Happy to get big update and new class Skitarii next month. Considering new “disruptive content”(this is how some content get described) will come, it can be predicted that Fatshark Forums will be occupied by new wave of balance debates.
Before balance debates occupy the forums, Herein I’m poing out some long-neglected, never mentioned in forums issues, giving NEW and TRUE PATH toward balancing. The KEY ISSUE here: Too Weak Common Melee Enemy, is the root of many balancing issues in some ways. Unless it get fixed, any fresh content added to Darktide can cause endless discussions and arguments in forums, disturbs Fatshark’s content creation and balancing judgment. Any interesting gameplay can be seen as “disruptive content”, and then get removed. Any buffs or nerfs toward players will never achieve good balance. Over-buffings will ruin challenge and fun. Over-nerfings will turn Darktide into Hawking Battle Paralympics,destroy the core fun of DT: the intense and brutal combat.
Too Weak Common Melee Enemy
Fatshark wants to combine melee gameplay (Example: Vermintide 2) and shoot gameplay (Example: Left 4 dead 2, Helldivers 2, Payday 2, Deep Rock Galactic). However, Imbalance issue between melee enemy and ranged enemy long stands in DT: common ranged enemy(the dreg stalker and the scab shooter) can take near damage as melee enemy in a row, and they DO NOT get restricted by surrounding mechanic completely. Tens of ranged enemy can shoot players at close, middle, far distances, different positions TOGETHER, instantly clear players’ toughness, and then take deadly damage. All Players face threats from shooter enemy, and when difficulty rises higher, threats from massive ranged enemy get higher significantly.
Meanwhile, common melee enemy, the basic melee units in DT, keeps fragile, easy to kill, has no enough threats to players. They get severe restriction in attack ability:
*Some types of attack from them spend 1s or longer,even more than 1.6s, from wind-up to actually hit player. This is slower than a 80-year-old woman. Such attack always happens when they chase player. Though they have rapid attack models, they don’t unleash rapid attack at closest distance frequently.
*Most types of common melee enemy can be suppressed by ranged weapons.
*Surrounding Mechanic: When many melee enemies surround player, they do not attack player insanely together. Instead, they stop for a while after attacking once, or just walk around and do nothing. This looks like old action movie in the last century.
Restrictions above make common melee enemy too weak, causing lack of melee threats. This is the ROOT of many balance issues:
In shoot pure game, for example L4D2, if a survivor gets surrounded by hordes, he will get hurt or down soon. Survivors have to get advantageous positions, use push and melee to protect them from close hordes. In Deep Rock Galactic and Helldivers 2, Bugs (Enemy) can take severe damage if players are too close to them. Some skills may protect you from hurt, but getting too close to melee enemies is dangerous indeed. However in Darktide, hordes and other common melee enemy are too weak, even weaker than Vermintide 2, almost have no threat to players whatever they use melee or ranged weapons. A ranged weapon player using Inferno Staff, Flame Thrower, or any other auto-fire gun, can keep them never hit easily combining dodge(sometimes they even don’t need dodge, even though hordes are already very close to them). A melee build player can also do this using push and dodge. What weapon player use only decides how fast they kill hordes.
Too weak, useless common melee enemy lead such issue: Fatshark has to spawn mass of melee elites, to generate melee threat. That is how endless melee elites spawn gamemode appear. The melee elites replace status of common melee enemy.
That is why some weapons like Devil’s Claw and Heavy Sword are recognized weak, or just not so good. They are classic, cool, designed for hordes and actually perform well against common melee enemy. Devil’s Claw can easily kill hordes using parry. However too weak common melee enemy causes these weapon get ignored. When common melee enemy become TRUE THREATS, these weapons will be valued accordingly.
Therefore, common melee enemy needs buff:
Increase 15% move and attack speed, or more (Maybe 15 is Sacred Number of Fatshark? I’m not sure. At least they should be TRUE THREATS, especially against ranged builds)
Immune Suppression: Inferno staff not only kill hordes rapidly, also allow the teammates of psyker not to hit by common melee enemies. Yes, THE WHOLE TEAM do not need to worry about hordes! Some weapons(Combat Blade, Duelling Sword), designed not good at hordes, can completely bypass their weakness at hordes! This is the root why these weapons are too powerful. Just flame, even no need to dodge, common melee enemies have no threats, no one will get hurt against them. This problem also occurs when you use other gun weapons. In fact, killing efficiency towards hordes of auto-fired gun weapons is slower than Inferno Staff only in Havoc 30+. In auric or lower difficulty, they shoot from more far range and kill faster, without melee thtreats. That is what ranged gameplay Hive Scum does.
Considering the aversion against power creep in Fatshark Forums, repeat again: Buffing common melee enemy will not enhance power creep. Instead, this is the TRUE PATH to stop power creep. Only when common melee enemy becomes TRUE THREATS, endless spawning melee elites can be stopped. This also allows Fatshark to add more new content, no need to worry on unintentionally adding “disruptive content”, keep Darktide gameplay healthy and persistent.
Mixed Factions
Dregs and Scabs, the native hive scums, scavengers, and the traitor moebian 6th regiment guard, are the two main factions in Darktide now. They perform two types of combat style:
Dregs lack armor, use low-quality weapons, but strong in numbers. Attack from them is insane and rage(imagine a group of Dreg Rager gets close to you rapidly, and then start dancing). Scabs are less numerous, but they have high-quality armor and weapon, with higher shooting accuracy.
Dregs, Scabs or BOTH can be spawned randomly in most missions without special modifier. A new player who has no knowledge on any enemies may encounter all in single mission: Including 5 dregs common and elites, 8 scabs common and elites, 3 ogyrn, 10 specialists from different factions, 2 more shield next month. Darktide has no in-game encyclopedia. Too many types of enemies appear in single game just confuse new players.
I don’t want to explain too much toward this. I do not think people hope that Terminids, Illuminate, and Cyborgs all spawn in one signal mission in Helldivers 2, and they work together just for killing players. Yes, Helldivers 2 is a good example: “Dregs Only” and “Scab Only” modifier should be applied to most missions, especially low difficulty. Mixed factions could be reserved for sure, but should be known before mission beginning. With game updating, More types of enemy even new factions are added, factions isolation is necessary change, to avoid mess from too much types of enemy.
I’m Darktide dedicated player, enjoying intense combat fun in Darktide. Hope Darktide gets better with updates. Some change in this post may be helpful for solving some issues, keep Darktide gameplay healthy, convenient to add more content.
Thanks for your viewing
