Hello there,
I’m doing a little poll about the difficulty modifiers on the mission selection. We have only a handful of them, yet still enough to have some specific modifiers not showing at all during weekends due to the map rotation being RNG driven (high shock gauntlet for instance). There has been some discussions around the modifiers and some of them are extremely unpopular. My suggestion is: why simply not remove the unpopular modifiers and leave only the ones people want to play?
Honestly, I agree with everything but the power interruption, I do like those missions hahah
They’re the only one that force me out of my bolter to play more strategically and use a flashlight
Also, elite ressistance needs a rework instead of getting removed. Normal T5 spawn rate plus elite ressistance would be a little bit more fun, and mixxing it with Shock troop would be awesome.
I would remove Vent Purge before Power interrupt, since it doesn’t give any trouble at all
Imo Elite Resistance should be changed into the Vermintide 2 modifier „The Vanguard“.
(Not only would this probably be more exciting, but it would also fit much better with the name and description of the modifier)
That modifier replaces roaming enemies with elite enemies, but keeps all enemy stats (hp, dmg, etc.) the same and does not reduce horde spawns (at least not that i noticed).
This means that breakpoints stay untouched, while roaming enemies become much more of a challenge.
The result is a gameplay experience that is quite unique to this modifier, but does not play like low int on a higher difficulty.
Considering that Darktide has vastly increased numbers of roaming enemies (compared to Vermintide 2), the number of roaming enemies should be reduced, when this modifier is active.
Most people probably do not want to run into groups of 20+ elite gunners.
That said, the current Elite Resistance modifier could be renamed to „Chaotic Nightmare“ or something, changed a bit (Enemies have x% more health and deal y% more damage. Elite enemy overheads ignore toughness.) and kept in the game.
The description should definitely be more reflective of what the modifier actually does.
To be fair, once you kinda know the maps, you do not need a flashlight on top of the small light source that we have by default.
Although the maps could be a little bit less dark, or the default light source could be a bit brighter.
There probably is a way to give us a bit more vision, without changing the atmosphere a lot.
To run from start to finish, maybe we don’t. But any open area is a nightmere when you can’t even spot enemies and aim properly to kill them. Remember, most enemies aren’t static, so even if you see them shoot and shoot back, you might not hit them for many reasons, reasons you don’t know if you don’t see them with some sort of light. Did they move? Are they behind cover? You don’t know, and running at them to melee might cost you quite a chunk of your health bar.
Also if you join game in progress, it’s nice to light it up around to get your bearing, to know where you are right now, and where to run now. Instead of hugging walls to try and guess what place you got into.
Agree on this, but I understand my job as a vet with a flashlight is to provide vision to the team too, not only killing enemies. So I would always pick a good spot to iluminate my Ogryn friends their way in. Plus I run the Bio-Optic Targeting feat so I can provide elite vision to all the teammates. It’s a team coop game, so yeah, it may suck, but it’s still fun.
Problem would be when you get all these empty heads in your team trying to rush the mission, but that’s player awareness more than a game feature performing poorly haha
You don’t need to change your game at all (although you should provide QOL features, like giving Ogryns a flashlight) but educate your player base, that’s why I enjoy Porwer Supply interruption, those are the ones I don’t feel like hard carrying but instead being helpful in some other way
To be honest, ally flashlight don’t help much for me, I don’t know, it might be some graphic options I have, but most of the time it don’t show much. Also, luck is on NOT my side on this, it’s been weeks since last time I saw Bio-Optick in team.
But I kind of like this modifier. I did it many times, and with teams that didn’t bring any light it was still doable. I don’t want it to dissapear. All I would ask for are some QoL in form of a weapon that can give me some needed light.
Because sometimes your mood takes you this way, you know? You want to have a game, this time a quick one. But there is Power Supply Interruption all around and the maps that are free of it you don’t like. And you know that this mod can make games longer, more so without flashlight. There goeas my Ogryn for a time then, how much nobody knows since map/mod combos are totally random.
I guess it’s more a rant aimed at our mission board if anything. The idea that you CAN’T play what you currently want, but what you currently have.
Agree on everything but the flashlight thing, in my case, ally flashlights helps a lot. Can be a graphical thing as you stated, 90% sure of that.
On the Bio-optick perk, must say its the best in that row by a BIG difference, and most of the vets are noobs in the game, can’t help much with that. They usually run the grenade recovery perks, that will grant no much more than 4 grenades per match to your allys which is completely more useless than marking snipers, trappers, chargers, and dogs to your allys
But what can we do, right? Also playing Ogryn is one of the worst experiences unless you have a good team who knows how to shoot, stay behind the shield, all that stuff
I do play Ogryn cause I see it like a S tier class, but you need mental stable people with you lol
I’ve been doing T5+ holding the whole shittiest hordes without anybody taking damage cause they knew how to play with it. And playd other T4 games with 400+ lvl people dying to normal mobs cause they wanted to get a kill so badly they suicided for it… We can’t do anything about that, sadly
But, in my opinion, they should add flashlights as a toogable thing and let all the classes enjoy Power Interrupt freely
Oh yes. but that would most likely mean they’ll be removing High intensity, shock trooper, sniper gauntlet, hunting grounds and anything else that increases the challenge/time, while leaving Low intensity and the new Elite resistance. Which is most likely the exact opposite of what most forum dwellers want/expect.
While looking for missions, anything that is low intensity or the new elite one, usually fills out within a few seconds. Anything with some difficulty, it is often empty and doesn’t fill until after the mission starts or not at all. Or we get a quick play joiner who isn’t at all ready for the difficulty and simply dies and leaves… only to get a new one who does the same.
At least that’s my experience… seems to me that hunting grounds is the only “difficult” modifier people can stomach. It used to be better, but that was months ago.
I’ve seen regular missions even have a long wait to fill out. Everyone picks Low intensity over anything else. This is most likely why everyone keeps seeing so many low intensity modified missions… because those are prioritized by players, so it would make sense for the RNG modifier Bot to keep throwing those out.
too fix this they shouldn’t simply remove stuff, but make peoples time and effort worth it.
They need to give a reward for actual mission effort and not mission complete. If each enemy gave you +1 platsteel or +10 credit, you wouldn’t mind playing a mission with +1000 enemies. If whatever happens on a mission rewards you, than you won’t mind but welcome it.
but as it is, finishing a mission as quickly as possible is the only incentivized reward in Darktide… this means the modifiers with the quickest clear time will always be prioritized by everyone… and currently Low Intensity and Elite can easily be mission complete within 20 minutes on damnation, same cannot be said about regular missions or difficult modifiers, as these add time, effort and risk. None of which are fun when we’re imprisoned in a hellhole of luck.
Agree on the low diffs, they make no sense. Normal mode is easy enough.
Although, lower difficulties as T1/T2 serves a purpose of introducing to fps games to the people that want to get started with them. So they’re not really pointless, although that scenario is kinda weird nowadays, that’s what I think of them at least
EDIT: For example, I was thinking of introducing my GF to the game, and she never played shooters, so I would do it in T1 if she ever agrees hahaah
The problem isn’t any particular modifier being bad. Its that they don’t have one vanilla, one low intensity, and one High Intensity standard on all the different difficulty tiers.
I’d be fine if they added one Shocktrooper HI 25/7 on a 4th Damnation map.