from the pool of stuff other people asked for, idk man.
I’m not going to say it’s anywhere near as bad as WoM, especially because one cost basically the full price of the og game and the other is free but I am going to hope that a lot of the dev time went into other stuff we haven’t seen yet because if that’s it for the year then oh boy.
The different set of objectives for the finale of the new map is a decent iteration of a finales, but the timed power synchroniser part in the first event could allow a bit more time to action, since it can get really, really busy in higher difficulties, with so much crowding even stealth characters can’t get to the synchroniser.
I don’t even want an “I Win” button, i just want something different that we don’t already have!
Look, there are so many dam 40k weapons we can draw from and we got double barrel that is alright but doesn’t really do anything the other shotguns don’t do already, a Bolt pistol which is 40k but lacks some critical testing like not being incredibly jerky, a stun baton which imo is fine, they actually got that one right, and a pickaxe which i haven’t tested yet and is mostly going to be fine as the ogryns don’t have a 2 hander yet.
Like be honest, is a double barrel and a generic pickaxe REALLY the top of your “Weapons i would want in a 40k game” list, like really? Definitely not mine. Hell all the ones i listed would have drawbacks but it would actually be different and fill a niche that isn’t already filled by 4 other weapons.
As for the map, yeah, I agree with zaygr, the first event is really god dam annoying because there is barely enough time to actually flick the 2 switches and enough enemies flooding in with basically no cover to make leaving 1 person near the switch and 3 people near each station area a pain. It’s another objective you need to sit and wait for and unless you are playing with a pre-made will probably fumble.
If they are going to also boast about how they add an interactive npc to a map MAYBE ACTUALLY MAKE THE NPC INTERACT INSTEAD OF JUST BEING A WALKING, TALKING WORLD PROP!
i remember that, happened the same with my friend group, but this is not comparable with the unstaggerable damage spunges that Winds of Magic turned the enemies into, i think fatshark have learned by his previous mistakes
As well as longer ranged melee attacks, instant charge attack hurtboxes (that slave rats still have too) and headbutts with no windup (that were faster than the chaos warrior sucker punch).
In a way, i’m kind of glad things got harder, but I also wish there was more ways for fatshark to scale difficulty besides just spawning more and more enemies
new auric is harder because its just a constant flood of special after special, often giving you no room to breathe, overlapping audio queues, and making thigs super messy. There are times when I find this exhilirating and times when it hurts my brain, and makes me want to play something else. Vermintide found a much better balance, in my opinion - the map design was a lot stronger and more condusive to highs and lows of difficulty, rather than constant random attacks
thats really what darktides difficulty feels like to me - random s*** getting thrown at you all the time until sombody gets unlucky or makes a mistake