Could do that by requiring access keys to operate elevators/airlocks and a mini boss with the access key spawns after all patrols are defeated in the area.
Most weapons already can not outrun enemies continuously.
None of those would be touched at all.
The weapons that can continuously outrun enemies, would get their speed reduced to make them unable to continuously outrun enemies.
They would still be fast. They would still be able to outrun enemies for a short time, as long as you have stamina. Just not continuously.
You would actually have to play the game and fight enemies instead of just walking away from them for as long as you want.
Being able to continuously outrun enemies, is bad for the game. There is no skill in that. It is not good for players to be able to ignore the existence of enemies, due to the ability to just run away from them for as long as they want.
Any other attempt at preventing people from rushing, would not solve the issue of players being able to kite any amount of anemies for any amount of time, without requiring any skill.
Are you able to process that information and answer with something reasonable, without framing my suggestion by using a massive exaggeration?
A massive exaggeration like this one?
So the only solution is making it impossible for players to make a build that allows them to continually outrun enemies.
Got it. Doesnt seem like reason is on the table here.
Not an exaggeration, because right now, with some weapons, you literally can just walk away from the enemies without fighting at all.
For example, you can use that speed to run through the entirety of enclavum baross, without killing any hordes or ambients.
Or when your entire team has died, you can easily just run away from the enemies and reach the next rescue location.
Or within an event room, you can just run in circles and kite the enemies around, with basically no skill required.
Yes. As i explained.
Because being able to continuously outrun them, is a problem in itself.
That might have something to do with your takes.
If you think that reason is on your side, feel free to explain why i am wrong.
Although i do not expect that you will.
Real rushers are so extremely rare I hardly think this is necessary. I havenāt seen one in months. I mean I think Iāve seen like 3-4 since release and each one was blocked instantly after. Sure, it depends on region, playtime, difficulty etc so someone elseās experiences may vary, but still.
Also crit % isnāt capped afaik. Maybe youāre referring to crit chain caps? As in, how some ultra-fast weapons have a system where if one crits, the subsequent X shots will also crit, and after that the next Y shots canāt (passively) crit? Either way they have very little bearing on anything in practice, at least to my knowledge. Raising crit chance is always beneficial.
While itās hard to keep up with all the latest changes since not everything they do is even mentioned in patch notes (as it usually is with games mind), I tend to run almost exclusively high crit builds on both my psykers, zelly and vet. I also use mods and a ton of notes & testing to guide me on it. Iāve never noticed any caps like this.
At any rate, with how Darktide is intentionally designed to be as unforthcoming about its various details as it is, introducing random hard caps sounds like a horrible idea to me. Right now we can freely build into any direction without worrying about hitting caps and missing out without even knowing about it. Iād like to keep it that way.
Just kill knife and dueling sword being able to do their best Sonic impression. And also kill their ability to deal with armor. And if Darktide 2 ever happens, donāt add them back.