"My Perfect Darktide" Read my drivel and share your hopes and dreams

I’ve been scribbling small notes and ideas, since I’ve joined this forum and decided to finally sift through some drunken ramblings, high hopes and other nonsense and shape all of it, into something more solid. I failed. I do not believe it’s doable but since I’ve waisted so much time, why not share? Here’s what’s left (Be warned – old/worn out memes included):

What is

MY

Word “My” is not fully out of place, because overall concept is very subjective (head canon) and applies certain gravitas where I and maybe only I see it fit. Some of below ideas turn drivel might have already appeared in more “lore based discussions” about how should what work, so if something sounds familiar it was probably read by me with “Huh I was thinking about the same thing the other day.” Or “that’s even better than my idea and more adaptable to the game.”

idea for the WARHAMMER 40 000: DARKTIDE?

CHAPTER I:
Level design, threat level and enemies.

Currently we have 5 threat levels and they are in dire need of rework:
Sedition
Uprising
Malice
Heresy
Damnation
What should change? Here are expected reworks of threat levels as I see them:

SEDITION – no Scab element, we are mostly fighting with hive gangs (lots of autoguns, maybe flamers, shi… I mean low quality bolt pistols/revolvers), mutants (unstable mutations but tolerated by local Ecclesiarchy – you know the ones that end up in census not in incinerator) generally upper levels of lower-hive, they should be disgusting and sometimes smelly but not corrupting per se.
Enemies specialised in ambushes, kidnappings (I’m looking at you trapper) cowardly, often retreating, occasional workers from manufactorum with or without guns not very pleased with new quotas. Thieves, killers and occasional Nurgle cultists with small cabals around them surprised by our arrival. Missions should not be important enough to send elite agents but vital enough to throw some useless bodies at the problem and maybe some of said bodies will survive and gain experience. Different Hive than Tertium!
Different type of strike missions – weapon/ammo snatching, cult purging / investigation, repair missions etc.

UPRISING – more of the same but with Scab or Dreg elements depending on location or mission nature. Nurgle cultists / Traitor guard have infiltrated those locations and are searching for something, actively trying to sabotage vital infrastructure or working on gaining a foothold. Purge missions with limited infection / corruption risk, but with more coordinated and professional enemies. Some ambushes (not many) should be deadly or requiring more tactical /skilled approach. Still different Hive then Tertium!
Different type of strike missions – weapon/ammo snatching, purging cults and enemy elements, repair missions, artifacts retrieval. etc.

MALICE – Mix of Dreg and Scab elements. Armed patrols who will call for backup or regroup to more defensive position. Kill boxes, choke points etc. Lots and lots of covering fire and flanking maneuvers to surround or cut off players. Unless you are an Ogryn you move cover to cover and take them out one by one. Alternative - suppress enemies so your CQC specialists (Ogryn / Zealot / Durgged up Vet or New Vet-Specialist?) take care of the shooters. This is still contested territory, but they have raised provisional defences closer to the objective. High level of specialists and elites and some Ogryn auxiliary (f.e. Bulwark or 2 pushing on you with CQC specialists hiding behind them till they reach your position, while everything and their mother shooting at you from cover).
Either “suburbs” of Tertium or different Hive City, but bombed to hell and back (I’m thinking all the “desert” missions aesthetics). Missions not far from front line or even better on border of sanitation cordon around Tertium.
First Chaos artifacts [Grimoires] to be retrieved or destroyed mixed with Scriptures or artifacts to be reclaimed before becoming corrupted.

HERESY
Welcome to hell (part 1). Malice turned up to 13 with even more specialists and elites. Our current Missions story/atmosphere wise. In short - behind enemy lines surrounded by horrible cultists of Nurgle and elite units of Moebian Sixth, large mobs of poxwalkers making horrible noises even when not yet encountered (idea for start: 10 Hours of Zombie Horde Sounds and Noises - YouTube, should be more disgusting and disturbing occasional cries for help).
Corruption countdown – even being here is making your soul rot away. Get in, do your job and get out. Blessings from Chapter II maybe VERY useful, but not yet necessary.
Chaos artifacts, demonhosts (seen and heard from far away, but not yet encountered or maybe…?), Nurglings, Plague Ogryns maybe Beast of Nurgle? Some elites with Nurgle blessings – though bastards.

