The key to removing Enemy Spam

Hello FatShark Forums! I was leveling up a new character, playing at a lower difficulty to unlock higher levels. It was Malice and there weren’t that many enemies around. To have some amount of challenge, I was using gray weapons I automatically got when I first made the class. This made it so each Gunner, Mauler, Crusher etc. felt meaningful and threatening. And when I was doing this, I had a realization about Darktide’s enemy spam. What is the reason as to why the AI director spawn so many enemies? Because:

  1. We are too hard to kill.

  2. We kill enemies too fast.

The issue with number 2) can be fixed by increasing enemy HP and in-turn reduce their spawn numbers by a bit, but what about us being nearly unkillable? Gold Toughness is to blame. It nullifies almost all enemies because as long you have even a little of it, you’ll take no toughness bleed-through dmg.

The consequences: When we die, most of the time we are downed in a second because we failed to dodge that one overhead from an army of Maulers/Crushers.

Because Gold Toughness completely invalidates the danger of all enemies, the AI director needs to crank up the numbers to give us a challenge.

This reminded me how people always said that in Vermintide 2, enemies slowly trickled down our health, while in Darktide we lose huge chunks of it in less than a moment. Without Gold Toughness, Darktide would be functioning exactly the same as Vermintide 2. We wouldn’t need so many enemies on the screen, and you know what? The game used to function like this, before Gold Toughness existed.

The way Darktide combat is designed is to have ranged and melee enemies work together to try to deplete the players health. When you have full toughness, the first hit from a regular melee enemy will not take away your HP, but a second hit will already take a small bit of it. That is why enemies like Ragers are very dangerous because their attacks consists of things like two hits in a very quick succession.

Now, players have a lot of ways to gain back their toughness, so this makes it much harder to kill us with only melee. This is where the ranged enemies come in: ranged attacks do not damage your health, only when your toughness gets fully depleted do they start to badly hurt you. Ranged enemies alone, however, can be easily dealt with by suppressing them or dodging their attacks by sliding.

And that, is where the beauty of Darktide’s combat starts to shine, because together, ranged enemies take away your toughness, so that melee enemies can run in and do damage to your health. This makes it, so your health gets slowly depleted as you continue to fight your way through the map, and if you are not careful you will not survive to see its end. Throw specialists and bosses into the mix, and you have yourself a challenging and fun horde co-op shooter.

But then, Gold Toughness suddenly enters the picture, takes this combat philosophy and throws it right out the window. No more do you need to be worried about melee units damaging you through your toughness because Gold Toughness has you covered.

And because of that, we are nearly unkillable, so the AI director needs to roll up its sleeves and start spamming 20 Ragers, 15 Gunners, 7 Crushers etc.

FatShark, I know you have people that read through the forums to see what feedback the players have to offer, so here’s my feedback:

Gold Toughness breaks Darktide’s combat philosophy by nullifying the threat of enemies damaging the player through regular toughness. Remove it, increase the HP of some enemies, and you can significantly reduce enemy spawn rates to successfully remove enemy spam.

As of now, I don’t think there is anyone in Darktide’s playerbase who will genuinely want to die on the hill that Golden Toughness shouldn’t be removed. It’s not that it makes the game too easy, it’s that it forces the game to become unbearably annoying with how many enemies spawn on the screen.

I am also aware that increasing enemy HP will only further trivialize weapons like the Heavy Sword and incentivize players to use things like the Dueling Sword. However:

  1. I am fully confident that FatShark will take steps to resolve this issue. They already nerfed the Dueling Sword once, and since it didn’t make it any less weak, due to the classes being reworked, they can nerf it again.
  2. The issue with weapons like the Heavy sword, is their ineffectiveness against Carapace. Carapace is a fully separate can of worms that FatShark will have to wrangle, but I think that either reworking or fully removing it will do the trick to make weapons like the Heavy Sword viable. For instance, they can either:
  • Replace all the Crusher’s armor with Flak;
  • Give the Crusher a Flak or Unarmored weakspot in the head’s area.

Whatever they’ll choose to do, they should also increase Crushers HP and reduce their spawn rates a bit more to keep it consistent once every enemy will be spawned in lesser numbers.

I think I mentioned everything relating to the enemy spam problem and how to fix it. If you have any opinions, ideas, criticism to give to my post, feel free to comment about it below.

Thanks for bothering to read through this wall of a text, and take care! :waving_hand: :grin:

Tagging @FatsharkQuickpaw for a chance he reads it.

