Player Strength and Damnation High Intensity

There is currently a system in which you need to accumulate 100 points to gain access to missions on Auric difficulty. You get +10 points for a win on Damnation difficulty and –5 points for a loss. However, many players complain that this is too weak of a filter, and it’s easily bypassed by people who shouldn’t be on Auric difficulty at all.

I believe this filter can be effectively strengthened: +10 points only for completing a Damnation High Intensity mission, and –5 points both for a loss and for leaving the match for any reason (0 points if the match ends in a successful extraction but the player themselves fails to extract). Only matches played by the player from the very beginning should be counted.

I fully admit that such a filter would effectively lock me out of auric-tier missions as well—except when I’m playing Ogryn. In my last 11 attempts to beat Damnation High Intensity as Psyker (3 runs), Zealot (2 runs), and Lone Wolf Arbitrator (6 runs), only two of my runs were successful (both on Lone Wolf Arbitrator).

The exact same approach should then be applied to Auric HISTG missions. Only after accumulating 100 points on that specific difficulty should a player gain access to Auric Maelstrom, and only after accumulating 100 points on Auric Maelstrom should they gain access to Havoc.

And of course, each class must climb this ladder separately, and the Havoc rank must also be earned individually for every class.

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I hate such systems… you can avoid to play with such players by choosing your team… however, my pain is that you cannot choose to play alone with decent bots.
But, this has seriously annoyed me when I played the arbites. So I won’t ask for more annoyance.

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They should just stop givining better rewards for the highest difficulties.

Make Damnation and Damnation+ rewards be the same.

Make H30 (or what is equal to Damnation) and H40 rewards be the same. Maybe left some cool frame or sigil idk who cares.

Add ingame glossary, improve prologue mission to showcase mechanics with short clips.

Till you have extra rewards people will try to gamble for being carried on difficulties they don’t belong and don’t even want to play.

Also, ever wonder why DT players never post their gameplay asking for help, tips and analysis while other PvE (imagine) communities have such posting occasionaly?

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Such a System and the one currently in place is absolute garbage. Let people choose whatever difficulty they want to play as. The one where it was unlocked based on Player Level was much better.

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Such cumbersome restrictions are unnecessary. If the game’s overall balance, including the OP metas that ignore difficulty and player skill, as well as powercreep, is properly adjusted, players will naturally play at the appropriate level. From my experience with VT2, which maintains relatively good balance, it is clear that this approach works effectively.

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Current new character progression is just a time gate. A player could go dead over many missions and mission would probably be won by others in a team. So they’ll progress anyway. 4-5 hours tops to level 30.

It is up to players themselves to choose appropriate difficulty.

But yes it is good same reward orange weapon regardless of of T5/Auric/Maelstrom.

I think it should be same resources too. This means people that purposely choose a higher difficulty then their motivation is challenge, not resources.

To those that say should earn more for higher difficulty. Makes sense, but of course understand unprepared players would also seek.

T1, T2, T3 teaches bad habits. The amount of ammo is the same as higher difficulty on the ground. So naturally new players range everything down with little to no melee interaction. They will assume higher difficulty, therefore requires more ammo.

So once they realise later on to reserve ammo there is increased requirement in melee mechanics and throws them off.


I want to show you how a game introduces a forced tutorial then puts the player into offensive and defensive scenarios to practice, only then it allows them to proceed with the campaign and must pass it first successfully to show they understand.

It’s so intuitive it will even tell you reason for mistakes. i.e. You timed block incorrectly, rather than just say you failed.

Ghost of Tsushima - Combat & Gameplay Tutorial [4KHD]

It wouldn’t be a bad idea for Darktide to put through scenarios of combining block, slide, move sets of few weapons, dodge, dodge slide as new player requirement, but not new character requirement. So much mobility potential of moves when combined simultaneously or in sequence.

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Bring back Auric Heresy.

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It’s very common in Chinese communities. You may need to look around, not only stay in fatshark forum. Here be only many arrogant and senior players.

