Mea's Feedback Roundup

Been a while. Just wanted to add some feedback, and wanted to keep it in one thread instead separate topics.

Arguably more of a technical issue than a gameplay issue, but I’m posting it here anyways: Poxbursters and Trappers, arguably the most important specials to hear, have very inconsistent sound. I suspect that there’s a sound priority issue, so when lots of sounds being played like poxwalker groans, environmental sounds, etc., the trappers and poxwalkers just don’t get their sounds played at all. Been noticing a LOT of silent spawns, no movement/proximity sounds, and the attacks sometimes have no sound either. Increasing their sound volume by 10% and prioritizing their sounds within the engine so they’ll always play would be a good step towards improving gameplay feel and reducing negative player experiences outside of their own control. I put this suggestion first because it’s a common complaint and cheat mods that always point towards those specials are almost mandatory for high end gameplay because of this exact issue. I would rate this as a critical issue that needs immediate attention.

Almost certainly a technical issue, but it has a drastic gameplay effect so…:
Daemonhosts don’t render while in the sleep state. I’ve encountered this. My girlfriend has encountered this. Countless randos I’ve played with have encountered this. Sometimes you can hear the daemonhost but the model and particle effects just dont render until after the host goes into warning state. This seems to be fairly rare, but I’ve seen it happen enough in the past month that I figure it’s worth bringing up. Similar to trappers and bursters. I’ve personally had it not play any sound too, until fully alerted. Fortunately this has resulted in wipes maybe half the time, and the other some truly spectacular and hilarious clutches. I happy to report that there seem to be a lot of players with a pretty good handle on how to handle a daemonhost if agro’d, at least. Still a critical issue, in my opinion.

I think the veteran’s volley fire/executioner’s stance ability still needs some work. You need to spend 4 points on it just to make it worthwhile, and voice of command is STILL the objectively better option, regardless of build. I think Relentless needs to be in the base node at minimum, and I would argue that Enhanced Target prioritization should be also be included in the base node, then that would leave the players with a choice between ogryns or lesser ranged enemies for their upgrade nodes. This would provide a viable alternative to voice of command at higher levels of play, and provide a team benefit like voice of command.

All lasguns except the Recons need a serious buff. Between class reworks, enemies being a little tankier, and new weapon releases, a very very distinct autogun meta has emerged. At this point, there’s a huge Time-to-Kill valley between Kantraels/Hellbores and your pick of autogun, with the Columnus very clearly on top. I’m not saying anything needs a nerf, as I think everything but those lasguns feel very rewarding to play, but those lasguns definitely need a huge damage buff. As it stands now, in the meatgrinder, it takes 7-10x the time to kill an enemy with weakspot hits only using the Kantraels and Hellbores vs the autoguns and recon lasgun. This results in players feeling like they’re throwing a game by simply choosing a non-meta weapon. Frankly, buffing the lowest performing weapons to at least Recon Lasgun levels would help people play to their own style, and reward player agency instead of play the meta or you’re wrong.

As it stands, revolvers, bolters, plasma guns, shotguns, and the columnus autogun feel great and play great, but are presented as the only meta options. People will accuse you of throwing a game just for picking something else, which is not a healthy place for a game, gameplay or community wise.

Level gating difficulties needs looking into. I don’t know why, but I keep seeing people in Heresies (4pip) and Damnation (5pip) who agro daemonhosts, shoot bursters in teammates’ faces, charge over ledges ahead of the rest of the team and die, stay behind on ledges to get dogged or netted when the rest of the jumps down, run ahead to agro all the things then run back to the team while they’re dealing with hordes and specials, or play psyker and repeatedly pop themselves over and over. When called on it, it’s always the “I’m new” excuse. Assuming they’re being honest and not just griefing… I consider 4pip and up to be the “hardcore” mode, for players with a grasp on the game’s mechanics. 1 & 2 pip are tutorial mode, and 3 is to get players practice for higher difficulties, yet I see players hopping into 4pips and up, getting absolutely wrecked, then complaining that they’re new. Why are new players even in these harder difficulties? That just ruins everyone’s experience.

I’m generally more annoyed by otherwise arbitrary mechanical gates on difficulties, as I tend towards enjoying high-skill very difficult gameplay myself, and get frustrated with being locked into gameplay I find boring and unrewarding… but there are just too many newbies who dont even know the mechanics ending up in the higher difficulties that it has become quite a problem. Definitely need to look into raising the level requirements for 4s and maybe put some sort of higher requirement for 5s.

Finally… We need data feedback. A scoreboard with granular data. For example, I made a crit zealot, played a few games, and wondered why I wasnt getting the damage I was expecting. I downloaded a scoreboard mod with some plugins and it turns out that my weapon selection just didn’t match the build. I was getting 12-20 crits over the course of the entire mission. Switching weapons up, I was getting 100+. In vanilla Darktide, there’s just no way to get that feedback. I understand that scoreboards can result in sticker-chasing and toxic behavior, but without any data, players have no feedback on what to improve in their builds and gameplay. New and poor players don’t know what they’re doing wrong in higher difficulties, and have no road to improvement to survive 4s and 5s or even Aurics. They have to go and download a mod for that data, which they probably don’t even know exists. A scoreboard and dedicated stat-tracking would be super useful for players looking to improve their gameplay and Git Gud, and provide valuable feedback to players who are underperforming so they have objective data on why they need to be practicing on a lower difficulty, and what they need to be practicing (blocking/pushing/not pissing off the Daemonhost).

Bosses need to provide reward bonuses like in Vermintide. A team should be rewarded for surviving a Monstrosity, Daemonhost, or Assassination Target, just like in Vermintide. More crafting materials, and a better rating on the end-of-match drop would probably be the easiest to implement.

