Please fix the powercreep (RANT)


Thoughts? @Fingeris

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You will probably enjoy the future of DT more than I will, but I sorely disagree.

Damnation should be considered the hardest “normal mode” difficulty. Where Auric is always high intensity and most likely special spam.

I don’t think it should be for casuals. If it would be then for who do we have Malice and Heresy?

  • Uprising is training grounds: Easy mode.
  • Malice should be for casuals: Normal mode. Here you can have your power fantasy.
  • Heresy: Casual hard mode. Power fantasy for those who want a bit more involvement.
  • Damnation: For those with understanding of the crafting system and all game mechanics.
  • Auric for the more hardcore
  • Havoc for the hardcore who only run with premades and want the ultimate challenge, knowing most games will be a loss. (Also remove Havoc 1-20, because it doesn’t make sense. Who is that for?)
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Never really thought about havoc levels 1-20 being redundant… but kark… you got a point here

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No idea, let him upload the match :person_shrugging:

On the topic of Arbites, while I agree he is overpowered, it’s a class that really does feel fun to play. The talent tree feels like it has minimal clutters, compared to the base game classes except for Ogryn now.

I personally think the way forward is a more meaningful tree like the ones for Arbytes and Ogryns, where it feels more like making meaningful choices rather than deciding what filler to drop your points on.

But at the same time, the game should adjust its difficulty to not let this new model of trees to trivialize it. The Arbites and Ogryn trees actually feel fun to pick from, Zealot’s tree locks you into Blades of Faith if you want some of the best starting talents. I think that’s an issue, it’s boring to be locked into things.

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I agree. I think compared to Arbie, Ogryn has a bit too many tax nodes and restrictions still.

I would love to see the Arbie style tree for the other classes. I just think the numbers on the nodes should go down.

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I do agree with your idea for all these different difficulty tiers for all players, but I just think that most of what changed is the naming scheme, with a problem appearing at Auric and Havoc 1-20, like you mentioned.

Auric feels more intense that early Havocs, I think the easiest idea for devs is to do something a bit more meaningful for early Havoc instead of removing it, repair the difficulty scaling so it’s still always going up. Basically have what you mentioned but just changed names. At least that’s how I see it.

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Was playing with a friend, out initial impression is we will need to get ready for even early Havoc, but we just started a match ourselves with 2 bots and it felt rather barren. Only now around 20 are we starting to hit a good challenge for us.

But it feels a shame to just let early ones rot there, much more could be done with them.

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And here is what the OnlyDogs build looks like (video is still uploading)


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Would be hilarious with 4 Arbies not doing anything, but block, dodge and tag and their dogs just wrecking everything.

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You might be able to clear Havoc 40 with that though it would take a long time :laughing:. I would need to convince my friends to try it out but I don’t think they’d want to.

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Re-add the scab vox operator and have him give a constant suppression immunity and stagger resistance buff to scabs around him. Give them that to counterbalance the massive effective HP difference the dregs enjoy.

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Does majority of damage dealt still coming from Razor-Jaw augment?
Would be pretty hillarious if so because people were doomposting about how it’s now a terrible talent just from previous bug fix.

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Razor-Jaw Augment undoubtedly contributed greatly but I don’t use power DI so I can’t break down the exact numbers unfortunately.

Also here’s the whole run! My mate was playing TacAxe and DB Shotgun and played without the restrictions I was playing with.

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Oh the irony…

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@Jacek so since you asked my thoughts, and the video is here:

Based on that they’re almost wiped at the very beginning, and the damage list provided before:

  • The dog outplayed Player 2, while he wasn’t even “handicapped” by the no-weapons rule. I guess it speaks more about the second player’s performance than the dog itself.

Based on Player 1 performance:

  • He definitely did a good job with kiting. Constantly kept enemies away with pushing and ability, damaged them with blitz at a good time. And the dog was useful at taking those stacked blobs of enemies out. It’s a good thing that a dog companion is not useless.

Overall, it was a somewhat boring experience, took some time, but a viable playstyle if someone likes it. I am not finding it OP.

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Yeah, without Spidey Sense he would not have been able to tank everything and one shot those Maulers.

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