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I like the idea but in practice it just isn’t as great. Like others have said, there’s a lot of nuance to Darktide difficulties. Meta builds crutch hard for bad gameplay, conversely skilled players with meta builds can effectively lower the difficulty one tier for everyone else outside of Maelstrom/Havoc.

Then there’s players who don’t understand the fundamentals of blocking, sliding and dodging who effectively raise the difficulty one tier for everyone else.

Best thing would be to add a form of scoreboard mod to the game so everyone can see clearly where they stand. It would display the kill count by weapon with important stats like average Crit chance, weakspot hit percentage, etc so people could get an idea if their build just sucks or what the issue is causing their downs. :blush:

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Excellent, Darktide could use a tutorial like that

Who cares about this. It’s not fun to have a group of 4 who can clear aurics with a winrate greater than 50% in the first place. If you really want this just make friends with good players you like.

Putting locks into the game is just adding more lanes to a highway, you’re still going to have congestion all you’re doing is making it worse for everyone to get to their destination

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but that’s the thing, darktide being a pve game, people are under the wrong assumption of having the highest tiers their “destination”, as in “its content, lemme access it”

that totally leaves out the fact that the higher it gets the less % really got the skills to impact on a meaningful level.

dragging along isn’t “clearing” auric maelstrom or havoc 40, it’s due to individuals picking up the load them peeps in question can’t handle.

can’t say for certain after 3 weeks of getting bombarded with chemicals, but when I fed my channel and uploaded almost exclusively auric maelstrom matches with people of “varying skills”

I felt in a pretty good spot as to losing an a.m match to be the exception.

it’s still a mode where individuals can turn a match around again and rewards personal decisions and individual gameplay.

which is a good thing for the mode to be at honestly, giving the loadout corset that is havoc 40 as the “alternative”

havoc is hard when others f’up

auric maelstrom is hard when you f’up

both aren’t the “destination” for average joe though :man_shrugging:

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What is your personal win rate in Auric Maelstrom, and what win rate do you consider the target — the point at which a player can consider themselves worthy of the difficulty level they’re playing on?

It’s funny how I completed Havoc 40 on Arbites around level 30 because I wanted to test it on that environment

Today I wanted to play em to use silly loadouts in Auric, only to realize I didn’t have Auric difficulty unlocked LOL

I’m Surprised playing Havoc has no impact on unlocking difficulties for that character

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I have always wanted short tutorial challenges to highlight this stuff.

Getting thrown into the meat grinder with a specific setup of enemies and load out. No toughness, 1 HP, and a pox walker behind you. A small popup explains the backstab sound and there’s a timer. Then you have a few seconds to dodge out of the way. If you fail it quickly resets and allows you to try again.

On and on it goes different enemies, different scenarios to understand different enemy behaviours and mechanics, most of them class agnostic.

somewhere around the 85% i’d say 90% on a good day, given 9 vids recorded and one fail (though I still upload the failed one IF there’s a lesson to be learned other than “fellas don’t wipe in the first room”

to me, personally? I ponder every loss long and hard and try to find my error or misplay.

so I enter every match with the intend to win, which to a point is potentially achievable since auric maelstrom doesn’t put you on a leash like havoc does.

personal goal :100% , is it feasible 24/7 all week?

rather not

we had that discussion before in one form or another.

my point on the matter stands:

as soon as he’s not a dead weight and actively contributes to a successful outcome, like knowing the map/talents/loadouts/enemy pattern etc by heart and don’t need to rely on others for every encounter

some never reach that point and that’s what different difficulty settings intent to provide as a level of personal measuring.

that doesn’t keep folk from getting in way over their heads though sadly, as hilarious as a 5’5” wearing the highest heels to pass for a clean 6’ :man_shrugging:

Me need an objective numerical measure of a player’s effectiveness, and the most objective one — although also the slowest to measure — is the win rate on games of the same difficulty level with identical modifiers. And a 90% win rate, to me, looks as if the difficulty level is simply too easy for you.

to a degree yes.

usually I get enough “to do” when mates “don’t or can’t put in the works”, so in a sense randos are the spice here that makes every match unique in terms of where an otherwise totally normal encounter can go from carry→bonkers→solo clutch

and in essence that’s the goal.

yes darktide is a coop game but I don’t like to interact with people in terms of being dependent on what they’re bringing to the table.