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I flew a bit over your Post so forgive me if i got something wrong but :

  1. Just buffing Enemies HP doesn’t add any difficulty at all; Bullet Sponge Enemies aren’t difficult to deal with - it is more annoying rather than difficult,

What truly adds Difficulty are Enemies with more diverse Movesets / Attack Patterns. Thats the case in every single Game, take Dark Souls / Wukong / Bloodborne as example - its not the Enemies with a lot of HP who are the most difficult ones, its the ones with many Movesets and Attack Patterns and who can react to a diverse set of Builds / Attacks you can throw at them - i.e. more fleshed out and intelligent Enemies. DT Enemies aren’t really smart or have diverse attack patterns. Many can’t even dodge, don’t throw Grenades like Elites in Halo, only got like the same 2-3 Attack Patterns…you can give Crushers ten times the HP…does that make them more difficult to deal with? Not at all.

  1. Golden Toughness - has its place imo but should be nerfed.

I don’t think the CPU Director (its not AI) reacts to Golden Toughness. Its entirely random as far as i know and have experienced so far.

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And its also a Horde Game. Whole Point of DT is the sheer amount of Enemies. slash and dakka through them. The focus isn’t on individual strong and smart Enemies but rather the amount of them in combination with others like Bombers + Snipers while you have Ragers and Crushers standing in front you. Thats where the difficulty comes from. Not an Crusher with a Gorillion HP.

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That is why I propose the solution to increase the HP, to then reduce the enemy spawn rates. In my opinion, we won’t get new attack patterns until DT gets new enemies. The solution that I proposed, to already existing enemies, is the one that I view as the most realistic way that FatShark could handle the issue of enemy spam if they were going to do something about it (which is clear they do, as we saw with the Bound by Duty update to the Crushers HP).

That’s not what I was saying. It’s not that a simple Crusher is threatening, it’s the Crusher with a horde, a specialist and other elites, running to kill you all at once, that does the job. It’s also something that you said in your later post.

Had you fully read my post, you would know that I said exactly that.

Also

When I say “reduce enemy spawn numbers” I don’t mean reduce it to the point of never seeing any huge hordes of enemies. If you want to know how I would like the spawn rates to be, look no further than to Vermintide 2. You can also watch Vermintide 2 Onslaught mod if you wish to see what I would like Havoc to be.

I would very much like you to elaborate on that. Also, please read my full post so you can get a very clear view as to what my stance on Gold Toghness is. Nerfing it will not do the trick.

It may seem obvious to me when I was typing this, but I’ll elaborate on what I meant. It’s not that the AI director directly responds to Gold Toughness. It’s that because Gold Toughness made players overpowered, the developers had to make the AI director have higher spawn rates in missions to give players an actual challenge. This is the reason why people say that the way you die in Darktide is: You messed up once and get downed/killed immediately. Also, I call it “AI director” because it’s easier for me.

In my opinion, you should read the whole post before deciding to comment, because to me, it is clear that you did not get the full picture by flying over it instead of reading through it and made assumptions that could be verified by just reading the entire thing.

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Not just gold toughness, but over time players’ regular toughness gain has become so much stronger than before. The reworked talent trees all feature easy access to toughness talents on top of most of those toughness talents being buffed. Falling to low toughness used to be threatening (and it still is) but now you can jump back up to max toughness quicker with less risk. A common criticism towards Arbitrator is how extremely safe they are due to their insane toughness regen (and DR while still outputting insane damage) but now the other classes are getting to that same point, but still less safe in comparison.

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Im going to read and respond to that later. 01:06 here and im drunk af.

We saw, in Bound by Duty update, that FatShark is making an effort to change the Arbites tankiness. They decreased their base toughness, and I honestly hope they will do it again. They also did some mini nerfs to both Arbites and Ogryn, so I hope that the next update will see further reworks to the Veteran’s, Psyker’s, Zealot’s tree with mini nerfs in between. The game can be challenging and fun without Gold Toughness or perks, allowing the restoration of your entire toughness in less than a second.

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Honestly, sounds good to me because I’m currently in a similar boat as you.

Goodnight

Ogryn is by far more tankier and safer to play than Arbites ever was. Didn’t had the same DMG Output but DMG Output isn’t everything contrary to what a lot people somehow think…

Not to absolve Arbites of any criticism but Ogryn has been far more powerful since even before Arbites released and still is after it. Arbites is a easy to play great Allrounder. But for example in higher Havocs you are barely going to see any Arbites at all - because Golden Toughness Spam Vet/Zealot, Dome Psyker and Ogryn as Ogryn are still reigning supreme. Its the same Meta since…like forever.

