Please dont turn this game into V3!

Read whole thread again and every other simillar. You will find your answers there as tons of us already provided tons of arguments why it’s way worse than it was in V2. It really not that hard to read threads you responde to before you responde to them.

And yes, it’s the same game. Just way way worse outside of playing mission.

agrument please

  1. DT sits at 61%, V2 sits at 88% on steam
  2. Ranged enemies work ONLY in tutorial (and even there when you want to test their radius for swapping into melee works at 60%, 50% of the time)
  3. Suppression is a joke that once again only visibly works in tutorial, in game enemies happily shoot back (meanwhile your aim gets swayed by sounds lol)
  4. Specials in V2 make very distinct sound and the spatial audio works quite decent with good headphones, making insta turning and killing them a reasonably acquirable skill
    Specials in DT spawn, then run off into closed door that only open for them, and respawn next to you.
    I can dance a sniper shot all day, but I have MANY experiences (lets say 2 per 3 games) where the sniper laser appears and after a nanosecond shoots.

And I wont go into the loot part, V2 is so objectively superior in every single regard there its hurts.
But I will point out my favorite thing:
EVERY SINGLE LEGEND QUICK PLAY RUN with 3 tomes and 2 grims WILL reward ALL players with the BEST chest in game. If there are bosses and other random dice, even the tomes are not required for the best roll (skittergate is best example)
In DT playing the game the MOMENT you hop into it is ACTIVELY DETRIMENTAL to progression because you might miss a good weapon in the shop.
This design is objectively braindead and nobody sane can defend it

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I think Darktide could have better gameplay than VT2 but it’s so stingy that there are no builds or variety or moments you can triumph in. The weapons have a great initial feel to them early when everything is effective at low levels, they have nice feedback, and feel fairly different. At low difficulty there is also a lot more room to breathe and take in the atmosphere.

Everything falls apart in higher difficulties where backstabs are constantly annoying you, you’re swinging or firing 100% of the time, and only a select few weapons can even be considered. When you lean that hard into your character’s mechanics, it can get stale very fast when there’s nothing to change, no builds to try.

I think the game would work better with on average 800-900 enemy kills per mission but if they were tougher. Poxwalkers are surely hardier than the average human, what with Nurgle’s blessing. Hivers are suppose to be pretty dangerous too I thought. It’s weird that they just mindlessly run at you. There’s no melee enemies that actually know how to fight. In VT when you fight a Chaos Warrior and he sees you charging up an attack, you can expect a punch to the face half the time if he’s focused on you. Storm Vermin would use their reach smartly a lot. I don’t recall any enemies behaving like this regularly.

Ranged enemies on the other hand are annoyingly intelligent, taking forever to uproot. I’d prefer if they had hivers or elites backing them up and they did less damage rather than being physically obscured by hordes of men. Now if Poxwalkers kept their corruption damage but also slowed and interrupted like suppression currently does rather than having suppression on regular ranged, I think the ‘rank’ combat the AI could fight you with would be very interesting. Gunners and shotguns can keep their suppression/knockback and I think we’d overall have a harder game that would probably require the roles they want more than now. Melee would be the reverse it is now with a lot of elite badasses and less saturation of bodies. I feel like I would enjoy the tempo of that game more.

I feel like early on the idea of this game was that there were going to be more versions of the same enemies. We see this in the scab and dreg versions of elites/specials. But what clued me in was in the testing grounds, different parts of the enemy count as different armor types but it’s not super consistent. The human enemies seem pretty detailed where a shoulder, body, and arm will have different armor types. Ogryns on the other hand seem to be pretty loose in their armor sections even though with their size and role you’d think it would matter more to distinguish them from the mooks. Maybe because of time or because of feedback, they scrapped this idea and I think that’s why we got scabs and dregs - maybe there were varieties inbetween that were planned/implemented.

My belief is further supported because there are no “+X% to Dregs/Scabs” perks which would be logical considering we had skaven/chaos in VT2. In fact, I don’t think scabs and dregs are ever brought up anywhere except for weeklies and a couple mission descriptions. To me, they seem like a last minute add.

There are very few melee weapons that feel as good as ANY VT2 weapons except imo the combat knife. As much as I love the Tactical Axe, there’s something not quite right about it and I can’t place my finger on it, melee just doesn’t flow as well as I’d expect. It’s weird that the shovel doesn’t feel like an improvised weapon, it could be reskinned as anything (mace, sword, axe) and probably fit yet in VT2 if you used a sword, flail, mace, hammer, axe, spear you could feel the distinction and it made sense. I think Ogryn melee really blends together more than anyone else’s.

The problem with weapons doesn’t seem like it stems from devs being lazy, it feels just disorganized. I think they did painstakingly (for the most part) balance the weapons and then multiple compromises were made and we have all these questionable weapons in our arsenal. All charge weapons as they are currently would rock with half the number of enemies if those enemies were twice as hardy and threatening - that seems a lot more logical in the way they’ve been implemented.

The number of enemies shouldn’t change much across difficulties but it feels like there’s another 200 to the kill count added for each tier. I think the ‘tide’ part is a crutch Fatshark is leaning on. Huge mass of enemies works for VT, but not for 40k. If you’ve played the game at Malice with weapons under power 180, the game feels really good. That is the game I wanted to play at Damnation, because it’s quite hard if the AI puts the heat on you. But at Heresy+ it’s just a non-stop torrent of enemies. I know it’s suppose to be a TIDE but that wasn’t suppose to be the game I think. More than that, it doesn’t fit the scale of who we are - Inquisitorial acolytes are best, penal legionaries at worst - yet we’re fighting numbers on par with Space Marines. The atmosphere gets completely drowned out with those numbers and the level design just becomes geometry to navigate without seeing the thoughtfulness put into cover placement, it’s just boils down to frustration.

I know it sounds like I want a lot of what VT2 was but that’s this game. It’s a tragedy to go from VT2.5 where we got to see a completed game with a turbulent road to get there, to this mess of an ex-girlfriend with all the same old problems with none of the stuff you remember liking about them. I think most of us were expecting something new but familiar but this is a dementia-ridden friend trying to relive their glory days. It’s goddamn heartbreaking because we were all cheering for them too. That’s why people are so angry here because they can help themselves, it’s illogical to have dropped this low unless they have a good reason for it but they don’t want to tell us.

I don’t know where you’ve seen people asking to remove ranged enemies but I don’t think anybody would take them seriously.

This game is amazing in its gameplay loop but it DESPERATELY NEEDS A TON of the QoL that Vt2 had.

Sorry to say it’s bad that you don’t see it.

Both.

both.