I play well alongside strangers, not so much “with” them if that makes sense.

havoc meaning to hold yourself back or restrict your loadout/talents is a hard no for me when we speak about “main content” I put several hours a day into.

since I can’t control (and wont) the skill level of contenders, I prefer a situation I could salvage solo realistically.

aint on that level for havoc (yet) so I do my mandatory cumbaya 40 run every season and get back to do my “own thing” asap

statistical fun fact:

D III VII IX G fail the most as a modifier, clandestium and silo cluster in a hard tie for the highest map loss rate.

first one due to people seemingly losing overview of the situation

second due to idiots always going the outer staircase from the start even when the side corridors are far less crowded and

silo cluster they seem to not be able to push for the first medstation choke point and rather stray in all directions, getting picked off one by one in the process of course

Before havoc when I was playing aurics exclusively I was sitting at a comfortable +90% winrate including auric maelstroms. In my experience, most people are just bad at this game even into havoc 40. You’re not going to get your perfect player experience by putting caps in. If there’s any proof of this, it’s the fact that you can play with people who clear havoc 40 and still have no decision-making abilities in auric let alone havoc.

Just let people play however they want whenever they want with whatever they want. I know when hive scum comes out I’m going to use a mod that lets me get into damnation matches and just play from there because I don’t want to spend 10 hours grinding sedition and malice until I can finally play the only difficulty in this game that offers challenge for me, and I’ll probably still carry people like I did leveling arbites.

People are just bad at this game, and that’s fine. There are builds that oneshot everything and builds that perma-stagger everything, and there’s builds between and mediocre builds. People are going to vary, and one good build will solo malice, heresy, and damnation very easily, giving 4 people a free win.

if this was a solo experience akin to space marine 2, i’d totally agree.

if he solos absolute on a wonky build that works for him, all the mad respect here.

BUT, going into a game KNOWING you’re not cut out to provide any meaningful impact

(and lets be real, deep down they KNOW perfectly well where their real limit is, they

just want to huff and puff, hoping for a tag-along)

and wasting/disrespecting the time of 3 other players?

on a job with that mentality you’d be fired.

on a sports team you’d get a collective beating and thrown out (the sequence may vary :face_with_tongue: )

but because it aint “physical” and only a game one should 24/7 mother theresa?

no way.

I dont ask people to “be nice”

neither do I expect anything beyond the feasible “minimum”

the moment one disrespects my time though as in a toddler entering the same ring as a heavy weight with countless years of effort, I write him off and see the stuff done myself without wasting ressources or a “detour” for him.

and you’ll have to look long and hard in my 1500+ vids where there were maybe 4-5 of such jokers that I actively avoided.

and, as in not crossing the fine line between overwhelmed momentarily and being blatantly bad&stupid at the same time feeling an “entitlement”, that’s fine…. to a point.

auric maelstrom doesn’t need a good full team, it’s solo-able for a good portion of the upper 1%, and that’s the “freedom” I speak of.

4 pros in the same team, it’s an all you can eat free for all race against the clock.

and while fun in its own way sometimes, the real memories are the tight clutches or way unbalanced carries.

you seem to be more generous in that aspect than me, but apart from honoring the time each member puts into the match by making sure i’m at my 100% during the match, I “owe” them nothing.

much less go easy on obvious slackers that are there for a free ride

and given the numbers put into your other characters + the experience that goes along you absolutely shouldn’t have to.

it’s an overlook by the mechanic not taking gametime into consideration.

lucky as I am, buddy pirx and I will like duo-speedrun on a day, two at most.