Outdated enemy design is the main fundamental problem still, but there are some more. Gigapost#2

That’s a copypaste of my previous post of the same title. With few additions.

I come back from time to time to check is DT balance good, but it’s still trash. Fundamental core problems weren’t addresed still.

So few additions before i will vanish again.

Enemies dictate a narrow spam and aoe meta

The game can’t kill a player without spawning 40 000 crushers with 40 000 HP/armor pool. And the same ammount of specials.

  • There are no quality enemies, only quantity. Enemy moveset and mechanics are simplistic and rdudimentary.

  • When a game balanced around quantity, all aoe/infinite cleave/no enemy cap/dps oriented weapons and blitzes will have their favoritism. It also makes game to be vfx polluted as hell.

  • Anything that needs to be aim precisely, deployed, charged, channel will not be vaible untill it’s absurdely broken or generaly versatile. Wich leads to everyone is playing run’n’gun no matter the staff, gun, melee you’re using. Identity can’t survive here.

  • Slower tanky bonker class fantasy, tacticool sharpshooter, etc. can’t be viable under the constant assault of 50 crushers.

Why should i bring anti solo target tool like Boom Bringer, when a boss can’t cause wipe or drain team resources by itself? When crushers aren’t scary in lower ammounts? Are you gonna make it another aoe gun? Like rumbler+nuke? Or plasma+nuke?

The tighter packs the more aoe i want, this is an arpg approach, except arpg’s have rare/unique mobs asking either to perform a combo or utilize solo damage skills.

Toxande scales its effectivness absurdly well is hilighting that density problem.

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 here.

The idea of enemies should try to counter players ability and create a challenging scenarios isn’t there.

  • Some of regular swarm enemies need to become a higher treat rather than just adhd itch pleasers and toughness farm source.

  • Non-armored enemies should be another type of treat, instead of just a low level treat.

  • The most important thing enemies need is a proper mechanics and complicated movesets.

  • New enemies asap. Plaguebearers elites that puke and regenerate like the Bile Troll from V2. Enemy psyker/witch can cast heals, protection bubbles, cursed areas/totems canceling toughness regen, etc.

No taxation, free power, spoiled skill reward reality

DT has no tradeoff system. The only tradeoff you make is skill tree structure, wich in case of only 30 talents doesn’t rly work. To some degree it’s the weapon stat modifiers roll can’t all be maxed but there should be a dump stat, but h in many cases is whatever.

With small tree you want every talent to be impactful and meaningful. Wich means i can grab a lot of strong stuff. You either have skill tree bloated and boring or every builds end up being too versatile.

This is not how things work in PoE for example where you have 120+ points and nodes leading you from basic stats towards thematical clusters of more impactfull notables.

What about my loadout? I can take the strongest weapons both melee and range. How are you gonna restrict my power level if there is no strenght requirement for bolter and agility for DS?

Most action games have either weapon weight system (Killing Floor 2), blessings/talents have cons (DRG overlocks, some SM2 perks).

Weapons that are easier to attack with - no aim needed, no recoil, autoaim, shouldn’t be the ultimate tools. They should lack in resource management, mobility or in any other way.

  • Weapons with hard recoil patterns (we don’t have such) complicated comobs should reward players.

  • Why arbites shock mine is so effective while automatic? Either make two modes - remote control one you need to manualy activate for the best effect, so players need to perform gotcha with proper timing and prssing buttons. And the second one is automatics, but much less effective. Why i don’t need to press buttons in my videogame?

  • Dog needs some stances modes you switch manually to increase effectivness, some micromanagin proxy mechanics.

The weird extremes and lack of imagination

Why if there is a crowd control ability it’s always big aoe stagger that turns off enemy ai?

  • Why there are no minor effects like reducing enemy movespeed/attack speed/damage?

  • Why when it’s toughness reffiling ability it’s always about replenish in chunks, not regeneration type?

It’s always “all or nothing” with no nuances or status effects subtypes.

How would a proper designed Smite work - you channel it applying stacks to enemies. Max stacks needed is lower for smaller enemies, more for bigger ones. While not max stacks applied enemies are slowed, when max stacks applied it causes stagger, removing all stacks from the enemies.

You implemented toxins, and nothing rly unique about them, it’s just dot again.

Mobility. Full of hot takes

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, just to increase the ammount of crushers you spawn.

Ranged enemies can’t zone you out even if you have no any specialized ability.

Why shotgunners swap on melee if they don’t need to reload?

