The Core Gameplay is Just NOT All That Fun, Here is Why

I disagree. Bosses and monsters aren’t that way. Specials force you to reposition or disable you.

The game is about tides of enemies and hordes.

If the common enemies were just as powerful it would be a different genre. More like a tactical shooter like ready or not.

Or something like helldiver with lots of respawns. Where you’re the fodder.

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It’s called adrenaline addiction and getting inured to the stimulation. That’s what’s really behind the calls for more ‘difficulty’ whether they’re conscious of it or not.

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I don’t really think it’s the items or builds that are OP, but rather that many enemy types got nerfed at request of the players.

Take Scab Bomber for example. The guy just can’t catch a break.

At launch: Fire immediately deletes toughness, Bomber always drops a grenade on death, very high threat no matter how high your skill
Update midsummer: “Bomber is now fixed”, only drops grenade when previously primed, which rarely ever happens.
Post Carnival Update: “Fire is now also fixed”, takes forever to deal damage and is much less threatening.

One of the most iconic dangers in T5+ had his effectiveness reduced dramatically. This is just one example.
All the changes coming together, both in AI and enemy stats adds up, making the challenge much more trivial in a sneaky way you don’t immediately notice.

Multiple other enemies had their HP cut or stagger values changed. There was a mini-buff for many enemy types for the Talent Rework, but it really just didn’t affect the strong builds while making the lesser used weapons even less viable. And many of those buffs were reverted or lessened later.

This all is on top of what @zaygr said:

The game was made somewhat easier, while we were used to the absolute ridiculous kitchen sink before the talent update and balance fine tuning came.

As a result we are desensitized and want more.

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Eh, I dunno. I see things like bosses being deleted in 3-4 seconds and groups of 7-10 crushers being oneshot and I can’t help but think that there’s things out there that need to be toned down.

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It’s almost like this is a TIDE game.

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Sounds interesting. What build are we talking here?

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Zealot Stealth Martyrdom Thrust Crusis Thunder Hammer, and Ogryn Thrust Brutal Momentum Carapace MkXIX Poop Scoop (not sure what main talents are needed for that), respectively, probably.

I would personally leave the Zealot/thunder hammer alone, it’s bad enough already apart from that one incredibly narrow niche and how Fatshark has already attempted to gut that in at least 3 different ways.

As for the poop scoop, that would be solved if enemies didn’t stack and phase through one another. But that would probably be too hard, and we’ll get the shovel, the blessings and ogryn talents all nerfed at once again.

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I wouldn’t know. I don’t use them myself and I don’t pay much attention to the specifics of other people’s builds. I’m sure there’s plenty of people around who’d give similar stories if you doubt it’s a thing.

They do be dangerous though.

Happens in the first 10 seconds of the video.

If it could not one shot it would only hit 1 crusher but since it can one shot it can hit a unlimited amount of stuff as long as it one shots it.

I guess OP comes back purely for crafting and cosmetics instead :sweat_smile:

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No, i’m saying enemies need more depth. Like don’t shoot/hit flamer’s tank or it will blow up dealing dmg to you. Or do it if you want to set on fire some poxes.

Bulwark can start bonking his shield with maul, such war hymn increase other ogryns stats. Maybe some charge ability.

If your team is slow on killing dogs, they become more dangerous - start howling, howls spawn lesser dogs. Or add alpha dog, or houndmaster or something.

Mutie needs more hp indeed. But it also can be something like “near death state mute takes combat drugs/mutators injection and become faster - movespeed, slams players faster after grabbing, earns +1 slam hit” etc. Some glowing eyes effect to highlight his state.

Some pommel hit for mauler that stops your cd/toughness/stamina regeneration for a few seconds, some crazy berzerk attacks with tight windows to dodge or wide horizontal slash that can wipe 1+ players, with proper telegraphing animations.

It’s just random ideas, but game needs something smarter then “oh uh we buffed players, so now it’s 20 ragers blob instead of 10”

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In VT, enemies in a horde did less damage.
Maybe, this could be applied to bosses here?
Make them take a little bit more, and deal a little bit less, damage in a horde + specials, and thus make them individually more dangerous when fought almost alone?

Also, I’d much prefer if BM only counted for X enemies, instead of infinitely. The difference between “hit a single enemy” and “kill everything in range” is a bit too pronounced.

i definately got no talent for game design but taking the crusher as an example:

you either buff them good to be a singular threat wading through an ocean of lesser enemies towards you and give them presence and meaning.

or you bunch 6 or more together, still fine in my book, but then they are “regular encounters”, a wee bit more spongey than the rest, and that sense of threat is gone shifting rather to the “head-math-meme” of how many hitpoints are in front of me and when do i give them priority instead of putting them down on the “must-kill-now” list.

back in doom you could melee a cyberdemon, took a while but was doable.
later custom wads became more sophisticated and designers threw a dozen of them at you.
BUT level design always had a proper means to deal with em.
monster infighting isnt a thing in darktide, neither you got a bfg like weapon.

so shifting towards an “oh-sht” enemy from a “not you again” nuisance should be compensated with free moveable space to kite and dodge or the active means by a potent arsenal.

a beefed up crusher variant could drop certain armor parts first, leaving areas exposed to damage.

whether thats doable for everyone amidst the frenzy around is up for debate, could work or not.

other than that i’m out of ideas on how install singular mid rank threats to shift engagements from whackamole to memorizeable encounters; and if thats then still a proper “horde shooter”

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Are we playing the same game? Because in T5+ Crushers do come in packs of 3-6, often.

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I think the HPs in D5 are okay and somewhat balanced around the current 380 max base stat weapons.
Having a D6 wouldn’t be bad but not a necessity.

Although I wish enemies were more intelligent in Auric missions - much bigger detection radius, better use of cover, better set ups at choke points and holding down angles. More strategically placed snipers etc.

That’s precisely the intentent of the game. That’s why there is “tide” in the title.

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I don’t agree, for two precise reasons:

  • more HP is the worst way to buff enemies. There is the risk the make the gameplay like beating a wall with a spoon;
  • enemies aren’t weak because their resistance is linked to the crazy spawns and how many things you have on screen (and it’s what Darktide wants, “tide” is in the name)… and the game is challeging enough. If you buff the enemies, you have to reduce their numbers/spawns… that would be a totally rebalance wich would cost a lot of work, resourced and time. Imo there are other priorities
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That and the OST.

i was making an example as how to CHANGE an enemy type into something more demanding as opposed to what they are now.

crushers come in abundance, topic is about how to spice things up, randomly picked crushers as a reference.

might read the whole thing as well, my 6-a-bunch example is exactly as they are now, a mere nuisance not very high priority as long as there are hounds trappers or bomber around.

charge em ogryn style, they are mere bleeding bowling pins, smack a bit for good measure and half a dozen go down in 10 seconds or less.

again this was just an idea to add different types of crushers.

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