Make Dodges Great Again!

Between playing Vermintide and Darktide I forgot how easy they made dodging/dodge spam here… I don’t even much listen for sound cues anymore… and since we have vastly expanded our toughness regenerations…

I think reducing the default dodge window to Vermintide levels would add a natural difficulty boost to game especially need to balance out the power creep in a better way than throwing more enemies at players.

…and while we’re at it add a dodge interface to default game especially for those consol players the effects on character dodge and how easy it is to let it regenerate are probably lost to every player without mods.

This also leaves room for dodge related talents to improve window and shine more.

  • Reduce Dodge Window / Timing
  • Visible Dodge counter / overdodging
  • Highlights dodge related Talents
  • Increases Value of Blocks
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Yeah a toggleable dodge counter would be a good feature

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I feel that Darktide has always aimed to be part melee - part ranged.

There are times you are supposed to do both. Yes; clearly the zealot/ogryn are meant to do more melee, veteran and psyker more ranged… but it’s always aimed more at the 50:50 mix on the average than Vermintide2 did.

Making melee harder by making it technically more difficult I don’t think is the ideal solution to “power creep”. That’s only personal opinion; I don’t claim to be right. But having played both VT2 and DT; I for one prefer that DT is a bit more arcade-y, and that you don’t have to have programmed a body reflex to follow a certain combo of key presses to avoid damage.

And also; dodging in DT works only to an extent. I don’t think it trivializes the game because the game deliberately tries to hem you in so you’re blocked when that crusher overhead comes in.

Ah yes, my absolute favorite game design action. Take a system that exists and functions just fine, break it intentionally, and add new talents/skills to get it back to where it was. Love it every time I see it. Can’t wait for them to listen to this idea.

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Mobility is overall overtuned. Why stamina isn’t depleting during slide for example?

The how you can just run away from enemies is cringe, you should run only towards enemies.

Or increase enemy move and attack speed then.

I don’t know why they made dodge so generous after they spent time tuning it in V2. Imagine forgetting lessons you’ve learned. Never happend with Fatshark.

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I only played VT2 for a little bit after the free giveaway a couple years ago, so I don’t remember the system that well. But, and this seems like a novel concept to people on this board, Darktide isn’t Vermintide 2!

Heresy, I know. Sure they dropped the ball bringing solved external-to-gameplay systems forward to this “sequel” (like lots of companies lately, what’s up with that? No institutional knowledge), but, perhaps maybe, Darktide’s combat system was designed for Darktide and not VT2? Just spitballing.

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It’s more V2 than you can realise. Because almost all enemies are straight up copypasted from V2. And half of the abilities and passive talents. Zealot is just a mix between Saltz zealot and shade. VoC - Kruber merc shout, etc. That’s why this game has Tide in its name, it shares the same ideas, designes and concepts.

Again, why almost all enemies are the same? For a completely new comabt you would have need new enemies. The difference between CW and Crusher is the only CW has more attack patterns, he can perform a fast fist punch for example.

Here an example, rapier is the equivalent of DS, you can kite with it, you just can’t turn back and run away.

There are some weapons that alow you, cause they have inbuilt acceleration like knife in DT, wich is the dumbest thing ever.

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Yeah, you right. It’s the same. Except in the ways it’s different.

Sorry poorly worded meant highlights current dodge related talents, but yes with reworked tree’s meeting Ogryn & Arbites levels plenty of room for further dodge talents to fill the absence of Operative Modifiers… Zealot especially could use some actual dodge effectiveness talents and or Aura.


The game has a lot of elements that simply can’t transfer between the two. If you put “spot-dodging” into vermintide 2, the game becomes immensely easier as you can now time your attacks for perfect dodges far easier during kites. If people could block overheads from crushers in darktide then holds become far easier and more dominant a strategy than it already is. You combine the two and now players are ultimate killing machines with agile feet and shields on every weapon, capable of doing anything.

Ultimately, darktide and vermintide are very much different games due to these two things. One has better blocking, which enables far better holding power, while the other has better dodging, which enables far stronger kiting. Because of this, enemies are just designed in ways that enable these strengths. It’s why ragers don’t stop attacking while plague monks and berserkers have “flurry” attacks, for instance. The problem for darktide is a lot of levels and enemies have old habits or are missing elements that make them good.