  • Slide spam is too strong. Slide either need to have limit counter. Or use stamina, wich will make stamina curios and +stamina perks more valuable. More additional stamina sources if needed.

  • Locking range enemies in melee should be prerogative for a dedicated frontliner/infiltrator builds. It should be 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.

Attrition element

Doesn’t exist. Mainly cause of how toughness works. 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 that well. We have plenty of tools to remove it easely. In DT you die only with sudden spikes.

Your team can run the whole map flawlessly 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.

Have some shame and fix that trash balance that plaguing the game for 2 years already.

That’s my couch game designer TED talk#2, time to play PoE2 0.4 soom. Plus i’m employed now sadly. See ya later.

8 Likes

Well said,

This one in particular is the worst offender in Darktide. Game spawns 10+ Gunners and you just slide on your arse until you’re close and kill them in melee. Takes almost no “skill” to use as well, just sprint and slide.

Stealth is broken and has no place in the game in my opinion. Maybe for Psyker as a defensive tool, but for Zealot and Vet it’s just so cheesy and out of place.

Pushes are still useful, blocks are absolutely worthless unless you’re using shields or psyker’s sword with the shield blessing. When I run scoreboard, I leave blocks stat on for the lulz, people clear high level Havoc with a single digit number of blocks, it’s just crazy how useless it is.

I would also add that wounds are only needed to boost martydom zealot’s damage. That’s pretty much it. Not a single person who is half-decent at the game would waste curio slots on wounds. You’re either alive or you’re dead, there is no other option. Going down at least once is usially a game over.

Generally speaking the first step to fixing this would be reworking curios and blessings. Curios should only give utility stuff, like revive speed, sprint cost reduction, corruption resistance, etc. Blessings should get rid of all damage, mass ignore and further meta picks because they are must have for any build. Heavy Sword or Combat Axe with and without brutal momentum are two completely diffirent weapons.

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Patrols existing in darktide makes no sense to me, you cannot avoid them so it’s just 16 elites at once, surely a worthwhile usage of a spawning system instead of having timed hordes back.

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I made posts about AI design. In particular a very old console game based on UFC and Tom Clancy’s Division 2.

Designed in a way to lower prediction by variation and response to player as counter measures in tactics.

Games are frequently using increasing health of enemies or lowering health of player character as quick method of difficulty.

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I’m leaning to that aswell, but even if they realy want to have stealth there are plenty of variants how to balance it - starting from dumb and boring shorter duration, movespeed penalty while stealthed and ending up with some special enemies that can “dispell” invis or see you in stealth if you are staying in a cone area infront of it. Like enemy auspex specialist or an enemy with prey-sense gogles.

Idk why they moved curios “real” blessings to be a weapon 2nd blessing for some reason. Atleast now there is a room to add curios blessings that work like quirks and provide both pros and cons to differentiate builds.

Also since there is no way you can rework all skill trees again a side progression system could help. A system that isn’t tied to talents placement structure.

Something like emperors’ tarrot. Basicaly you equip class locked cards with both pros and cons.

Kinda like V2 Chaos Wastes boons but 2 in 1.

I’m actually a huge of of Arbiter’s Nuncia Aquila. decreases enemy attack and attack speed. lol

If anything, the hyper-optimised builds and OP AoE player options dictate the enemy spam :grin:

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And those builds are there cause there are no enemies that require you to run something else.

Enemies create combat scenraios, weapons don’t they just a tool to solve scenarios.

True, i forgot about nuncia baseline debuff and subnode. Tho that practice of mild crowd control not being a proper more common mechanic like stagger and supression is an overlook.

In many cases stagger source is easier to get and paired with aoe.

All dots are kinda the same, could have made some difference for some of them to be more on the debuff side.

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This just makes me wish for a time machine so I can jump forward 3 years when all of these issues were (hopefully) finally addressed.

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So it is not that I disagree with you, just to make that clear first, but what you are asking for cannot realistically be done. In simple terms you are asking for a complete revamp of the game with many ARPG mechanics, something that was not part of the original intent when Darktide was made. I also do not think that this is the target audience for the game.

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and further powercreeps weapons like the infantry lasgun, which does what’s its designed for but bigger enemy number and health buffs for enemies renders it obsolete.

Perhaps it’s not realistical to expect this from FS. But they keep changing tree structures, adding rend or buffing anti armor damage for underperforming weapons. Just to end up with increasing the ammount of elites and specials. Or add armor/stagger modifiers.