All in all, I still love the hell out of darktide and it is one of my all time favorite games. These are just the biggest pain points that I think need work.

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+1 on everything.

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I have in my 700+ hours, the majority of which were played on aurics and auric maelstroms, never encountered anyone berating my choice of weapon and I do not stick to meta weapons. Take care to seperate the feedback you get on forums from the actual playing community. A lot of those people don’t actually play the game.

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My suggestion to fix Executioner’s Stance is to include 3 of the 4 Ability Modifiers for it as part of the base Ability, with the exception being the “Relentless” Ability Modifier. I’d also be amicable to an auto-reload Ability Modifier like the one that Volley Fire used to have.

The same could also be applied to Infiltrate by including 2 of the 4 Ability Modifiers as part of the base Ability, with the exceptions being the “Low Profile” and “Overwatch” Ability Modifiers.

I personally believe that these changes would give both of those Abilities a chance to compete with Voice of Command. I will still use Voice of Command for the sake of being a “Support” teammate, but that doesn’t change the fact that more viable build diversity for Veterans would be a really good thing! :blush:

Edit: I fixed some grammar.

I’m glad people haven’t been assholes to you, but that doesn’t change that it happens to other people.

I haven’t messed with the stealth ability too much, so no comment there. As for Executioner’s stance, yeah, the instant reload would be nice. Sucks when I use it and it swaps me to an empty weapon, then I lose the ability use reloading. Besides that, I’d say combining all 3 nodes into the base would make it too OP compared to Voice of Command, resulting in it being the meta. My girlfriend thinks the duration should be 7.5s on top of everything else, but I think that negates a lot of the skill requirement to keep it running for 20+ seconds. Definitely lots of approaches and opinions on it, but it also definitely needs some work to make it an actual viable choice against Voice of Command.

Recons are the worst performing lasguns right now - Lucius and Kantreal are far more useful.

I mainly use infantry and Helbore lasguns and never felt that way. Maybe the problem lies somewhere else?

Bolters and shotguns may be fun to use but are far from meta…

Sorry this happened to you but it’s no widespread problem. Never happened to me or anyone I know.

There is a graphical effect showing you that it was a crit. You can get a feeling for that and then you’ll notice wether it triggers often or not.

While I get your drift I find that notion difficult with the daemonhost as that would incentivise triggering it on purpose.

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Then it will bring back bolter magdumping faceroll playstyle again, even with nerfed survivalist (untill it will work for specific pool of weapons, like except plasma and bolter for example). Left branch just needs more survivability stuff or/and hp/toughess stats.

They need to change ET
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to be more like this

Reduces toughness dmg from backstabs (and maybe from side hits) or maybe only while ads or some mix like from behind by default, and both from behind and sides while ads.
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Or make some additional talent

Ads is a risky thing by its design, because it decreases your fov, and you need to go in and out, so there should be some inbuilt protection talents. Either way it can’t compete with VoC, cause VoC is an easy save button.

No. Just no.

Recons are still the worst of the lasguns, even with a crit-rend build they’ve got the worst ammo efficiency of their family and aren’t worth the trouble that comes with their use. The other two families outperform them in pretty much every respect.

Exec Stance would be fine if it brought back toughness dmg reduction/regen to some degree, didn’t force you to keep your ranged weapon out for its whole duration, and consolidated the Ogryn and shooter highlight nodes.

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Mea Culpa?

I’ll go back and read the thread. Sorry. I just had to get that one in.

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I’m going off the actual data and numbers, not feel. The infantry lasguns and hellbores do nowhere near the burst or long-term damage compared to any of the other guns in the game. Recon is on par with the columnus, and the only reason its dps doesn’t beat it is the columnus has a fast af reload. You can do the math yourself and test it in meatgrinder. Grab a bunch of grey 380s of each with max damage rolls, and you’ll see: the lasguns massively underperform in time to kill compared to everything else. Even going with exclusively weakspot hits, they are just very poor performers compared to practically anything else.

A colored hit marker is not data.

If your team CAN purge heretics, you SHOULD purge heretics. For the Emprah.

That’s a fair point.
Truth be told, as much fun as it is to play, I was genuinely surprised when they put a bolter in the game. A bolt pistol, sure, but even the down-sized boltgun in the game seems a liiiiil out of place.
But damn is it fun to purge heretics with.

Ammo efficiency is the trade-off you get for being able to sweep super accurate fire across an entire horde’s weakspots and wipe them out single-handedly. It is on par with the columnus in terms of burst dps, sustained dps, and ttk. The only reason it doesn’t outperform the columnus is the longer reload.

There’s frankly not a lot in the game that can put out the raw damage that the columnus and recon can.

Also, would really, really help if it gave even a little toughness. Voice’s utility as an ‘oh crap’ button cannot be over emphasized.

Or if it caused ranged enemies to just deprioritize the vet for a moment, not as big as the full cloaking ability, but gave room to breathe in a bad moment.

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lol - if you know a way to grap a bunch of grey 380’s with max damage roll please share it!

“Grey” is part of the problem as you gamble your weapons for specific tasks. A properly built helbore or Kantreal will one shot most important enemies you want to shoot making their ttk 0 and thus they immeasurably outperform recons.

In that light your previous posts give another sense. If you measure a gun by its ability to mow down hordes then yes the recon is the better performer. BUT shooting hordes in the first place is a really annoying way to waste the scarce team resource ammo.

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If you’re encountering a significant amount of this when I can play 700 hours and never come across it even once, I’d wager there’s other aspects at play that invite comments. Seeing players with blue weapons in auric maelstroms is a semi-common occurence and I’ve never seen anyone comments on it (and neither would I, I don’t care enough, but I do check peoples gear out of curiosity often)

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