I like the Havoc ranking system. It protects strong players from having to play with weak ones, but not enough

It’s a valid ult. Ppl run taunt because they’re meta slaves and it makes the game easier for the purgatus psyker, but I usually don’t invite purgatus psykers.

it’s irritating on dark missions to have someone spraying blue flames all the time, but perma-smiters even more imo.

personally i like charge on ogryn better because it lets me break out of crusher mobs and get to downed teammates quickly, and i miss it when i take taunt.

yeah, i vividly remember carrying those heavy CRT monitors with @Index and stacking the empty energy drink cans to their sides :rofl:

i dont think its like that at all just think the invite only makes the game abit of drag the time it takes to select a squad also sometimes there is a delay getting into game with not always accepting a squad eligible to play and because of the long time it takes to select a squad people go play other missions so instead of having a 4 man squad when you run the mission theres 1 or 2 bots and not being allowed to back out of it then the fact if people quit theres no respawn new players that all adds up to a bad experince of havoc and tbf ye high havoc is more harder than auric but that dont mean it cant be run like auric matchmaking, havoc is nothing special just different modifiers and ways of making it difficult…

I have nothing agaist taunt, in fact it’s nice having all the enemies come to me like lambs to the slaughter but yeah I also prefer the charge for the same reasons as you.

tbh i prefer when someone else on the team taunts, because he gets the aggro and i can whack undisturbed.

itz when you get havoc forged true survivor playing auric thinking HIZ boss blaming the rest of the auric squad like hes in charge shts n giggles time…..

in my book

taunt is when you play with people aka premade

bullrush is when you play despite people of the random nature being in your match.

someone manages the 12 crushers that have a rage boner for me, taunt it is.

but when some random dude keeps picking flowers 2 rooms back I break through those tin-wall like

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I used to use taunt with the branx back before the enemy health buff, as you know it made short work of crushers.
Edit: I always play with rando’s btw.

Yesterday I got 2 people who were Havoc 29 to Havoc 40

It was fun I need more carry situations to fill my dopamine requirements

A lot of times the proposed “changes” you see on here would either absolutely kill enjoyment of the game for like 90% of players or they’re reworks of the entire game that would take even the most efficient of studios months or even years to implement. Like I’m sure some devs wish they could rework large mechanics of the game but people on here sometimes have to remember there is such a thing as practicality

I love the charge for the simple fact I get added mobility for ogryn. It’s also massively helpful when you have a hallway full of gunners and you can clear out a path for the team to rush into without getting supressed

taunt is when you trust your whole team

charge is when you have to do the work for at least half of the team yourself

in my experience :laughing:

Disagree. It’s as bad as smurfing. Imagine H40000, 100k hours sweatlords, etc. players all of a sudden will infest lower difficulties, takin all kills, and not reviving and rescuing noobs? How long it will take for a casual audience to start crying?

In a coop game you need to be sure teammates are there, there is some expected level of skill, like knowing fundamentals and basics atleast.

Not having teammates that you can forget about and just do your work while being sure they will help right when it’s needed it just creates an anti coop meta. It’s like in moba games where the regular mentality is “me and 4 idiots”.

If i would like to coach someone i will go on steam forum and search for LFG topics. Like i was doing in V2.

DT situation is abysmal, high level content being a leavers conveyor is a common situation.

I played almost every coop shooter/slasher and i feel like DT community skill is the lowest i’ve seen.

There is a difference between slightly unexpirienced player and a fat neckbeard redditor seeing/hearing telegraphed attacks and still being unable to press a dodge button.

I want to have a proper “me and the boyz” expirience with strangers i met online making friends occasionaly, not to watch an endless scroll of left/joined ruining my immersion. What if i have had a tough day, tired after work and don’t have a mental capacity to carry anyone but myself?

The best solution is when you can name your lobby “noobs welcome”/“only pros”. Etc.

And also FS must make lower difficulties to become attractive for casuals.

V2 Cata wasn’t that bad of expirience cause noobs didn’t have a purpose to jump there.

I’d suspect probably a lot longer than it would take for the gigasweats to get bored, especially as the raw volume of ultramegasweats available to infest lower difficulties probably isn’t all that huge. Not that I don’t get what you’re driving at, in that dealing with morons on high difficulty/stakes runs is infuriating, but that leads me to my next point…

I’d argue in Darktide’s case however “me and some idiots” is literally the fundamental narrative premise, dealing with bad teammates is part of that experience. The Rejects are all desperate prison scum from an array of backgrounds (or, at best, the lowest of the low of barely trusted but still entirely expendable assets in an Inquisitor’s private army), some quite disturbed, facing an enemy specifically known to induce madness and insanity, in a setting and narrative that repeatedly glorifies the gratuitous and deliberate wastage of human life in the name of zealotry and faith as having more value, in and of itself, than the greatest of conventional weapons. Teammates occasionally turning out to be (or turned into) gibbering idiots fits that paradigm perfectly, the game directly tells you “Trust only the Emperor” and never attempts to instill great faith in one’s teammates (and the leveling to 30 story is about another new person on the ship being a secret traitor).

Indeed as far as Coop games go, in many respects Darktide’s design elements are seemingly oriented around a single player experience, and if you’re playing with randos it should probably be played and approached as a single-player game where you just have to assume you’re going to have to carry. Relative to many similar titles, it’s pretty thin on coop elements, think DRG with its social bar and drink buffs and “bring Doretta home!” traditions and shouting “Rock and Stone!” gratuitously and vastly different class utilities (not just oriented around killing stuff), or HD2 and players closely coordinating loadouts and drop point and handling different tasks across the map while on a time limit while often being able to share/swap equipment and weapons. Hell with Darktide you may not even be in the same Morningstar instance as your party members.

I think a lot of that is a result of game design issues that probably bear some looking at by Fatshark. For a coop game Darktide often has a lot of downtime if you do go down (again, particularly compared to something like DRG or HD2), the achievements/penance system often incentivizes leaving a game if the run borks something, and mission rewards often aren’t meaningful enough to keep impatient people sticking around if they’re already leveled and reasonably geared.

So in that vein, for myself, I almost never play this game without at least one other person I know being on, it’s far too frustrating an experience just playing with total randos, with at least one other person you know then the experience totally changes and you can laugh off the idiocy instead of just being mad at it all the time. I get the frustration, but I also recognize that the game doesn’t natively promise a “Me and the boyz” experience, and is indeed probably best handled by curating a playgroup of like-minded and similarly skilled players and playgroups if that’s what one is looking for.