NO REPAIR MISSIONS. Distruption and sabottage, HVI assasination, general purge or regaining territory for future Tertium reclaiming operations.

DAMNATION
Hell. Nurgle’s garden. You will die. Only the best of the best are send on those missions but their number dwindles each time. Why Tertrium have not yet been blown sky-high? Why multiple orbital bombardments have not been ordered yet?! Only Inqusitor knows. As for you, there is just one job: Die for the Emperor or die trying.
Nightmare. Poxwalkers everywhere, Traitor guard with Nurgle blessings, Nurglings, Demonhosts, Beast of Nurgle and maybe Plaguebearer or two. Confessor from Chapter II is your best friend, you lay for days on your face in the Emperors Chapel before next mission like this one. Heresy, but with much more muck, corruption and 110% of infectious “Nurgles Love TM”. No medice. Nothing in here can be injected in you without causing [clears throat]

Side effects of worshiping...

Side effects of worshiping Papa Nurgle include (and are not limited to): mild discomfort of the neck, aches, pains, Boils, scabs, internal bleeding, external bleeding, bleeding from the gums, bleeding from eyes and ears, pissing blood, sweating, dehydration, carbuncles, rash, pus-filled sores, sore-filled pus, flatulent boils, nausea, vomiting, bloody vomit, black vomit, black & bloody vomit, Down’s syndrome, Up Syndrome, Left-Right-'N-Center Syndrome, sneezing, runny nose, dry nose, coughing, dry cough, wet cough, not-so-dry-but-still-raspy cough, fever, hay fever, meat sweats, athlete’s foot, athlete’s arm, swimmer’s ear, tennis elbow, farmer’s tongue, ploughman’s bottom, milkmaid’s nipples, browning of the nipples, tender nipples, hard nipples, kitten nipples, shi**ting dck nipples, postman’s anus, vertigo, drowsiness, suicidal thoughts, sleepiness, insomnia, mad cow disease, mad snail disease, mad postal worker disease, loose bowels, constipation, explosive diarrhea, implosive diarrhea, impulsive diarrhea, jiggly handles, nasal leakage, anal leakage, genital leakage, general leakage, Brundlepenis, black death, pink death, black eye, pink eye, genetic disorders, heart attack, lung cacer, loss of skin, blood clots, spilling guts, frothing mouth, rabies, puss excrement, moderate gas, medium gas, severe gas, holy-sht-who-died gas, mortality, sudden mortality, baby mortality, super-mortality, immortality, almost-but-not-quite mortality, nurglopromorphism, nurgleaproposism, nurgleabilia, smallpox, super small pox, large pox, medium pox, medium-rare pox, chicken pox, eagle pox, turducken pox, fox-in-socks-eating pox, the sudden urge to eat ham, baldness, blood clotting, AIDS, super-AIDS, STD’s, STI’s, zombification, artificial insemination, artificial exsemination, uncontrollable exsemination, uncontrollable exsanguination, uncontrollable lactation, uncontrollable Croatian, crabs, super-crabs, giant enemy crabs, spycrabs, spylobsters (AKA uncontrollable crustacean), typhus, malaria, Tom please come home your mother is scared and the cat is missing, yellow fever, red fever, green fever, fuchsia fever, rainbow fever, tuberculosis, dck rot, sniffles, jungle dck rot, dck sniffles, jungle dck sniffles, rotten dck jungles, raging murder boner, salmonella, sam-o-nella, spamonella, random and painful erections, random and painful injections, the condition known as hotdog fingers, Ebola, rectal ventriloquism, everything tasting of goats, reduced sex drive, spontaneous breakouts of “HEUHEUHEU”, moderate discomfort of the neck, and Covfefe. In most cases side effects were generally in the extreme and permanent.
Nurgle is not for women who are nursing, pregnant, or may become pregnant. If you experience an erection lasting longer than four hours then please give Slaanesh your phone number seek immediate medical attention. Do not worship Nurgle while driving or operating heavy machinery. Consult your physician before worshiping Nurgle. Batteries not included, no purchase necessary; void where prohibited, see store for details.].