He completelyy missed the core issue.

None of the enemies in Darktide are difficult - annoying due to bugs/ exploits/ lazy coding but not difficult. Difficult enemies would be ones that are scripted to utilize their ablities at the best time. So trappers & pox hounds that flank the players then attack while the rejects are busy dealing with a small horde backed up by some heavier enemies. Gunners that once some players are trapped immediately switch their fire to the untrapped players to keep them busy and pinned. Plus mobs that actually conduct basic ambushes (ex crusher/ mauler hiding around a corner).

None of our opponents have that. And until they do players will always figure out the easiest way to cheese a win by exploiting the system. No different from the days when beating a raid boss in an MMO was about as much as findind that one spot they couldn’t hit then stacking your healers there or having the tank hold aggro from that.

1- Make gold toughness not block overheads/sniper/bursters bleed through
2- Nerf rending/brittleness blessings considerably, remove or rework rending talents outside of Combat Ability / Combat Ability modifiers
3- Nerf effectiveness of Carapace, turn crusher head into flak/unarmored as you said
4- Nerf the OP outstanding weapons to accomodate for the Carapace nerf (DS, PS, Knife, Force Sword, Bully Club, Arbites Shock Maul) (This depends on how it will be done regarding the rending nerfs)
6- Increase CD of Shout to 45s, make the revive ability not make it take longer
7- Remove “+x% dmg” on weapon perks and swap them for more interesting stuff

Then greatly reduce the numbers of elites/specials, It’s as simple as that

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Fatshark already did this recently with Armoured Enemies, and it had some… “consequences” for the Weapons that were already underperforming against Armoured Enemies. Just as I predicted. Now? Some buffs to said Weapons are DEFINITELY in order.

Don’t get me wrong, it was overall a step in the right direction, but the issue NOW lies almost solely with Player Power. Armoured Enemies don’t need further HP buffs; Players just have access to ridiculously OP things like Uncanny Strike that completely negate Enemy Armour as a Game Mechanic.

Judging by the Patch Notes of the Bound by Duty Update… Fatshark are aware of certain aspects of Players that are overperforming, such as the excessiveness of both CDR and Toughness to name some examples. Fatshark will probably rebalance Darktide to a noteworthy degree of success, but it’ll take a VERY long time because they opted to take the scenic route.

… You should anticipate further Scrier’s Gaze buffs in the Q4 2025 Update, though.

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  1. I think they should just increase the CD of those Abilities or lower the amount of Golden Toughness they give
  2. Idk
  3. Ye
  4. Or maybe make other Weapons more viable with other Marks / Attack Pattern
  5. you forgot 5
  6. ye
  7. no or maybe yes if they give us red weapons with unique modifiers like some from mortis trials

No, i think the amount of Elites / Specials is fine as is. For me personally a lot of Matches are precisely fun and difficult because of the Elite / Special Spam. Like the Mutant / Poxburster Spam. My only criticism on that would be the Poxbursters somehow deleting the entire Audio of everything else of the Game lol

The last Patch just seems like they made underperforming Weapons / non-Meta Weapons worse while buffing Meta Weapons even more lol like DS.

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I think for Difficulty increasing the HP of Enemies is the absolute last thing they should do. Just give Enemies some more Movesets/Attack Patterns and how they react to certain things.

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Also Psyker when you go 100% Peril but have Scriers Gaze

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Why should gold toughness block overheads?

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Why shouldn’t it? Isn’t that kind of also the ‘whole’ point of golden toughness? So you can do an Objective without it being interrupted by a single Gooner hitting you and also survive some Stuff?

I think Fatfish should just increase CD of those Abilities and or reduce the amount of GT you get from them like else why even run Builds with GT

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Beacuse it essentially renders attacks that should down you or massively hurt you into non issues?

Like, what’s the threat of a sniper when you have gold toughness?

Removing the ability to tank overheads, bursters and snipers would not prevent you from doing this

You’d still be able to survive gunners, ragers and groaners attacks for longer without losing HP

”Increase Cooldown!” doesn’t matter because these would still be garanteed buttons of invulnerability

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Yeah but thats like the whole point of GT or not? What are VoC or Chorus else supposed to do?

So basically Golden Toughness…without the golden?

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