Because the dmg split is around 30-70, which sounds more like a full on horde shooter to me.
Are we ok with this direction?
P.S.: Get rid of survivalist already, have some balls.
Because the dmg split is around 30-70, which sounds more like a full on horde shooter to me.
Are we ok with this direction?
P.S.: Get rid of survivalist already, have some balls.
Do you mean your melee-ranged split? I can get through an entire mission with melee only on all 4 classes and do just fine, with the exception of a nurgle spawn. In fact i find melee is just a more survivable way to play. I take far less damage as melee probably due to the constant sliding and dodging. I really enjoy melee in darktide, itâs incredibly viable and I probably use it more than ranged unless im specifically doing a âkill x enemies with rangedâ weekly or something.
This seems like an subjective point of view.
No, itâs the average teamsplit counting up my pug runs, my melee split is closer to 80-90%
We have too much ammo, everything does too much dmg, barely anything makes it to melee range.
100% okay with the state of things. If I wanted to play mostly Melee, Iâd play Vermintide. This is 40k, and playing with lots of guns and shooting stuff is a huge part of the draw.
go play the lower difficulties now and then, and youâll realize the reason thereâs so much ammo is thereâs a lot of people that will blindly spray into enemies and put about 60% of their shots into the walls.
actually you can see that in damnation too, but in damnation the players doing that leave you too busy to notice theyâre terrible at aiming.
I like it the way it is - your proposal sounds awful to me. If you want mainly melee thereâs Vermintide. In 40k guns are important - get over it.
If anything the game currently enforces melee to much as it always spawns some trash in back making it hard to focus on a fire fight.
The game was meant to be 50-50 split, itâs not my proposal.
But the replies confirm my fear that this is exactly what the playerbase wants, a casual pointân click shooter with little to no challenge, rip the tide part of the game.
Yeah, as people have stated this is 100% a horde shooter with some great melee flavor atm.
Trappers are the biggest proponent to this, as a ranged individual they are almost a none issue besides when they sneak up on you with no audio tell.
But as a melee individual itâs impossible to dodge them 90% of the time and you have to hope to the emperor your team mates arenât scrapped from the bottom of the barrel and will actually get you up in a timely manor and not just let you die.
Same goes for a few other things in this game, but yeah. Iâve noticed that while trying to play mostly melee/play Zealot Iâd get heavily frustrated and annoyed at the game, but playing with range has me feeling a lot better MOST of the time.
If they ever fix Trappers shooting through hordes/walls and generally fix the massive amount of audio bugs making specials unreactable half the time, then Iâd say it would go back to 50/50 (given melees being INSANELY potent, Heavy Evis cleaving crushers in one hit, Shovels on Vet doing the same while doing it in 2 on Ogryn, and the Powersword on vet being incredible along with the Dueling Sword on Psyker being âgood enoughâ for a class clearly not meant to melee things. And the Shield on Ogryn is just fantastic wave stun/clear). But until that point, itâs ranged for days baby, and hope your knife flies true.
Yes, melee is just as potent, everything does too much dmg, but why engage in melee when ranged is far safer and pretty much just as resourceless.
game isnât balanced this way. youâre supposed to use melee when meleeâs more efficient and ranged with rangedâs more efficient. how much you use either will depend on your build, the spawns, and what your teammates are doing.
Exactly, and since barely anything makes it into melee range due to powercrept weapons, the game just became a pointân click adventure with little to no need for frontline characters. Melee can only be enforced with beefier enemies.
But Iâm not here to argue, Iâve played this game way more than 99% of you, I know how it works. I was just merely interested whether the current state is favored by the majority of the playerbase, which it seems to be.
I have runs that are all ranged and runs that are all melee. Seems like it depends who is on the team.
Donât know what game you are playing, i can reach and kill enemies on melee very easily before someone can shoot at them, even with slow builds/weapons itâs still very doable.
Maybe the only hard reaching enemies before they die by someone else is when a vet is using executionerâs stance with revolver/plasma making the game kinda boring cause they can kill every elite/special on sight, kickback ogryns killing hordes and assail psyker on hordes. Other than that is not a big problem to deal with it.
Every class have respectable amount of melee/movement fight skills
Ogryn have bull rush, taunt and a entire skills branch for heavy attacks.