If you return you will be quarantined and observed by Inquisitorial specialists before you’re allowed to return on board of Morningstar. Retrieving Valkyrie needs to be cleansed each time or outright destroyed in some cases. You’re quarantined in small Inquisitorial facility staffed by attachment of Ordo Hospitaller of Sisters of Battle. Drugs are administered as often as Emperor mercy. (story wise – come on, no one will wait 2 weeks to play again).

Difficulty does not come from weapons you use (it can, but that’s not the main point), but from intelligence and deadliness of the enemies and the ever increasing corruption that will steadily and inevitably turn you. Just like Grimoires. (Enemies increase corruption too either by presence or when breaking toughness).

ENEMIES:
More types – dedicated enemies for 2 lower threat levels, mentioned before hive gangs and other unruly type of humanoids. Some Dreg elements.

Scabs have to be more professional - it’s a guard regiment for crying out loud. They should be pros. No more Scab Bomber, at least not without lasgun / autogun or other long range weapon. Now every 10th Scab / dreg carries krak or frag grenade and not because they like dinging of the rings. Trapper is moved to “Hive gang” crowd permanently.

Nurglings – we know them, we love to hate them, small and annoying corruption inducing and always laughing. Increased risk for warp shenanigans for psyker?

Plagueberrers – CQC specialist – Sanction Redactus but with flies for days. Increased corruption. Risk for warp shenanigans for psyker. Festering wounds (would require cleansing mechanic - No idea what to do about it to be even close to lore accurate). Horror. Non power or force weapons can get stuck inside it. Just like Sanction Redactus high defence against ranged damage (10-25% goes trough?). Puss closes wounds allowing demon to stay in fight longer. Vet and Ogryn should stay back.

CHAPTER II:
Why is Morningstar so Karking Empty?! And Where The Hell is Emperor’s Chapel?

New location on Morningstar – place of worship for all humans (and ab-humans) coming to aid God Emperors Plan. New mechanics. BLESS EVERYTHING. Weapon? Blessed! With purity seal no less! Armor? Blessed! Your resolve? Pray for it varlet! Ammunition? Blessed! Promethium for the flamer? Now HOLY PROMETIUM - 100% more efficient in purging heretics and witches! BLESSED Ammunition, Bolts you name it – it’s going to be Blessed and make bigger holes in heretics, demons or traitors!

You get purity seal! And You get purity seal! And You, yes you Ogryn! Zealot can get a book to read new inspiring quotes with limited buffs.

New character. Confessor – each visit grants buff before new mission dedicated to aid Heresy level threat and make possible to complete Damnation level runs. Purity seals for everything for small tax for Adeptus Ministorum. Also tips how to handle each type of unclean enemy but more lore based.
Blessings – temporary boosts to corruption resistance, damage against unholy enemy and other.
Blessed ammunition – once fired, gone (duh), Zealot can field-bless found ammunition so it would have bit worse buffs on Heresy, or be usable at all on Damnation (because I hate Zealots who are half a map away. Stick together and help others!).

CHAPTER III:
Progress and weapons.

Some weapons will become obsolete above Malice threat level, you can push it to their limit but don’t expect it to be anything more than annoyance for certain types of enemies (I’m looking at you braced autogun and shredder pistol).

Sedition: All weapons viable
Uprising: All weapons viable
Malice: Low damage lasguns are require to pour a lot of fire on armoured enemies, same with braced autoguns.
Heresy: Bolt, plasma, power, force, hot-shot, two handed and heavy are suffixes you need to do your job.
Damnation: As above + blessed and holy or attuned in case of force weapons.

Blessings should increase damage, stability or stager slightly (10-20%?) not x2 or x3, more focused on increased critical hit chance and crit damage. Perks seems ok.

5 levels of weapons – level of weapon corresponds with stats f.e. white weapon gets between 1 to 25% on all bars with total sum not lower than 90-100?, would require to use materials to reach 25% on all stats before proceeding to green. Same with next level etc. In case of red max level should be 95%. Gold Weapon is perfect in every aspect.

