just flag it and move on
I’m on my way to work right now (I’m Swedish), but we can get a Discord group together later if you need ‘proof’ (if you need help completing the mode).
As long as you know what to do, there won’t be any problems.
What class and build are you using on your main @LV426 ?
As I said before, if you want it easy in hard mode, it’s good to get a squad consisting of a Shield Ogryn and three Chorus Zealots.
The problem is that many players in this game think they’re better than they really are and for some reason are too proud to ask for help on Discord.
People will gladly help you if you only reach out.
@LV426 @tinybike just got you a six minutes video that you can look at.
You don’t need voice communication. You only need players with a pulse.
If you’ve ever raided in WoW, you’ll recognize the same problems in Darktide; as soon as a player gets some individual responsibility, they can’t cut it and instead of admitting that and working to improve, they start blaming the game for being “unbalanced" and try to call out the better players as frauds (because they themselves can’t be the reason for their failure, right?)
Imagine posting for the first time just to get ratioed lil bro
It is what it is.
Zealot + Knife switches the game
Imo this is completely fine.
All classes have options that enable them to be fast enough, or mitigate the damage.
If you see that you are too slow, you start running sooner, make sure your ult is ready for that moment, or bring something faster next time.
Or you play with a teammate who can regen your toughness or push the enemies out of the way.
There are also a few small safespots near the wall (not just the big, lit up vented spots), where the gas just won’t hit you. Although enemies will still go after you ofc.
I strongly dislike “head through the wall” approaches.
If something does not work well, change your approach.
It is much better design, if certain choices are punished and others are rewarded (at least in specific pieces of content).
Since the boss teleport bells at the start of the mission are quite easy to unlock, it is completely fine to wipe a few times and to have to try a few different approaches. You just change your loadout and teleport right back to the boss. Minimal loss of time.
Assuming you know about the bells. Even if you Google it and watch YouTube videos you need to hit them an exact number of times and hope no one else on the team hits them.
I actually really dislike the idea that, in this boss fight, it’s impossible for you to not win because you didn’t choose a “fast” loadouts or play style. Especially for psyker. There’s no charge or ult or ability that really makes you move faster. Not really talents either. Just gear and sprint cost and stamina amount. I would hate to be forced into playing a class a specific way just because a boss fight only allows you to not eat a bunch of corruption damage that bypasses your toughness because you didn’t choose a specific ult, talent, and/or gear combination. Especially with crafting limiting the latter heavily.
You only need to do this once.
Enter on low diff, trigger hard mode, beat it.
You got the two teleport bells at mission start.
Problem solved.
I think you meant to say “it’s impossible for you to win”.
But it is not.
It is just a bit more difficult and might require better timing.
I listed multiple solutions above.
What I mean is, how on earth would you expect players to find out you need to hit secretly placed bells around the map a very specific number of times, 36971 (or whatever it is) and have them find that out organically? I don’t think the bells should be considered the baseline, most probably won’t know about them or find out about them. It’s like remnant 2 level of secret.
No. What I mean to say is “guaranteed damage” is not fun.
If I choose to play psyker, with telekine shield and a force sword. And a staff. I am slow AF. I run to the turbine. I make it. The green gas comes. Can’t run through it, it will apply heavy dot. I wait. Then, eventually new turbine gets turned on, to show where to go, I start running, directly on the other side of the room, a third of the way there all my stamina is out, I have no charge or push abilities, pox walkers are there I don’t have stamina to push them out of my way much because I used it all up on sprinting, so trying to dodge and sprint and make my way there I take like a good third of my health bar gone or more to the gas. Even if I encounter no enemies running in the wake of an ogyrn charge, I still take some damage, just sprinting from the edge of one safe zone to the other. It’s trivially easy to avoid if I use stealth knife zealot, or ogyrn with charge, but if I play a loadout I have zero issues with for every other encounter in the game except for this, I don’t feel like trying to make an entire build for this one thing. Even on lower difficulties if you have players that are more casual and play on malice or even lower they’re not necessarily going to have speed demon psyker build. Like there should be a way, with the slowest possible setup to move through an essentially timed event without taking damage. That’s been fatsharks whole motto about skill and avoiding damage. Not lacking the proper gear to do so.
It is not guaranteed damage. I explained multiple ways to avoid it. Some of them apply to your specific loadout, too.
And the “it’s impossible for you to win” was referring to your almost identical sentence that i quoted, but which included a negation that i specifically highlighted to make absolutely clear what i was talking about.
If I am running in a straight line behind a charging ogyrn and leave as soon as it’s safe to do so when the new turbine turns up and still take some damage I don’t see how it’s unavoidable (:
This is legit impressive tbh, I’m honestly surprised this is even possible
Its just really boring for doing the whole fart and dart disappear for 2/3s the fight nonsense long boss fights are never actually fun for doing. Because the only actual thing they do is spread woo woo toot mines, Rinda is like a very low aggression spawn with no grab and may as well not be there. This is why the only possible hope of difficulty they had was to disable respawning (which should be standard for a boss level tbh) and spawning enemies 3ft away inside the tox cloud. If you want to witness how goofy and stupid the spawns are just run executioner stance, I had 2 poxbursters almost kill me from spawning basically inside me when I was in the middle of the room heading to the turbine safe area.
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