No, silly goose, I was saying I’m not speaking for him.
What were you doing then?
Well…I used the word I and said I don’t think so I was…uh…giving my opinion. Here’s the quote again so you don’t have to scroll up:
Welcome to forums.
I guess you think “General Discussion” encompasses critique on someone’s word choices, too
You know what, reading this exchange makes me think Zoralink had a point that there’s some context I’m missing, because I really have no idea what you two are talking about lol
Badwin’s just having a grand old time, loling and chuckling his heart out. What a giggly guy
everyone keeps saying these words “fake difficulty” when i see those words i hear “im bad at this game”
“Higher lethality” is the term I’d use, and I’d argue that it’s an effective method of raising difficulty if the game isn’t arbitrarily punishing. Which, say what you want about silent crushers and TrapperStax™, it mostly isn’t and you can get by if you’re skillful and coordinated enough.
btw, i wonder what is the difference between true and fake difficulty?
That’s part of the issue with removing the toughness gating though, it simply isn’t feasible to avoid all ranged fire, particularly in conjunction with lowered max toughness. It effectively forces chorus, VoC, or bubble shield, when all 3 of those were also already some of/the best options in the first place. (Arguably shriek for psyker)
It would be one thing if they just helped a lot, it’s another matter entirely when you’re pretty much relying on some form of spam to get through things. The ranged enemies change the dynamic due to the aforementioned. Like I said above, toughness gating is effectively the ranged solution along the lines of the melee slot system. Needless to say, I don’t think most people would enjoy it if a poxwalker horde could all slap you simultaneously to instantly delete you.
I know this is likely just kinda trolling but they could easily make enemies do things like have a 50% chance of one shotting you with every attack. Would that increase the difficulty? Sure. Would that actually be well designed or a legitimate challenge for normal gameplay? No. I wouldn’t call it fake, I’d certainly call it some cheesy BS.
Removing toughness gating along with lowering max toughness falls along those lines IMO. (Obviously to less of an extreme)
well the game gives you that and the tools, up to the player to find out what’s the best for a specific game mode. i do agree that forces certain loadouts but because it’s where the meta of things are at, and even if there were nerfs or changes, people will still use those things.
but i feel like if the game was truly balanced, people would still complain about balance issues.
There’s a difference between best and “Effectively required barring some ultra specific niche setup.”
People are gonna complain either way, yeah.
I don’t think it’s really very fair to act like that’s what I’m doing here though. As I’ve said previously, them essentially just leaning even harder into the meta when people were already asking them to balance it is a mistake IMO.
(And I’d hope I don’t need to say this but apparently with how people can be I do: Obviously this is all my opinion of it.)
I’m just kinda repeating myself at this point though.
I think the big issue is that the couple top tier things in Darktide are so far above the rest. When they designed Havoc I assume the playtesters were told to put on their strong meta loadouts and then balanced Havoc around it. If those strong meta loadouts are 100% efficiency then the rest of the game is 10% efficiency. So by doing this you have two issues
- You now have a difficulty where you’re pigeonholed into using these few really strong strategies. I’d love to see a psyker run assail on Havoc 40, you’re so stupidly shoehorned into the CDR aura it would be crazy to do so. Plus nobody tested if assail has any value on Havoc because it’s not top tier to begin with lol.
- You now run into a new issue when eventually nerfing these loadouts. Let’s say they change how psykinetics aura works. Havoc is now 2x as hard. Now let’s say they nerf VoC. 10x as hard. So now each time they rebalance these skills they’re effectively moving Havoc ranks further out of reach of a normal player.
I think though one of the main issues is that it just isn’t a fun balance. It’s always been a complaint that ability spam is bad balance and OP in Darktide. To then have them design an entire gamemode around ability spam is just totally lame. Like I already experience that meta in every other game because people really love spamming VoC and making the game easy, now I get to see it even more because now there’s actually a reason to do it.
You’re not pigeonholed into using them, they’re just the most effective things because they’re OP. People with more skill than me will definitely come along and challenge themselves to beat it (and will) without CDR talents or shout/bubble/chorus.
This is the hardest content in the game. Making it harder sounds like a win to me. After all, many folks beat it within a week.
The vast vast majority of the player base wasn’t asking for something harder than Auric Maelstrom. As jsat pointed out in his recent video, impossibly-high-difficulty content is good for fostering a community of players at the very tippy top of the skill spectrum, which gives (some) other players an incentive and motivation to try to work towards that level of skill as a long-term goal.
So do you mind qualifying your opinion a bit here and telling me what your highest completed Havoc is? I’ll let your answer speak for itself.
Surely you wouldn’t talk as if you knew what balance on 40 is like when you haven’t even played it, let alone completed it, right?
Right?
I don’t think I did, mine was more a general message regarding the difficulty.
I think meta have little to do with nerfs or buffs by the way, at least in specific game modes like havoc.
beacon of purity for example is not very used in auric board, cause not that meaningful, meanwhile in havoc, one is essential and important. which requires at least someone using it.
so the same, as weapons, talents etc. honestly it was just out few days, I bet that people will do it even without golden toughness, chorus and other things that people think is a crutch, despite the game giving for a reason.
I think the fact you have to use the best combination and reaching breakpoints of all types, is cool. which also leaves an option where you can try other stuff that nobody would bring in the most challenging content.
i played all 160 vt2 weaves which was way more harder than havoc. havoc is a cakewalk in comparison actually (no joke) you had to use different things and also the best available and very uncommon strategies. but didn’t mean things were op or broken, and the other stuff weak. it is just that for this type of content, certain things have more value which is normal.
i think difficulty in havoc is in a good spot and the game mode is satisfying for that view of point.
Like Attention Seeker + Shield…maybe…possibly…still haven’t had a chance to try it!
You have nothing to say, and I have nothing to say to you. If you don’t want to respond to the content of my argument, then can we please skip the DramaTide? It’s so boring.