Said it already in several threads. But will make it as a separated topic as a summary of my thoughts. Haven’t played DT for ~4 monthes, tried new update. CDR nerf made game bit healthier, but balance still sucks cause of fundamental design problems.
Enemies.
The game can’t kill a player without spawning 40 000 crushers with 40 000 HP/armor pool. And the same ammount of specials.
Enemy design doesn’t match player’s gameplay. We are playing a modern action FPS with slides, vaulting, cracked movespeed, long ass dodges. Enemies are playig V2 still. Devastating range weapons play their role aswell.
You end up increasing elites armor/HP, 90% of the arsenal become worthless. Then you slap rend on everything, homogenizing weapons and killing any identity.
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Regular enemies need to become a treat. Dying from swarms should be a thing. Hordeclearer should be a dedicated specialization you want to invest your build in, not just “i’ll take flamer/purgatus with infinite cleave and will spam it”. Increase their attack speed and movespeed, damage, corruption, etc, anything but HP.
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Non-armored enemies should be a bit mor of another type of treat, instead of just a low level treat.
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The most important thing enemies need is a proper mechanics. For example, instead of crusher glows red it should perform enrage animation, roar, helmet lenses glow red and the charge/gain increased movespeed, etc. Things should be meaningfull, telegraphed and countered by player’s mechanics. Like if enemy can regenerate, burning should counter and stop it.
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New enemies. Plaguebearers elites that puke and regenerate like the Bile Troll from V2. Enemy psyker/witch can cast heals, protection bubbles, cursed areas, etc.
Fighting blob of 10 damagespounge maulers isn’t fun. Fighting 6 human sized elites with each pair having different pool of moves and abilities wich can synergise and create dynamic situations is much better expirience.
Mobility.
It’s too strong. Enemeis can’t counter it. It asks no investements and it’s devaluating roles and abilities.
Specialized frontliner or stealth infiltrator, be it zealot/ogryn with charge or vet/zealot with invis. They are loosing their value, cause even if i run a heavy weapon like bolter or plasma i can just spam slide towards a gunners blob and lock them in melee.
My build doesn’t matter in this regards cause it’s about spaming slide wich can be performed with range focused build just as with run and gun and so it makes so many things meaningless.
Why would i run lasgun, autogun or shotgun in this case? Considering that already has been said about armored elites is the main treat (aside from trapper). You will end up slaping rend on every weapon, buffing armor pen and weakspot damage. Because you don’t have dedicated roles and can’t kill players but with armored elites only.
Ranged enemies can’t zone you out even if you have no any specialized ability.
And like, why shotgunners swap on melee even, if they don’t need to reload?
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Slide spam should be gone. Slide either need to have limit counter, like dodges. Or use stamina, wich will make stamina curios and +stamina perks more valuable. Plus there should be more sources to increase stamina/buff existing ones.
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Locking range enemies in melee should be prerogative for a dedicated frontliner/infiltrator builds. It should be much much harder to perform if you haven’t invested in mobility and melee but in range.
Dodge is way too forgiving. Block and shove barely have any place. Melee gameplay is heavily on offensive side wich leades to spam mouse button to win. Generaly high attack speed probably plays its role here aswell.
So swarming enemeis barely can touch you, if it’s not a backstab. Dodge needs some nerfs (except weapons that already have crappy dodge distance). And as already was said regular enemies need attack or/and movespeed buffs. Maybe their ability to track you aswell.
Attrition element
Doesn’t exist. Mainly cause of how toughness works. But i didn’t think about it a lot. It’s just the thing i’ve noticed. In L4D, or V2, you are loosing your effective HP pool slowly. Pills, THP. Those mechanics force you to be fast/aggressive but cautious at the same time. Your effective health is ticking out the more you make mistakes. So you either need to move faster through the map, or farm THP, but at the same time there is less room for mistakes. It’s a snowball system.
In DT corruption is suppose to take the role of attrition element i suppose. But it doesn’t work rly. We have planty of tools to remove it easely. In DT you die only with sudden spikes. Your team can run the whole map flawless and then one mistake and half of the team are knocked. Wich is fun, and hardcore cause git gut and do no mistakes. But it’s the only way the game kills you, wich feels like a weird rollercoaster.
That’s my couch game designer TED talk, see ya in 4 monthes again, when FS will drop something worth to check.