The fun traits (traits in general) are very limited in stock, and it’s not fun when you get the wrong stuff that isn’t going to be fun or beneficial to your build. Loading in looking for death dealer and getting the 2 electric orders and the flame order sucks. Choosing death dealer without a crit farm build not knowing that it’s all about crits also sucks.
The major orders are incredibly barebone/bland/unfinished. There’s only a few fun ones that we have access to, and none of them change gameplay loop, simply make the player better at things they are already excelling at, dealing damage, being immortal, and dealing dots to deal more damage.
The wave variations are very limited and predictable, and tiny, offering very little challenge. They make the environment useless as you end up door farming until something threatening shows up.
The manhunt for 3 shooters at the end is annoying. The endings being such boring trickles of enemies that you have to chase around is sad, and it’s even more noticeable during objective waves when it’s just cycling the same few wave variants over and over again. The final wave should feel like a massive battle with all of these powers available, but it never really matches the intensity of hi-int shock trooper even without these buffs.
How to solve:
Let players choose their starting major order from the trials start screen, with a list of the potential trait pool they will have access to. Add more specific and interesting traits that can now be better coordinated for more benefit, even including traits related to weapons/blessings brought (Something as simple as adding additional cleave limit to BM or sharing blessings between melee and ranged would be neat). This, along with a lot of information, should be an easily accessible page in the game.
Add more archetypes and add more interesting and unique traits to them. Why not one dedicated to monster killing? Or one dedicated to sniping? Anything that improves or gives you more keystones? What about debuffs in exchange for massive buffs? Or require you to maintain stacks for benefits? There are plenty of options to explore that could be available for players
Allow waves to spawn on top of each other, with it only stopping once you’ve completed the current objective-based waves. Have the traits that players unlock between waves instead be a unique enemy or objective that the players have to scurry to complete, i.e. a captain with encroaching garden surrounded by a patrol of maulers or crushers. Additionally, time-based special objectives that give players additional major traits if they manage to complete them. You can also add modifier challenges that are started the same way chest challenges are started in chaos wastes, where, in exchange for a powerful gift like another major order, for the full duration of match, an extra modifier is active in the game i.e. the havoc modifiers (rampage, moebian 21st) or pox gas/shocktrooper gauntlet.
After the major order objective on the third wave is completed, the entire map should explode and everything should be despawned/killed. With the other changes, the waves will be more aggressive and nonstop, there will be more active threats on the map, the players will be taking on much greater challenge. This will be something nice and flashy, gives the players a break to choose their order, helps a lot with the mode’s pacing, and there will be no hunting for shooters having a campfire on a bridge somewhere on the map.
I think the boon system has to be overhauled to involve some fun decisionmaking. Just getting random perks every wave and a select of 3 every 3 waves is just extremely uninteresting.
Like any changes made to boons will be hard to notice and lame because you just get them all randomly.
I wouldn’t mind an option to do more waves of increasing difficulty. I don’t even need more rewards for it. So often I’ll get a fun build combination on wave 10 and only get 4 minutes to enjoy it.
Pretty much. At least chaos wastes had currencies and choosing between upgrading weapons or taking a boon or neither and that was a choice the players made. This system is just a screen popup.
1-what really makes me mad is that the dev probably had a rogue like experiences in mind but really did not know how to implement it with what they already have (it would be great if they would incentive more build varieties with just more option they could even make it a difficulty restriction in which you would have less option on lower difficulties and like all five standard option on damnation it would help and make people try out for harder challenges to try and make that perfect build) .
2- and honestly I do not mind much the blandness if they would be option that could in fact lean into a player build in which the RNG could just f*-*k you, oh you wanted to get deathdealer well let’s see if you get lucky for that, you have it ? good now there are 2 possible upgrades that helps with crit chances maybe you get it, maybe you don’t, I have a higher chances to build something around my grenades than whatever else I might choose as my passive in the tree skill. SO YES PLEASE more like a roguelike run experience please something more around like crit chance/applying any kind of debuff(fire/bleed)/ or or remove the stack limit you can inflict on enemies with the debuff of being affected by gaining that amout as well as damage type debuff stacking over time,(aka you burn enemies really well but you around getting litteraly LIT like a candle pleaaaaase make a psykers only challenges where you can get the title “Candlestick” pleaase… )but yeah make some more perks choices around build the require to invest more point into to make it and add fun to it, maybe add a buff and debuff modifiers depending on a player perk choice with a modifiers to increase the chance to roll it?
3-: Yes but I would make so that a team of player could roam the map; for that you could make a clock rotation of some sort with passage that would force you to pass where enemies spawn but give you a more direct path with a risk reward incentive(choose as a team who gets the biggest upgrade first, move as a team, win as a team or die in spaghetti kinda deal? with waves modifiers increase after each selection?)
4- I think it could be handles by moving us to another area could even be based on a few different choice based on what kind of build the 4 player chooses, I mean technically we are in a psyker mind… maybe there could be trickery, maybe Sefoni can change how big something are? Giving title to already known enemy( e.g. Gigantic plague ogryn or Bloated Best of Nurgles or Bulbeous Chaos spawn) could be a maze/labyrinth/library run where you can shot troughs books to make ways or get swarmed by making another way in for the enemie or a fortified point that needs defending with three choke-point 2 smallish and one Big from which most of the waves will be coming from and from which most of the ogryn sizes enemies will come from as well kind of a side by side but out of view of each others could big one big ass bridge and two small “made” by the enemies with those in darkness and you can fall from and the big lighted bridge in the middle but you can’t see the other side of the bridge could be night and raining so you can’t really see them on the rickety bridges and now you cant hear them because of the rain until thet are too close make it so that if you shoot into the books you can light it on fire potentialy starting a fight on a burning library but I don’t if this is possible but use light effects the objectif could be to defend a generator and if you fail you then to objectif is to no die in complete darkness and protects a couples of big doors area. bug again I agree with OP .