For instance, dropdowns and elevators are really dangerous in darktide. They often put you in very small rooms/corridors with little to no kiting, and often there is no way to pull mobs without attacks that go through walls or shooting towards/through weird angles/holes. On top of this, you have multiple boss triggers and horde triggers. A lot of these rooms need to be redesigned or reworked. Clandestium gloriana is one of the most obnoxious maps for a lot of these issues exist both at the very start of the map and right after the mid event. It would be a really fantastic map for vermintide, but is not designed for what darktide becomes when you take away the player’s strongest tools i.e. ability/nade stagger spam and huge dot sources. If darktide keeps these tools, the design largely doesn’t matter.

I think it’s very easy to look at darktide and fix it by largely porting over vermintide’s system of blocking and dodging. I think it would be better though if the game instead became largely focused on designing levels and enemies around kiting, making stamina a choice between sprinting quickly during a fast kite, or using it for push attacks and blocks during a slow kite.

There’s a lot of design choices that already comfort this, such as respawns for multiple players in large open areas that don’t progress forward when pushed, the ability to parkour around arenas into separating paths or having multiple paths, hordes that often spawn on doorways just outside of kite paths, ranged enemies naturally hurt these kites by constantly draining toughness, bosses often accelerate kites which become more problematic overtime, and no source of health beyond physical items on maps means this overtimes drains the player of resources.

I feel if the game stressed it enough there is plenty of decision-making during kites that enables a lot of player choice and freedom and also express a lot of skill. Breaking off to kill shooters, peeling a boss to a separate kite room, dealing with special pressure in front of or behind the kite loop, peeling to get revives, how many revives, etc. all can make for a fun and interesting gameplay loop that still remains unique from vermintide.

I don’t think the game will stress these options enough or really intentionally design around these options. With aoe stagger/damage spam being such a prevaling strat for the highest difficulty and not seeing any nerfs anytime soon to these tools, and with the new class coming with its own regenerating nades that damage and stunlock, and overall huge cc, I think regardless of changing block/dodge windows, player power will make it not matter.

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There’s only one problem with this suggestion; In DT, even your regular horde enemies have tracking attacks.

The whole reason why dodges are “better” in DT is because DTs enemies have attacks from the VT2 “dodge rework” test.

What nobody liked in VT2s test is the baseline for DT.

please, please correct me if I got this wrong but I’m fairly certain I got the long and short of it right.

Tracking attacks were normal in VT2 as well also sliding “ice skating” attacks, especially noticeable without sprint you could not outrun enemies and had to confront them. DT has many more tools to help with tracking.

It seems to me people want the game to be challenging / harder but not harder + want more power.

I know they exist in VT2 but they didn’t seem to be the normal attack for horde type enemies. More like something an elite pulls out when you’re trying to get too far away.

DTs horde enemies all try to do tracking attacks just by default.

Yes they most certainly did VT rats even had a further range with stabbing spear rats and beastmen spears, trash mobs both. Also the annoying ranged beastman who dodged attacks.

Tracking was much more robust in VT2 on top of the lesser mobility. It was like a crusher lock on that you could never dodge backwards against and a horde you always had to meet or get stabbed in the back.

also i think the dodges on some weapons should be looked at some weapons still have awful feeling dodges and im pretty sure relic/powersword still have the activation dodge bug as well

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Honestly, I don’t want DT to copy much more of the VT2 formula. Getting hit by attacks when you were clearly out of range, ice skating enemies can stay in VT .

Yea, I like that DT is more arcadey than VT2. I think it’s probably part of the reason why, despite the many flaws of the game, it’s remained consistently more popular than the very crunchy VT2.

I’ve never felt like a badass in VT2, but I get that feeling all the time in DT…and it’s super addicting. Making the game slower, more punishing across the board, just isn’t a recipe for success or fun imo.

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I have the exact opposite experience.

I very rarely got hit by an attack that “shouldn’t” have hit me in VT2. Where as that happend to me every single match in DT. Legit, running away from an enemy, seeing them do their attack 6m away from me and then taking damage. I see that happen to teammates to this day.

Never really seen such extreme examples in VT2.

Ofc, you can see it in both games. I just happend to have seen it far more frequently in DT.

Just to be fair on my end; I hosted most of my games in VT2 and the decent number of games I wasn’t hosting were under 100 ping. Even then, I haven’t seen it often or in extreme fashion.

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