Weapon levels are: White, Green, Blue, Purple, Red and Gold in that order (Gold pleases Emperor ).

  • Smaller spread between top and bottom values of all statistics.
  • Attachments! Scopes, sniper-barrels, flashlights, hotshot mags, different ammunition types – more of that. (Additional slots for attachments on next level weapon? Lazy tired, but ok.)
  • Top tier weapons: Power Weapons, Force weapons, Hot-shot, Bolt, Plazma, Heavy, Melta, New heavy flamer.
  • Flamer weapons deal high damage as before Path 7, but they do not carry a lot of Promethium. If you use it you’ll be running around with your melee only till the end of the mission.

Tunning force weapon to Psyker should be pain but well worth it – extra I mean EXTRA damage to demons. But you need to reach said demon and not let yourself be torn apart.

Power weapons (edged) cleave – to the infinity and beyond but within limited part of Trodoid? (this:


) But while you swing to the right there are already pressing you from the left. Dodge or die.
And none of that “high damage” = “low dodge count”. Dodges should be more class based with weapon overall encumbrance taken into account - not damage. Power Hammer, two or hand-and-a-half Power sword/Power Axe? Big and clunky, unless supplied with feat or specialisation 3-5 dodges.
Onehanded Power knife? Hight dodge count but small reach.
Edged Power weapons have 0 stagger if ignited, but they cut like hell.

ARMOUR:
No more cosmetics – now all slots have properties, increased overall toughness and/or decreases toughness bleed damage. With purity seals armour decreases corruption intake. Grants some immunities or is dedicated to weapons (powerpack for hotshot lasguns). Increases ammo capacity or decreases time to change weapon.

CHAPTER IV:
Classes - what to change for it to feel more 40 000?

Let’s be honest, currently we are all Ciaphas Cains, Ibram Gaunts, Sebastian Yarricks and other named characters. As it was mentioned before and rightly so - average guardsmen would go number 4 (you don’t what to know) when confronted with Plague Ogryn not to mention Beast of Nurgle.
With current enemies we are more or less heroes of the Imperium, like it or not. Let’s have fun with it!

OGRYN:
Let’s start with our favourite brute - Homosapiens Gigantus, what’s wrong with him? Well for starters, Ogryns can ignore damage that would kill lesser… well… A man. Or two… or five. Though skin and unfathomable strength for something so diverted form Emperors holy plan is their calling card. Ogryn should be able to soak at least 4-5 times the wounds of a veteran, no dodging though, either parry or punch the offender so hard, there is no need to dodge. And Ogryns punches HARD. “Ur funny lil un – SPLAT!”

No interchangeable weapons with lil uns – Ogryn weapons need to be at twice the size of a human dedicated weapon. When Ogryn swings, either parts or whole bodies fly and after landing they do not get up. Broken shovel? No problem, swinging a heretic who was “mean” would do in a pinch. Do not expect intricate weapons to be in their armoury. Ogryn weapons, are just like them – strong, though and simple to operate. Current weapon loadout is fine.

Ogryns are also easily scared and claustrophobic. Large manufactorum is fine. Rail cart or elevator? Not so much. It will take a little bit of coaxing to get Ogryn to enter cramped space, usually talking about Emperor being sad helps.

Ogryn with no BONE bioimplant CAN (not all) have little to no patience for such “complex” weapons as f.e. ripper guns or more likely heavy stubbers. There could be catastrophic jam on reload and not that of fruit variety. Either loose ammunition f.e. cartridges start flying and are not worth picking up and stuffing back into a magazine (let’s be honest someone else does it for our Ogryn) or weapon needs to be beaten into submission.

In addition to corruption (of body) Ogryn should have stress meter. Closed spaces, teammate down or confusing/”issuedbysomeonenotsane” orders - It should all result in mishaps like that or unwillingness to go to dark and cramped places.

