Many end events are too easy now: where mobs?

Many end events are too easy now: where banana mobs?
Power Matrix for instance barely has any mobs when you insert the batteries or overall in the last phase, fewer elites and specials.

It’s really boring now and basically anybody competent can easily solo it.
If people had trouble with it before it’s because they were doing it wrong and/or brainless bum-rushing it and deserved the loss. Now? they can just mindlessly walk through it to a win.

Please make the end events harder again.
P.S. For Aurics only
P.S. Damn Auric HiSTG is always the default (at least mine) in these posts.

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Big agree, although I think it’s important that end events aren’t so brutal that a 30 minute mission can be easily lost in the last leg. Hab Dreyko is, imo, right on the cusp of being too hard (across all difficulties) because of the stress put on the team by all the scanning…but then, the escape! Beautiful. Ram The Manparts reborn. Shame the rest of the level is such a crapshoot with randos.

I don’t think it would take much to make many level endings more interesting, like Enclavum Barross. I used to call it Enclavum Bore-oss, because the end event was a total snoozefest. A few extra spawn points, a few dozen more gunners down the lane forcing teams to duck or deal effectively with ranged enemies, and blamo: fun!

I hope we get more tweaks like that. The most recent change in this department that I’ve noticed is the presence of ogryns in Chasm Logistratum, which seems not-very-impactful yet but it’s a step in the right direction.

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The best mission is hub dreyko and we all know why just a sad thing no other mission has this…

I actually hate scanning and what it does to (most, in my experience) teams. I only suffer Hab Dreyko’s excessive amount of scanning, and the danger that I won’t know if my team of randos can hack it until it’s too late, for the fun of the last leg. It’s a pretty brutal mission for PUGs!

All that to say, I think it’s one of my least favorite maps and my absolute favorite map exit/ending.

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You know, I was gonna mention Hab Drayko as the exception because of the 12 ragers that used to come at the same time as shotgun patrols and specials.
It was indeed a pug killer, and people made it 4x as difficult as it needed to be by doing silly thing like not covering scanner and camping the door.

IIRC it does seem toned down now? Maybe just lucky RNG?

P.S. Just did it Hab Drayko tonight with a buddy, it does seem toned down, but it may also just be a bit of lucky and/or some better players.

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Ascension Riser 31 has to be the worst example of this, even on high intensity damnation the end event is really just waiting in the middle while a small amount of grunts run at you from a few predetermined locations. It feels like a tower defense game honestly.

It’s definitely hard to strike the balance between too hard and too easy. You don’t want too many people to lose at the end and have it feel unfair, but winning against impossible odds would also feel much better and fit the game better overall. I will agree with everyone that Hab Dreyko is perfect because it really is.

Just a reminder Fatshark: when the auric players scream for more difficulty that doesn’t mean we mere mortals agree.

So maybe if you actually want to address requests like this make it auric only as no player I play with IRL considers regular damnation (too) easy.

Every patch seems to break a finale or mid event. It’s sad and I doubt they’ll ever get around fixing em because of how “vague” the issue is. Consignment yard no longer spawns shotgunners or gunners, excise vault mid event is dead boring now, those issues stack up

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by now spicing things up in a meaningful way would be much appreciated.

since the maps are fixed, and by now known by heart, there´s the usual “smooth sailings” point in every one that takes you out of the rush you had until that point or makes you “shut off” before the actual end.

i´d prefer a hounding all the way to the elevator from the end part of hab dreyko to say the ass to the wall smelter HODL where, while fun for the first 10 times, it just becomes an “open the damn door already”.

hordes at that point are no threat to the outcome of the match, so they rather add to the negative climax effect.

if maps had some level of destroy-able areas maybe some bosses could tear down areas at random forcing you to re-adapt until they are fought off, guess the engine doesnt provide that verticality though.

for balancing sake something i ponder is that the “failing aspect” of hab dreyko´s ending results rather from a lack of communication than a lack of personal skill,.

so having the right and rewarding way to spice things up shouldn´t rely on 4 randoms working even more in tandem than they are already struggling to do.

sounds weird for a coop shooter but i´d wager most prefer “silent strangers” in their coop experience, i know i do, and a good 4 man premade of actual buddies is hard to come by.

nontheless, the most rewarding experience i had myself, and by proxy watching others do so, is a real clutch above and beyond all you did in recent matches that remain in my head and keep me relogging into the game at every opportunity.

as for the threshold of said increases i´d suggest to keep them auric maelstrom exclusive, could even serve as a much welcome addition to new modifiers.


ps:

so far i haven´t read anyone “screaming” rather than politely asking for an option, which everybody else can easily opt ouf if he doesn´t feel up to it.

shouldn´t come as a surprise that those performing at the upper level for some time feel the lack of resistance that is needed to further push yourself, hone and better your skills.

no matter how small the percentage of players, an option should be there, otherwise by the same logic, every sport known to man would be stuck on amateurish levels and stagnate rather than prosper.

