As I mentioned b4 ,Top Players need CHALLENGE too.Another option to maintain interest, for those who find your H40 too easy ,is to create a new smaller mode for elite players.
Could you pls make One or Five Chaos levels incredibly difficult. Make it something only skilled players can master, and not in a few hours ,like all your previous easy H40, but in a few days or weeks. So the elite only will finally get the hang of it.
he following options are available, the main thing is to find a balance.
Increase the number of units (if possible)
Reduce the number of respawn points
Add a boss wave.
Increase or decrease the bosses’ health. (Let’s say there’s a wave of 10 bosses, but with reduced health, and if there’s only one, then with increased health.)
Add debuffs from specialists (Let’s say a marksman shoots a player, and if he hits, the player can’t ult or run for 30 seconds, or is stunned,or go backward when you should go forward or forward when you should go back)
Add an elite boss with minimal health that kills in one unblocked hit.
Perhaps the community has more ideas.
Add an elite boss with huge health but small dps .
Perhaps the community has more ideas.
And of course, there needs to be a proper reward for this, at least a badge or frame, if you can’t offer anything else.
The obvious problem is that they never nerfed all OP weapons / talents.
I am not sure that a lot of players could clean H40 if the game was balanced correctly.
No need to add stupidilly designed levels with even more spawns… Seriously, am I alone to see how incredibly wrong and ridiculous the current spawning rate is? This is a giant non sense.
It’s almost like there’s a deeper issue as to why Havoc 40 is “too easy”, and that’s excessive Player Power being achieved via OP Meta builds.
Havoc 40’s intention, as stated by Fatshark to Darktide’s Playtesters, is to BE impossibly difficult without factors like a premade Strike Team who make frequent use of Comms. This is acheivable by simply nerfing specific aspects of Players that are definitively OP to achieve a more consistent Power level, and redesigning Havoc to actually be more adapted, more cohesive, with said Power level as well as Darktide’s overall Difficulty structure.
The solution isn’t to bloat the game; the solution is to bring Players back into line and make Auric hard again whilst making Havoc 40 as hard as it should be by improving its overall design. It’s more efficient, WOULD work, all whilst killing two birds with one stone.
Adding YET ANOTHER Mode would do nothing but be a myopic Band-Aid fix to slap onto a much deeper, more fundamental problem with Darktide, and would fail to fully address said problem. Havoc being made to become Auric’s “successor” and still failing to solve the issue of Auric being “too easy for top players” is PROOF of this.
The definition of insanity is doing the same thing over and over again and expecting different results.
There are three categories of players: weak, average, and strong. Are you suggesting Fats kill the game for one of these groups? I get the impression that Sharks want to play on three levels to attract more players. How can this be accomplished in a single mode? It’s like in hockey: you start in a weak league, but when you become a pro, you move up to a higher league and feel comfortable there…
That’s literally not the truth of what’s happening, though. The Difficulty “structure” stretches across TWO MODES, those being Adventure (Uprising-Auric Maelstrom) and Havoc (1-40), and Havoc 40 is definitively intended to be for the top 1%.
Auric USED to be for the “pros”, but Players’ overall Power level was massively buffed in Patch 13, and instead of nerfing us back into line or buffing Enemies where needed to compensate, Fatshark instead opted to make Havoc… which, as you can see, didn’t solve the issue. Why? Because there’s a deeper, more entrenched issue and that’s excessive Player Power achieved via access to SPECIFIC OP tools. Why would doing the exact same thing ONCE AGAIN produce different results?
Havoc 40 is CAPABLE of being that hard, but we as Players have access to all of these insanely OP things like Duelling Sword, excessive Mobility or infinite Cleave in certain Weapons’ cases, Uncanny Strike, et cetera, and these things cheapen the challenge that Havoc 40 is CAPABLE of giving the top 1% if Darktide’s overall balancing is FINALLY where Fatshark ultimately intends for it to be.
They made two, but they want to cover three in that two.It is hard to cover 3 level’s players in two modes, since there is a gradation of three levels: Weak Average Strong player.Have you considered what caused the split?
Because variables appear.
It’s probably easier for the Sharks to increase the difficulty of the game, than rework each weapon.
Feedback on forums throughout some time now has been concentrated on targetting changes to specific weapons only - that’s hardly “each weapon”. The problematic weapons or blitzes are - and I recall from the top of my head, so apologies if I miss anything:
Dueling sword & Uncanny Strike blessing (across all weapons but Scum Shivs, which got a “balanced” version of it and have severeal competitive blessings)
DS unlike Combat blade doesn’t have to sacrifice range for supreme mobility and single target damage across all relevant ADMs, on top of having very good crit damage and weakspot mods
Inferno staff for Psyker (and Flamer for Zealot to an extent)
Screen-wiping effects, albeit Flamer is not exploiting a lot of what Psyker is doing with interactions enabled on their end, like Venting Shriek or Perilous Combustion stacking soulblaze above what’s normally capped for Inferno; both Inferno and Flamer exploit Uncanny Strike buff giving global rending
Rumbler for Ogryn
Screen-wiping infinite cleave weapon with good/decent uptime and providing crowd control
Abilities-wise it’s:
Krak grenade for Vet
Too high uptime and burst potential against all legible targets and especially bosses
Boom Bringer & Chem grenade (to an extent) for Scum
Screen-wiping effects for both; Boom Bringer slightly more so then Chem grenades, but both are obscenely strong in comparison to other blitzes in the game
Perilous Combustion skill for Psyker (on special/elite enemy kill spread 3 soulblaze DoT in an area around the slain target)
Chain reaction in tightly packed groups of elites being the main concern; weapons with infinite cleave can exploit it even more so,
Voice of Command for Vet, with Duty and Honour upgrade (albeit I haven’t seen that much yellow toughness feedback recently)
Rampage on Scum
Just inconsequential high-power buff that allows melee Scum to stack Hyper-violence to degrees that allow them one-shotting elites consecutively (!) or killing bosses in a few blows
It’s not so many changes overall - problem is, none of these were realistically tackled recently, and balance changes in general seem to ignore these items in particular, or change them in a way that does not fundamentally change how people approach choosing between them and something else (i.e., they still use the same old same old).
“Insanity is doing the same thing over and over again and expecting different results.” The Ultimate Quotable Einstein - Section: Quotes « Misattributed to Einstein »
That only solves the problem for people that are prepared to use the party finder, I HATE the party finder and because of that I’m stuck with baby mode auric and what you are suggesting will ruin auric even more. Fatshark are currently balancing things for havoc 40, if you add a havoc 100 they will start balancing for that and auric will be turned into sedition (currently it’s what heresy should be) and havoc 40 will be what auric currently is but with a party finder requirement and eventually because people feel entitled to play the hardest difficulty everything will be buffed to make havoc 100 equal to current havoc 40 and you will be here asking for havoc 200. The powercreep cycle must be broken, auric should be hard and havoc 40 should be close to impossible.
What about the specifics? I don’t consider “it’s cleared by a top team in a couple of hours” to be a relevant metric when we haven’t yet established the details of what makes said difficulty too easy to play - which gameplay element(s) do(es) constitute to H40 being “too easy” if - as you’d suggested, it’s not the weapons at players’ disposal.
Players: “Game’s too easy, give us a challenge!”
Devs: *Add challenge*
Players: “Nerfs feel bad, only give buffs!”
Devs: *stop nerfs*
Players: “Game’s too easy, give us a challenge!”
*repeat ad nauseum*
Same thing happens with map sizes in RPGs, players want huge open worlds, but want to traverse them as fast as they explore a small open world, so they ask for mounts and fast travel, then they complain at how this world feels so small.