NEW STRESS MECHANIC - areas of the map considered claustrophobic (have to be clearly marked, so player knows what he risks) are not going to be entered alone if tried, on maxed stress Ogryn goes down (if all other teammates are still standing), stress also increases on teammate getting damage, Warp Fukery and fighting with infected enemies. Downed Ogryn gets up by singing, talking about Big Gold Emperor or commissar being sad etc. etc. It does not require to actually grab Ogryn and get him up, but a line/cry/plee from all other team members – Ogryn will get up on his own (only class).
Stress is released by killing enemies or talking with team (more banter?). The higher stress the bigger probability of catastrophic weapon jam. If one teammate is already down or dead max stress is used to grant temporary boost to melee damage and incoming damage mitigation. If all teammates are dead, stress grants some scalable buff to melee and ignoring damage – going down disabled. “VEN… VEEEGH… KILL YOU ALL!”.
Armor will be described in separate chapter.
Corruption should work a bit different for Ogryn… cannot put my finger on it yet.

Oryn (no BONE):

  • Disabled dodge mechanic.
  • Dramatically increased health – 1200 is a good start.
  • “Shared weapons” are Ogryn sized, they are based on the same statistics but cannot be shared between characters if that mechanic will ever be enabled.
  • 300-400 base melee damage to which weapon damage is added. It should be enough to kill anything of human size or non-demonic standing within arm’s reach (mobs).
  • New mechanic for weapon jam (lose mag or need to reload again), could be connected with stress.
  • New mechanic for stress

Ogryn (BONE)

  • Enabled dodge? (maybe… meh, too OP)
  • Same health as no Bone variant
  • Smaller base damage increase? Focus on long range weapons?
  • Lower probability for weapon-jam?

PSYKER:
Every time Psyker uses his/hers power to draw from immaterium there is 10% (5%? Maybe?) chance for phenomena manifestation. Warp is dangerous and corrupting after all.
Overall changes would require to rework this class as a whole. More powers and more talents connected with safer (never safe) Warp manipulation.
Ok, we rolled 10% what now?
Well, let’s just take Dark Heresy Core rule book (1st edition table on pages 163 for perils and 162 for phenomena) and copy tables 6-2 and 6-3 as a base idea.

Average phenomena should be just unsettling and annoying at most for Psyker and/or team, so no scalable mechanic there but little annoyances, mostly as a comment from characters or really small debuffs.

In case of major phenomena it should be VERY USETTLING, obstructing movement/visibility, damaging health with no regard of toughness or corrupting depending on effect. For the unsettling part… I think something along the lines of Ghost tape number 10 and sound effects like this WARNING DISTURBING (for some) CONTENT: Actual Ghost / Demon Sounds recording *Warning: Disturbing* - YouTube , HELL SOUND EFFECTS-1hour | WARNING | DISTURBING SOUNDS | Cries, Agony, Demons ,Whips ,Eternal Fire - YouTube, blood rain, blindness, faces speaking in tongues from the floor or walls etc., If you as a player can push through - your character can too.
I mean it should just make player unsettled and scared (on average). Psykers are powerful but they are ostracised for a reason.

If something like that would happen from time to time maybe some will finally get, Psykers are not quirky, they are crazy and dangerous. Phenomena should also fuel Ogryn stress meter.

Phenomena table should be connected with every use of warp and Perils should be used when colossal fethup happens on Psyker part or someone is very, very unlucky. Since Fatshark loves some RNG I see it like this:
Phenomena: Minor for numbers within 1 to 699 999 (table 6-2, numbers 01-50), Major including damage to Psyker and team members 700 000- 999 900 (table 6-3, numbers 51-74) and after that… PERILS OF THE WARP (table 6-3 adjusted). 1/1 000 000 for turning demonhost or 5/1 000 000 outright dying for the rest for the mission while still “filling in the slot” sounds about right. Numbers can and should be adjusted.

As for weapons? Force weapons swords, axes, hammers. More of them. Staffs for different warp powers (bleh) or more as channelling equipment for safer Warp manipulation. Mostly “pistols” of any kind including bolt pistol. With one bolt for yourself… More tallents.

