Yes, more threatening Elites but much fewer of them and Specialists on the battlefield is the most optimal way forward. Good post!
To anyone who may read this, please don’t conflate Elite/Spec density with general enemy density. Darktide can still have and should have the feeling of overwhelming enemy numbers as seen during the Unrelenting Hordes modifier which was very popular - it just should not be Elites/Specs because they all compete for sound cue priority, and sound cues functioning properly is critical for a positive player experience in a game where Specialists can easily end missions if not dealt with in a timely manner.
There are many ways this can be achieved:
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• Nerfs: Dial back the outliers. Dueling Sword, Uncanny stack limit, Uncanny synergy with DoT tics, reduce Soulblaze DoT stacks cap to 16, tie Batter/Scourge to push attacks so Stamina limits how frequently they can be applied.
• Buff Elites: Make Gunners/Reapers more resistant to suppression - now they become more effective area denial obstacles, bake Final Toll into Ragers, create new Elites like Traitor Sergeant, Vox Operator, Plaguebearer that while not dangerous enough themselves to be high priority for sound cues, effectively make enemies around them more dangerous with obvious visual cues of their presence. (Vox - smoke grenades, enemy summon. Plaguebearer - impossible to not see. Sergeant - periodically pumps his sword in the air for rally)
• Buff Traitor Captains: Reduce the duration of their staggered state upon Void shield disable, give them distinct phases indicated clearly by two wounds, with different behaviors in each phase.
• Glitchlings and Cultist Psykers: Like the Traitor Sergeant and Vox Operator - not dangerous themselves, but dangerous in how they interact with enemies.
Cultist Psyker - Specialist that protects ranged enemies and forces players to consider an aggressive push into melee or reposition to a safer spot, out of Gunner/Reaper sightline.
Glitchling - Specialist that targets one player, then when in close proximity, randomly denies Blitz, Combat Ability or makes ranged weapon malfunction until killed. Attacks in melee, weak flurry attacks that deal minor corruption.