All VT2 DLC careers have things better about them, no basegame class comes even close to Grail Knight’s boss damage or Priest Saltzpyre’s utility and support, or how Engineer buffs bombs and has some of the best ranged weapons.
I thought the majority on these forums are diehard Vermintide vets, why is everyone so surprised Fatshark wants to make the first DLC class in Darktide so good that every casual feels the need to buy them?
I believe this clip demonstrates that Arbites (my favorite class) is a little too overtuned.
I’m not asking for nerfs that make the class (or the dog) worthless (obviously, given it’s my main class), but rather to position it with the other classes and then create a blanket nerf state for both the player characters and the game as a whole.
I just played an Auric Maelstrom, and the sound of the Reapers was entirely silent since there was so much other sound going on that the game couldn’t keep up and make the sound of the Reapers firing, so they were shooting at us completely silently.
It was funny in one way, but it looked silly with these large guys with miniguns unloading on us without making a sound.
Actually, I would love the other 3 classes to be more on par with Arbites and Ogryn skill trees.
Not going down to current Vet or something
I can’t really comment on audio issues, it might be related to system/game engine performance issues (I just haven’t met them since the previous audio bug-fix).
As for the blanket state for all, that’s really difficult stuff. The worst thing, it might eat a lot of time (money) and still not be good
I doubt many if any are surprised at the strength of the DLC class. There are two things about VT2 that are different than DT. First, which is the thrust of this entire thread, is that powercreep has hit all the classes. This isn’t the case in VT2. It exists within a trend of this game and it does seem to set expectations among some players that all classes should just be as strong as Arbites. On a side note, every DLC class in VT2 has been nerfed, often in multiple ways. These changes happened in part due to player feedback! Second, you can only run one of each character in a round in VT2. In DT you can be ethical and run your ethical build, but you might get dropped in a match with 3 Arbites.
In video games there’s a common game design choice wherein the tools players are given create choices between different functions that can be applied to different situations. Typically these tools have different strengths and weaknesses and if done well, players can make choices that each feel meaningful and even express themselves through their choices.
Even Vermintide’s DLC classes have clearly defined strengths and weaknesses that may or may not be unique to them. Can you name a single weakness that Arbitrator has that isn’t universal to all classes?
Uff, reading some stuff is rough, like some people are living in an alternate reality making it impossible to find even a basis for discussion. Mirror of modern society right there.
But to get to the point, I don’t think that requests for balance changes are limited to the top 1% anymore. They have become so egregious that everyone who has played the game off and on since launch can see that the game got completely power crept to the point where it’s affecting casual gaming, maybe for the first time so.
Maybe some players feel great now that they can beat aurics for the first time, but how long will they enjoy the quasi cheat code?
As the OP of this Topic, I’m literal proof of this. I’m NOT in the Top 1%. No, your eyes don’t deceive you! The most illustrious Khorne Dawg IS capable of humility. Now praise me, peasants!
Doom Eternal/Dark Ages does difficulty pretty well imo, and it’s simple. Mob spawns and density stays the same but they deal less damage… and that’s mostly it. Dark Ages has more custom options you can choose as well.
Of course Darktide would need to do more then just tweak their damage because it’s a much different game, but it’d go a ways to appealing to power fantasy and competitive players. Lower difficulties wouldn’t be a snooze fest and there probably wouldn’t be such a skill disparity of players in the higher difficulties.
My butt is ALSO not in the top 1%, I get dumpstered in Havocs past like 25. I don’t even have 1000 hours like some of the forumites here. Auric pre-Arbites was a grindy, somewhat difficult thing for me that I stayed out of after a while because it was exhausting to do more than 2-3 matches in.
That’s why I find it alarming how easy Auric games are with Arbites in the squad.
Okay, if you found that to be somewhat boring on AURIC MAELSTROM, I want you to imagine how incredibly and mind-numbingly boring Auric Maelstroms would be like for me when I decide to actually engage in combat and play with other people. Auric Maels with premades are making me fall asleep and it is difficult to overstate how incredibly bad this powercreep is for the game’s health currently and it gets a little worse with long-lasting effects/consequences each passing day.
Well, the boring part was constantly running away from enemies (reminds early Helldivers 2 ).
And I bet premades are super easy, but I don’t play them (like many others). I am using matchmaking with randoms, and the experience there is very… random
So I really don’t see why a random game should be made harder for everyone, if premades are easy for some
You could continue “handicapping” yourself with different rules, and making game harder just for yourself.
Sure, thing is that Darktide being the way it is, there is nowhere to go for players who want a challenge other than Havoc which requires premades and has no player choice in missions or modifiers and has its own massive set of issues. If I just want to hop into a game then I can only play on a difficulty which is no longer difficult and became boring as hell. And remember, there’s 4 other difficulty options besides Auric which have been turned into walking simulators even while at appropriate level because of the powercreep. They could be turned into actual difficulty options for less skilled players at level 30 so those players can experience progress based on their skill instead of numbers going up giving you so much power. (VT2 also has this issue)
I do this from time to time, but that does nothing to prevent a good arbitrator or ogryn player turning the whole mission into a walking sim for the rest of the team. Auric, the highest difficulty you can matchmake into should be at least somewhat difficult for EVERYONE no matter who, but that’s impossible to do now because of how out of whack the player’s capabilities are now. This is a numbers issue, not a skill issue and is in part a direct consequence of balancing with Havoc in mind. The numbers MUST be toned down.
While you’re mostly right here, this part about GK’s boss damage is an outright lie when Shade and Bounty Hunter exist. Even Famished BeamWizard can do great boss damage when she can afford to. Also WP’s utility and support is wholly unique, there is no other equivalent for it in the game. Only other classes than can fulfill other support utilities.
To toss is out there again… Infinite X is a big problem with balance.
Doesn’t matter how many elites are spammed, when an ogryn can taunt and drop a few rumblers at his feet. Cap the total damage.
Doesn’t matter how much you throw at players when the flame staff can damage each and everyone of them at the same time. Cap the total damage.
Doesn’t matter how many gunners you throw at the players when they can just flop around like a fish and dodge it all. Limit it somehow.
It’s difficult to balance when there are so many sources of stacking buffs. The gap between the base effectiveness and the hyper-tuned effectiveness should not be so massive. Cap it.