Yeah, I shoulda clarified: Auric Only.
This is why games have different difficulties.

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Hah! :slight_smile:
I detest it! :black_heart:

Mind you, I had to do it pretty much 25 times in a trot for the penance (it’s a crappy bronze fist to hang on a weapon! Man. No-one knows.)

Having done Hab Dreyko a LOT with pugs, the scanning section at the end is one of the most frustrating end games. I know that’s “the players fault”, but it’s just how it is in pugs. You’ll inevitably get two players who aren’t good enough to even scan … they’re just 100% on staying alive. One player that will get netted, and then some poor schmuck (was often me) who has to kamikaze around the map picking people up.

… and THEN they die to the maulers and wipe us on the home run!

I like the bit in Hab Dreyko after the scanning bit, but ideally not following the scanning grind too. One or the other.

But @gpkgpk - yeah mate, agree. The endgames are just a farm fest. However; 25 minutes is a LONG time to be playing a single map. I think they just need to be a bit shorter in the middle, and harder at the end.

(Dark)TIDE have gone to IKEA, for some cheap furniture and meatballs.

Idk about some missions but the end event on the carnival seemed to have way less to the point where it was to easy (auric 5 i was on). but the one where you have to get the powercells out of the trains on the left and right of the map seemed to spawn a RIDICULOUS amount of enemies and just wouldnt give us any window to move the cells and it kept glitching the power cells back into the trains if we had them on the ground for like 20 seconds without picking them back up so idk what may or may not have happened with the spawns

right, totally forgot about “chasm logistratum”.

had some great endings there.

thing is, you usually wipe at the train track part anyways if the team wouldn´t have been up to snuff.

so far i rarely failed at the ending with the guys at hand, rarely as in just the other day i had the director go totally bonkers and literally flushed me through the left train compartment all the way down the ledge.
fun as it was, “the game was rigged from the start”

but this at least is a mechanic where one or two good players can manage even if the rest just survives.

middle part of ascension riser is more the kind of “social experiment” where its baffling to see people disregard or actively refuse to use a choke point instead of duking it out in the open.

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Agreed. While the end of Hab Dreyko might be slightly overtuned (on auric damnation) in terms of spawns, a lot of the other events are just a formality. On some missions, this can be fixed by simply spawning more stuff. Others are held back by map geometry and more or less require a redesign to become interesting.

From a gameplay standpoint, stationary defense has always been the least interesting type of event. In general, I think most events that require you to move around or get an item from A to B at the very least have potential, and some are quite good (to this day, chasm logistratum remains one of my favorites). The events that struggle the most are the ones like the end of smelter complex, which can be done entirely on autopilot, even on auric.

I have to disagree. I can perfectly handle Auric, I don’t speak for myself, but most people absolutely nope. The game is hard enough… from my personal exp, like 95% of players I found on Auric, don’t know how to play

Yea it was fun how many enemies there were but it bugging the cells made it harder than it should have been coz it made all progress made mute when it went back. I love the skill gap in players i have 1 friend thats decent that i play with regularly then we LFG for 2 randoms and its funny watching/listening to them. i kinda only rely on myself so i dont get disappointed lol. ive got pretty good at soloing when i have to because of it.

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I’m so glad you’ve written that! :slight_smile:
At times I’ve really just had to bite my tongue as players insist on trying to maximize their trash mob kills in the middle, while dogs repeatedly pin them down and we have to knock them off for them from afar.

“Go Here”
“Go Here”
“Look Here”

“yowl. grr.”
Eye roll.

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For Hub Drayko in particular, I don’t know why we need to scan the same area twice. Once is enough.

Generally the new maps tend to be a bit too long, I kind of like shorter maps at higher difficulties. Just personal preference of course.

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“was dich nicht umbringt, macht dich härter” guess nietzsche must have had a hand in warhammer after all.

anytime =)

the even more idiot part is that said trash mobs would simply flock to your meat grinder by just using the battery room as a convinient 2 point choke that on top provides enough depth to evade snipers from afar.

usually i´m pretty chill (apart from raging to myself, but i got my mic off,sooooo…) as part of keep calm and carry on.

there are times though certain players act as if they were actively sabotaging the match.

usually this goes hand in hand by rebutting callouts, which need to be brief amidst the frenzy and taking all the time in the world to write something snarky in return.

for the longest time had such an individual yesterday and call a run quits as to not waste my time any further.(first vote kick ever in 900ish hours and it didnt pass for his buddy to block)

lack of skill is one thing, but habituately wasting ressources while dragging behind/force spawning enemies to a point a positive outcome borders impossibility ain´t something matching your abilities or nerves against.

but they exist and are infact the “hidden difficulty setting”.

so maybe there should be more variations to map ending mechanics, like supplying ammo to lehman russ tanks, keeping hordes at bay, with them spilling over the more you slack and lag behind.

this way the number of enemies could be toned to lower difficulties as well, with being increasingly noticeable until auric maelstrom hits you with I II V E G.