To add Red Weapons without increasing max power. For the record, I’m not fond of the idea.
does the color red have any significance im not privy to?
Ah, my apologies. “Red Weapons” were in Vermintide 2, they were the highest item ‘rarity’, right after Orange (Transcendent). Evidence exists (although I’ve not any on me) that Red Weapons were supposed to be in Darktide too, but for one reason or another they’ve yet to appear.
so everyone agrees they wouldnt fit the game but they still want them because red?
I wouldn’t say everyone, but yes.
Red weapons were a band-aid fixes in Vt2, and the issues it “fixed” in Vt2 were never really present in DT
They could also solve more problems than just the stat distribution capping out at 80%.
We need more Material Sinks (Melk becomes bloody useless at high level play) and a lot of modes feel unrewarding past penance completion. But I don’t think Red Weapons would be the only solution to these problems.
Not me… I don’t care of this. I think that it could have helped with the old crafting system, but here EXCEPT if red permits to put a 3rd blessing that would be special and different of others… I don’t see wat they could bring to the game.
Really, perso I just want 2 things:
- or a game balanced
- or a solo game mode
Both would be great… but as we wait for 2 years the solo and that the last real balance patch was surely more than 1 year ago… my hope is vanishing days after days
@FatsharkJulia Is this accurate?
Eh not everyone
We already technically got what we wanted from red weapons with the gear progression overhaul
You can max your gear and freely customise your maximised blessings and perks which is what red weapons were.
Haha balanced game
Yeahhhhh I’m sure that will eventually happen with them not touching dueling sword, Voc, plasma gun and keeping the insane ability regen perks. With their solution to that being MORE CRUSHERS
If you don’t rock and stone, you ain’t going home!!!
why ask CMs such questions? they’re not allowed to answer because of negative PR
the studio was called toadmaninteractive. on their website you can see they were contracted for chaos wastes
archive link because the studio shut down so their website is gone
Because you made a big claim without providing any evidence.
The evidence you have subsequently provided doesn’t back your original claim beyond that the studio shut down.
You appear to be insinuating that FS does not have anyone who was involved with the creation of CW. That is a bold claim and I cannot find any evidence to support it.
From the site referring to chaos wastes:
On this game we collaborated with Fatshark from initial ideation to release with on-going post-release support. We jointly created levels, new mechanics, weapons, and power-ups. The expansion resulted in the highest player engagement since the original release.
It sounds like it was a cooperative development and not done on their own.
I asked @FatsharkJulia because I wanted an authoritative answer, not speculation.
i figured it doesn’t need proof because you can just google the studioname and find industry reports that it shut down but i guess not, here you go bud Enad Global 7 shuts down Toadman, cuts staff at MechWarrior dev Piranha Games
never said that this studio developed chaos wastes exclusively btw so no idea what you’re on about
you can ping CMs all they want they’re not going to give you this sort of info lol. I swear people are so funny about this stuff. “COMMUNITY MANAGER CAN WE GET INFORMATION THAT WOULD BE BAD PR FOR YOUR COMPANY? PLEASE ANSWER”
… These go to 100.
So the bars don’t look as strange I guess
But @Horticulture may be right in one regard: does Fatshark have the capacity to develop something as large as Chaos Wastes if the company that partnered with them closed down?
I hope they do because I’d like to see Chaos Wastes in Darktide.
In fact, I’d like Fatshark to port the majority of the good systems and weapons from Vermintide 2 to Darktide, including weapons like Kerillian’s staff for psykers, but whether or not that studio closing is a problem is all speculation for the time being.
That’s clearly the problem.
When I see that I can sometimes kill 9 dreg ragers when someone else kill 9 others… WHAT?!? 18 dreg ragers…
Often we see patrol with 6-10 crushers etc…
I really want to see elite resistance implemented as the normal game. If you are curious test it in solo mode. Prepare to be a little surprised by the… resistance of the elites.
It could be a 6th difficulty. We have auric that is essentially high intensity, with or without shock troop gauntlet.
I propose a difficulty Elite resistance with or without high intensity
They should not have increased the spawn rates in the first place. The gameplay was much better early on (when Damnation was the highest difficulty we had), shooters were deadly, and Scab Stalkers could wipe out your toughness and you in salvos.
These increased spawns that we’ve had for a long now only make the game feel arcadey in comparison to the more immersive feel of Vermintide 2, which severely limits the world building and environmental storytelling that Darktide could have provided.
Fighting a Beast of Nurgle, a Chaos Spawn, and a Plague Ogryn all at once is insane and something I would expect from Space Marine games, but here my guy (Wahid) is, taking on three Monstrosities with his squad at the same time.
Makes zero sense.