Gave it two runs. First one was a latejoin, second one was from the beginning. My thoughts can be summed overall:
It’s easier than Auric
Sefoni plays up the Mortis Operative thing like you’re the best of the best, the mysterious and highly skilled murder machine that you are. Yet Mortis Trials are easier than regular Auric missions, let alone Maelstroms. I didn’t break any amount of sweat at all throughout both runs.
To help with this, I think there should be three additions:
- Reject Indulgence: For players seeking the ultimate challenge working with their base toolkit. Add an option to reject one of Sefoni’s Indulgences when offered after every wave. You can have her chuckle at our arrogance if you wish.
- Add Complex Modifiers: The enemies ought to ramp up in proportion to how players ramp up. To that end, at the beginning of every third wave, add a new modifier. Pull from the pool of Standard, Maelstrom, and Havoc modifiers for this, and maybe throw in some new ones to be Mortis exclusive. Force players to change their gameplan and adapt.
- Auric Intensity: As the waves progress, throw significantly more elites and specialists at us. There were barely enough to be problematic or overwhelming, and it made combat largely trivial. Darktide’s endgame difficulty revolves around the obscene amount of these enemies, and it should be reflected as such in the Mortis Trials.