Some things I recuringly think about

  • Heracy feels kinda defunct to me. Enemy hp should prob be the exact same in all levels but volume greatly increases per difficulty…then auric is where the enemy hp is finally increased. That would make most sense imo. Enemy hp changing feels a bit confusing. Volume is easy to understand and gauge.

  • some sort of visual indicator for current dodge levels/cap. Just feels weird when dodge suddenly turns into slow-mo with no visual indicator.

  • longer cooldown between tox bombers throwing bombs. They just seem too frequent, especially as the gas lingers for ages.

  • add weakspot visual highlights (subtle) to an existing passive aura perk. Could be cool. I’ve still no idea where the weakspot is on a crusher :joy:

Players gain power while leveling up. You get bonus damage from talents and you get better weapons.

If enemies had the same amount of HP on all difficulties, every enemy would be a massive damage sponge in early game, or a ridiculous pushover on “higher difficulties”.

I think pretty much every single game has enemies with more hp on higher difficulties.
That is not by accident.


This would be nice indeed.
There are mods for that.
This one for example (only dodge count):
Show Remaining Dodges at Warhammer 40,000: Darktide Nexus - Mods and community (nexusmods.com)

Or this one (dodge count as well as many other things):
Numeric UI at Warhammer 40,000: Darktide Nexus - Mods and community (nexusmods.com)

But that should not be the solution to all problems. Especially considering that console players can not use mods.


That is their entire point.
The gas does not deal a massive amount of damage, but provides area denial.
You are not supposed to just wait it out.
You have to kill the guy, walk through the gas, or find a way around it.


We already have a weakspot indicator in the game.
It does not highlight the enemy weakspot for you, but when you hit a weakspot, the hit marker is orange, which is kinda subtle.

On top of that, when you hit a weakspot in the psykhanium, the damage number is orange, which is not subtle at all.
Crushers are available in the psykhanium.

Darktide handles weakspots in the same, very intuitive way, as pretty much all games:
It’s the head. Unless the enemy has very obvious glowy bodyparts.

It is not. Spawns can get bugged in both directions. Same mission on same difficulty can be a breeze or hell. You cant really count how much enemies are engaged with you.

HP on the other hand, is super clear. It is always the same (on same difficulty), you can check it in psykanium, you can display it with healthbars.

So you’re saying 2 variables changing… Is less confusing than 1 variable changing? OK, not sure I agree there, sorry.

If spawns get bugged then that’s a bug and nothing to do with balancing.

If the enemies have the same hp then you know where you stand when 1 or 10 is stood infront of you, no matter the difficulty. You know how many swipes it takes to kill one of them and can adjust accordingly for more. If both volume and hp are variables then it just makes it more complicated. Fine for auric though as that’s like the “next level”.

Obviously I mean a weak spot indicator before you attack. Like an aura. Knowing you’ve hit a weak spot after the fact is what exists already. But action is frantic and I have no idea where exactly I hit an enemy anyway even if the crosshair turns yellow. Ogryn sized enemies are a bit easier to figure out where you hit but smaller ones it’s nigh on impossible.

Difficulty - Yes players gain power and thus would deal with more enemies as appropriate., per difficulty.

RE gas - I know what it’s meant to do but imo it doesn’t do it successfully. The maps are too rat-runny l, and enemies too numerous, and vision to impaired to make dashing for a “clearing” to be a viable option most the time. End up just fighting a bunch of enemies in green blindless.

No you don’t because while leveling, your own damage output constantly changes anyway.

Unless you keep playing the bottom difficulties after leveling.


Do you want an indicator that makes the weakspots shiny so they are easier to see?

Sure, but more enemies equals harder games. So as you get more powerful you fight much more enemies.

The benefit of this is that a few enemies in the beginning will actually be quite challenging and you will learn to block and dodge etc.

RE the weak spot notifier - I’m not sure what it would look like tbh, that’s up to the artists at FS to decide, but yeah something that gently indicates the weak points would be cool. Something to aim for in the sea of bodies.

Well the heads are on the top of the sea of bodies.
You simply have to aim your attacks at the top of what you see.
So it would not really change anything, if they were glowing or otherwise marked.
You would simply be looking at a sea of glowing heads instead of a sea of non glowing heads. And you would still be aiming at the top.

It could maybe help players who want to shoot specials/elites inside a horde, if only specials and elites had glowing weakspots, but we can already tag those so that would be kinda redundant.

I think such a thing would only really help players with bad awareness, to see enemies in the first place, when they are scattered around.
Like the people who constantly focus their fire on brainburst targets, when there are 10 other enemies to attack, because “i just shoot what i see“.
And apparently, the only enemy they see, is the one that is glowing.

So head is always weak spot for all enemies? Even in carapace armour?

Yes.
For every single enemy except beast of nurgle.

You could very easily have tested this in the psykhanium.
It takes about 1 minute and requires no mods to find out the weakspots of all enemies in the game (except bosses), if you simply test it.

Always go for the head.
Unless you are fighting a mauler (the guy with the chain axe), which has carapace armor on the head, but flak on the body.
In that case, it entirely depends on your talents/blessings/weapon/attack that you use. The head is still the weakspot, but since it is more heavily armored, your attack might deal more damage on a body hit.


I mean…
You tell me how much of a help it is, when all of the weakspots are glowing.
I don’t think it changes anything, really.

(Enemy heads glow, when taunted by an ogryn.)

And if you wanted something like this, it should definitely not be an aura, since such a thing would ruin the immersion for everyone else.

It could be a completely separated node on the skilltree of each class, that only highlights weakspots for you and costs 5 points or something.

Funnily enough Helldivers 2 is one of the exceptions to this.

I personally dislike +health=difficulty because too many designers lean on that as a crutch instead of designing actual difficulty, which admittedly is pretty difficult.

True.
However, in helldivers, your level ups do not come with an increase in weapon stats, and bonus damage from talents.

ymmv, but my learning curve was quite a good experience, admittedly some time ago now so I might be out of date, with the exception that the tier 3->tier 4 jump was bigger than 4->5. Back in the good ol’ days when we had real hordes, not these crusher filled efforts we have nowadays :wink: - seriously, that’s when certain builds broke 'cos you couldn’t get through the hordes. 3-4 was harder than 4-5.

Lvl 1 - Pattern recognition. This is what the different enemies look like and what they do. Can you find your left mouse button?
Lvl 2 - Try some new weapons and a few early key latent skills. Can you find you right mouse button?
Lvl 3 - Character probably has 2/3 of tree skills, couple of semi decent weapons. Learn to use dodge/block etc a bit.
Lvl 4 - Did you actually learn to dodge/block ? If not, this is where you’re returned to level 3
Lvl 5 - Subtleties around squad cohesion and end game abilities
Lvl 5++ etc - “The end game”

Doing it for the 2nd and subsequent characters is a grind mind you at the start. Surely it’s not changed too much?