Psykers can reach up to +40% movility speed with skills and keystones.
vets have weapon specialist and a ton of melee/movement enhancing skills.
And im not going to talk about how good zealot are in melee.
PS: i practically never use survivalist, but im fine if someone wants to use it, they spend their money to play the game im not gona tell them what they should or shouldnât use.
Yes, please do make Veterans useless.
That was sarcasm. I have to say that because you seem to take everything too literally based on your earlier responses.
Seriously, just go and play Vermintide if you donât like guns.
I use ranged to deal with ranged threats and melee to deal with melee threats. The game is supposed to be split between melee and ranged, but how much obviously depends on builds and preferences. If you can play builds using nothing but ranged and that is fun for youâŚthen do it?
got vermintide 2 on a sale and oddly enough installed already, still i cant bring myself to it due to lack of ranged combat.
why buy it in the fist place?
well, darktide for the first time in personal history got me into warhammer and i truly appreciate the quake 2âesque aestethics on top of the atmosphere.
and that means guns, loads of big, clunky, meat grinding, red mist inducing guns.
vermintide was on sale, it was warhammer and i didnt wanna miss out.
but darktideâs combat is just to good, so every warhammer time is basically darktide time right now.
the mix between melee and ranged is what keeps the flow for me motivating, besides what sense does a universe with laser rifles as base technology make when "club smash " was the prefered method of warfare.
do i enjoy my ogryn in the thick of things, yep, but the ability of sliding in and out of engagements and preemptively taking out threads before they stand on my toes is something that basically makes the game for me.
as for complexity, melee in itself is a clicking game, pressing the button a tad bit longer for heavy attack doesnt add depth to it.
the fluidity of ranged flickshots and melee to mow down the rest however is what makes darktide special to me.
Melee is overall big powercreep too, atleast mobility part - dodge and slide (slide probably should eat stamina or dodge limit i dunno), the fact you can slide on your ass without any limitation and avoid 99% of shots just by dumb button mashing isnât healthy. In V2 block and push were a meaningfull tools. In DT enemies are kinda the same as in V2 but playerâs mobility was increased greatly.
So doesnât matter realy, game balance is all over the place and melee lacks of depth in many aspects compare to V2, itâs more spamy, less thoughtful anyway.
V2 melee is more complex without more clicking. Here is an example - if you run kruber merc with exe sword - your dodges are very limitted and short, your lights are insanely good at trash clearing, still there can be a window when mobs can poke you, your heavy kills main elites in 1 headshot (most of the time) but itâs very slow.
So your regular fight with mixed horde is a combination of reaction and fast deccision making - you need to know when to push to close the window between attack animations or to provide some horde control, when to use heavy to get rid of stormvermin and farm some thp, when to use your limitted dodges, when to block some dirty halberd overhead, cause you out of dodges. And if there is a shilded elites mixed with monks or berzerks you are almost doomed, you need to use your ultimate or bomb.
Zealot eviscerator is the only thing that is a bit close to this, but still, mobility and high attack speed in DT makes melee spamy and more casual, itâs all about attack, deffense is almost non existant, so the Dark Soul-ish feeling of dueling isnât there.
But in V2 itâs quite a common feeling that you are at the edge in melee (with some exceptions), just blocking oneshoting halberd overhead right in the last moment is more adrenaline pumping than anything in DT.
Melee in Darktide can be just as if not more complex if you know how to use your Special Attack.
sounds fun, maybe one day iâll get into the fantasy/medieval setting of the âotherâ warhammer as of now emperor and ogryn it is.
Sliding while dodging does eat an additional dodge.
Honestly I would say itâs the lack of mobility that mostly makes DT melee feel like crap. In V2 loads of weapon have movement speed baked into their attacks to help players connect with them. But in darktide only the knives possess this trait for some baffling reason. Add in the annoying slowdown that happens every time you try to activate a weapon special and things like the eviscerator overhead attacks feel very short indeed.
The slow dodge refreshes and bad stamina regen in melee also contributes to melee feeling pretty hamstrung overall. To say nothing of the massive bug issues that melees suffer from with micro-stutters and resetting attack animations plus the ghost hits that every weapon deals with.