ZEALOT:
Ah, the courage behind (in front of to be more precise) the Team. Cleanser/Purifier. The almost incorruptible (I’m convinced some of the Zealots are Khorne infiltrators) with high resistance to corruption, singing hymns in the name of God-Emperor of Mankind. Reciting Litanies granting small buffs to corruption resist, ignoring / mitigating damage etc.
Current idea of Zealot being most deadly when almost dead and drawing strength from his unwavering Faith works for me. Now let’s turn that to 11.
More focus on ignoring melee damage, increased speed (fastest class), Heavy hitter in melee – less than Ogryn, but better than average human. Additional 50-100 based damage?
More dedicated two handed melee weaponry both from Chain and power variety. More types of flamers.

VETERAN:
Hmm… I have no idea what to change with this guy except for weapons and some parts of loadout… but mostly weapons.
Maybe melee weapon slot now consists of both melee weapon and pistol? (Las, bolt, Plasma).
Maybe some consumables? Combat drug supplies for himself and additional ammo for the rest of the team?
Starting with crate of ammo for the rest of the team: ¼ of a crate is dedicated for each team member and contains once or twice of the max amount ammo for weapon of said team member. Can be depleted gradually and can be repacked.

Then again - it would be heavy and Ogryn would be better as box carrier.

Chem list [Some hindrances may apply, before usage consult with Sister Hospitaler or pray to Emperor for guidance]

  • Frenzon: A general term for psychological control drugs inducing many different mental states, such as frenzy, hatred, fear, etc. These drugs are most notably administered to Penal Legion troops through frenzon dispensers, to produce the desired effects during combat. [Increased damage and stamina regeneration for limited time after that decreased damage and stamina regen for same duration]
  • Kalma: A name for a general group of euphoric sedatives. Often used for medical reasons, or for keeping captured prisoners compliant. [in case of including some type of stress mechanic or for corruption decrease? Stamina regen?]
  • Stimm, Gamma Æ, Rage, Satrophine: Names of different combat drugs inducing similar effects: speeding up the user’s reflexes and movement and increasing physical strength and endurance; the longer the drug remains in effect, the greater the chance of the drug causing injury. Stimm is known to mask pain and push the user past the point where their body would give up [Quick heal item with lasting effect and limited time stamina regen – increased fatigue after?].
  • Onslaught: Increases a user’s perceptions and reaction time at the cost of reducing all other mental capacities, sometimes permanently. [Increased stability and aim assistance? Extended time for ability? 10 seconds per kill?]
  • Psychon: Increases strength by adrenaline manipulation, though it places the user into an uncontrollable rage. [Unable to equip ranged weapon and high increase in melee damage]
  • 'Slaught: Increases speed, but at the possible cost of neurological functions and toughness [Stamina, stamina regen and Fineness / dodge limit increase while also increased damage intake].

NEW EQUPMENT. Backpack in which you can hide two scriptures, one grimm and other crate or just two crates of any kind. In case of hot-shot weapons you cannot use backpack (you know – you’ll have a big powerpack on your back).

CHAPTER V:
There still be some people who are better, who will be bored with all of that. They have to become radiant beacons of the Emperor or be broken in the process. HOW?

Elites of the gaming community. PermaDeath option. With smaller version of “Bell for lost souls” on Morning Star. Tolls every time when Reject above level 5 dies - everyone on Morningstar can hear it. Hall of remembrance including busts of the deceased. Special frame for anyone reaching lvl 30. No experience on malice above level 20.

Sounds fun! But people are a**holes. What then?
PermaBans for anyone deliberately tanking such characters out of malice. (Needs to be reported, watched and approved - God Emperor intervention: traitor in our kill team was a bad dream). If you’re going to be like that, make new steam account and buy new game.
Maybe “fate points” to allow resurrection / God Emperor intervention / Suddenly - Legion of the Damned? After reaching lvl 30 that is.
Destroys the point, but… it would be shame to let character rust after reaching top lvl with nothing to do.

1 Like

My perfect Darktide? A game released with VT2 amount of maps and classes, with good stability and fps performance, with itemisation / crafting system not based on RNG but on player choice. I would be happy for them to balance classes, blessings etc during the first 6-12 months post-release.