This balance loop exists since 13th patch. I personaly don’t feel that core combat ended up in a better place, it’s more spammy. Even for some melee weapons chains don’t matter much, both lights and heavies have enough clear potential.

The problem is they didn’t implement action games restriction systems aswell. But they did an ARPG alike skill tree for the game that wasn’t designed for that from the start aswell.

If you will take any other coop PvE games - DRG, KF2, SM2, neither of them have such trees, but more simplistic ones, still have their own power level tradeoff idea.

Mix it with enemies can’t counter “new” abilities and you end up with gameplay that is all about overspaming high ammount of enemies.

The current density is so high it’s hard to read enemy animations even if you ping them. “Engaging combat” as is.

They’ve made a fundamental mistakes and to fix it they need fundamental changes.

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I understand your point, and I am not saying you are wrong. I am only saying that the elements you suggest are not realistic to implement in a first person horde shooter. Fatshark has around 150 employees, give or take, and they have to divide their resources between Darktide and Vermintide 2. Even if they wanted to make those kinds of changes, it would not be feasible.

They tried a career system similar to Vermintide 2, but that did not work for Darktide, so now we have to work with the foundation we have. Other games like Space Marine 2 are facing similar issues. Their player numbers have been low and are dropping as well.

There’s no way such changes even if they are good will be implemented in the game ever, you basically want them to remake the game entirely, you might as well go make your own darktide.

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Then the infinite loop of increased density, armor spam, builds homogenization and trash balance will stay.

That’s their own mistake to please “only buffs” emotional terrorists and ignoring feedback for 2 years. Ofcourse if you are implementing only bandaid shortterm deccisions you suddenly will find you need to remake the whole game. Who could guess?

Or do you think they will find a magical solution instead of working on the game?

Perhaps they will learn something for Darktide 2 then (they will not)

I’m not arguin with you, just dumping thoughts.

Not rly. Numbers are relatively low compare to release because everyone who baught it only for story left after they beat the campaign.

If you will take last year their was some uptrend.

SM2 has its problems, like melee barely restores CHP or range damage comes only from headshots. But it has a big advantage in class locks even tho people don’t like it. If you would be able to run 3 heavies balance just will suicide.

Also SM2 enemies have mechanics, like lictors and raveners can go invis/bore to close the gap and jump in melee or disengage, zoantropes cast shields, etc. In DT all enemies just run at you.

Even assassin in V2 can land on you from above, but DT dog just always at your sight level. V2 globadier can perform a suicide charge, but not DT bombers.

DT droped new class, aquillas, -75% sale and it sits lower then Arbites peak was. Plus if you look at arbites even, there was no second retention spikes. Now we have free weekend.

But DT online is an offtopic, so whatever.

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My mistake, I looked about a month ago and it seemed to be dropping hard, especially when I compared the player numbers to Darktide. And yes, considering Darktide just released a new class along with a free weekend, it is performing poorly compared to the Arbites launch.

Yes, they have, but most enemies, including those, are basically press a button to block and then press another when they reach a health threshold to kill them. I do think Zoanthropes are a good example though. They would be a solid alternative for Havoc, and it might be better to have rather than rainbow crushers. ( make it Rot-fly’s )

I do not agree, because implementing ARPG mechanics is a completely different matter than simply balancing the game. They have already implemented many systems that players asked for, and many of us forget or fail to realise how small the studio is compared to other game developers. Even now they are implementing certain mods into the base game for example.

I could come up with good alternatives for the balance problems even now, and I think many of us could. But Fatshark has to weigh those ideas against the development time involved and whether it is worth the investment. On top of that, it is impossible to satisfy everyone.

It probably was during patch beta test. They have test server and when the new patch drops there so the online does cause playerbase splits.

But isn’t that strange that despite SM2 core gameplay loop is more simple, enemies are somewhat more complex, not only by having some sort of abilities but movesets.

Even basic warriors cover their heads with swords, or lash warrirors has some unparriable attacks in their combos.

All KF2 enemies have some sort of mechanics, and KF2 is much closer to DT than SM2 so it would be even better example.

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No, not necessarily. Darktide is a true horde shooter, while SM2 is not. You could argue that carapace enemies are a simplified version of a block mechanic like in SM2, or even compare it to the Ogryn who currently has a shield. I am not against the idea, but in the context of Darktide you cannot copy that system one to one. As I said before, if they ever add a rotfly, that would be a good place to include a shield mechanic.

But even if they did, players would still complain since it would be either 1 new enemy, or b it would be to strong or to weak.

Edit: im not familair with KF2 what game is that ?

Killing Floor 2