First off, difficulty feels up from the closed beta. And it’s not just new enemies and bosses - it feels like the game is just harder. More specials, less survivability. etc. This I am fine with, I like a challenge, but it’s the way the difficulty manifests and how it limits gameplay that is causing me some concern.
It’s becoming increasingly clear that shooting is not going to be a viable approach to general combat in game at higher difficulties. I’m only at difficulty 3 right now (leveling my Veteran to 15 before I start tackling 4 again) and already I am beginning to find that pulling out my gun is inherently dangerous and often a bad decision. Between the ‘lock and load’ animation that triggers when you swap from melee, the enemy’s ability to dodge track and 0 defence of any kind when using your ranged, it feels like a death sentence if you pull out your ranged weapon in intense scenarios.
At Malice, I’m already using my melee option for 65-70% of a level. Which is a shovel. Great, i understand that I need to fight hordes with this and I can only really defend myself while it’s out. But it feels ridiculous when as the shooting class it’s safer and more viable to play the vast majority of the game with my melee weapon in hand. Darktide is already feeling closer to Vermintide 2 in that the ranged weapon acts as a specialised tool to deal with specialised threats that only needs to be pulled out situationally, not as a viable or necessary alternative in approach to combat. And this is on Malice difficulty! I can only imagine how much more this is going to be skewed when I start doing Damnation level 5 difficulty and the hordes are thicker and stronger and the need to defend myself is even greater.
So far the best utility I’ve found with the Veteran is just spamming grenades that I auto generate while making sure I don’t die. Most enemies can be ‘pulled’ from one area to another with proper team communication and co-ordination, which is what my team generally does when we encounter mixed ranged and CC foes - pull back out of line of site, kill the guys pressing us in melee, then finish off the ranged guys. The only time I generally find myself pulling out my gun is when the maddening crowd is dead and there’s a room full of las weapon stragglers to finish off, or if I NEED to snipe a problematic special enemy like a bomber or flamer, and even that is incredibly risky in those high enemy count moments. It’s also pretty much the EXACT mentality i treated my ranged option in Vermintide 2 at higher difficulties, which was not advertised as a ‘hybrid combat game’ like this one.
As for solutions, idk. It feels like if you want ranged combat to be a viable and meaningful part of the game at higher difficulties, there needs to be some way to reliably defend yourself at higher difficulties. I also think the design decision of balancing ranged weapons around ‘pull out’ animations (the lock and load animation that plays when u switch to your gun) needs to be examined. On paper it’s clever but in reality, the fast paced nature of this game means that when you design certain weapons to be slow to draw and get firing, you’re going to invalidating a lot of weapons at higher difficulties when that need for a quick swap becomes absolutely ESSENTIAL.
Also, not sure if this is a bug, but if I switch to an empty ranged weapon, I should not be getting the ‘lock and load’ animation. That is so hugely crippling I can’t even. it makes using a ranged weapon EVEN MORE RISKY as now you’re stumbling about for an extra second before you can even reload!
At this rate, I can see melee being even more dominant on higher difficulties than it is in Vermintide 2. Which I’m pretty sure is not what you developers were aiming for. I think a conversation needs to be had
Suggestions to fix (either or)
- Remove dodge tracking vs ranged
- Give all guns a push
- add some kind of melee defence option for guns/ranged weapon
I’d like to say speed up lock and load animations but then that’s going to compromise weapon balance. Not sure how you work yourself out of that corner since it seems to be fundamental to the game design.