Basically PC gaming without all the terrible excuses for a poor product: “early access”, “live service”, gambling written into game mechanics.

4 Likes

Not what I had in mind, but you’re not wrong…

there is a lot of things you mentioned but all i need is a challenge. my perfect darktide has a lot more conditions and the ability to add any number of conditions to a damnation map thats available.

currently with the conditions available i would be able to play a damnation high intensity shock troop sniper ventalation mini dog game for maximum amount of enemies and specials and that is my dream. to go even deeper in my dream they would add the tzeench twins condition from vermintide 2 and this game would be amazing

1 Like

Give me hardcore weaves with a leaderboard and I’ll never ever play another game. For real. Just WoM in Darktide, but with hardcore mode.

Just make sure it’s balanced properly at launch this time and don’t put it behind a paid expansion.

I love this.

3 Likes

I love these ideas, and the amount of complexity and uniqueness would probably propel the game into the ranks of the 97% positive on steam, but let’s face it - FS is never going to put in the effort needed to actually make the classes that unique and different from one another.
I love the idea of high peril effects from a psyker on the team being noticable for everyone present.
Voices, blood dripping from the ceiling, etc.
They could at least have something like an increased chance of specialist spawns that Target the psyker, like nurglings, something that doesn’t hugely impact the team due to the psykers f*ckery, just a nuisance as a side effect.

1 Like

I appreciate your ideas, but we both know “Perfect” Darktide isn’t happening, ever. My “low” expectations are already too much for Fatshark.

1 Like
To ease the comprehension of those long type of post please use different code to make it easier:

Structuration post:

Titles

‘# Titles’

  • List

‘- List’

Bold Italic Strikethrough
Bold Italic Strikethrough


‘—’


Chapter 1

Units and mission types shouldn’t be gated by difficulties, it’s not an rpg.

While new enemies, both simply models, but also new roles, specials, elites and Monster/Lords and new factions all together (Preferably keeping it to Chaos Cults) are needed they shouldn’t be simply made to fill in the difficulties.

Plaguebearer should come (Already teased about) as Dreg Uber elites (Like the Ogryn trio), no special Psyker mechanic, again, not an rpg, and while it should have digusting resilience it shouldn’t have too many such mechanics, the corruption damage would be appropriate though.


Chapter 2

Single use consumable buff aren’t really needed, and I think it would become very unstable mechanic for balancing purposes.


Chapter 3

Again, not an rpg


Dodge is already class based with it being defined by adding to is a weapon statistic, like the Zealot has from base 3 stamina, while the Vet only has 2.

We don’t need to have meta cosmetics, it’s not an rpg


Chapter 4

Not an Rpg, those are rpg mechanics


Chapter 5

That would be very annoying very fast


Conclusion

While a game could work with those sort of mechanics, it’s not the type of game the tides have ever aimed at, and shouldn’t aim at either

Are you sure it’s not an RPG? :smile:
We have character creation, levels, unlockable abilities, loot based leveled equipment, different classes… What’s missing, the story? Open world?

1 Like

Would you consider VT2 an rpg, Killing Floor, L4D ?

They are more like rogue lite or gauntlets game than rpg, there is story to them, but it’s secondary, you repeat the missions (or gauntlets) to face the enemies, while in an rpg you would do the mission once and move on in the story

1 Like

NGL, i would definitely appreciate if in future map design difficulty revolved around the need for tactics rather than simple spawn rates, composition, and mob stats like is currently. Like having to deal with proper scab ambushes, both near, far, L and linear. Having to choose between storming or bypassing strong points and so on. Basically having to deal with things like machine gun nests, storming heavily booby-trapped shanty towns and habs, proper sniper alleys, having to destroy obstacles (barbed wire, minefields, etc) while under fire, etc. Doesn’t need to be ARMA op tier, but like put some thought into making some proper challenges rather than simply adding new spawn patterns or tweaking slides and spreadsheets.

I also would love mission types where you would get to work with friendly AI. Like say having to extract a VIP from a besieged enforcer or militia post for example, or supporting a militia counter attack against a dug in scab company/battalion.

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