The New Event Is Amazing! This Should Be the Standard for Every Mode

I just had such a great experience with the new event.

When I first saw that normal pickups were disabled, I honestly thought it was going to be annoying and maybe even boring. But after playing a couple of maps, I now cannot imagine going back to the normal system.

Instead of finding everything lying around the map, you earn resources through combat. Normal enemies can drop Plasteel and Diamantine, elites can drop stims, and bosses can drop ammo or health crates. This makes every fight feel more rewarding because you are actually getting something useful from it.

The best part, which I did not even know at first, is that Daemonhosts are also treated like bosses and can drop ammo or health crates:double_exclamation_mark::double_exclamation_mark::double_exclamation_mark::double_exclamation_mark::double_exclamation_mark::double_exclamation_mark::double_exclamation_mark::double_exclamation_mark:. This finally makes fighting one an actual choice. Normally, everyone just avoids them because there is almost no reason to take the risk. But here, especially in Auric, you may actually decide that fighting one is worth it because your team needs the reward. :glowing_star:

That is real risk and reward.

The whole mission felt more active, more rewarding, and honestly just more fun. You are not searching every dark corner for pickups :double_exclamation_mark: you are earning what you need by playing well and killing enemies.

Why is the rest of the game not using this system? huh? HUH :exclamation_question_mark:

Please bring this logic to more modes. It makes combat feel meaningful, rewards the team for taking risks, and gives enemies like Daemonhosts an actual purpose beyond being something everyone walks around.

This event is genuinely amazing. Please make more of the game work like this.

Just run past them and then double back for the crate drop once they despawn.

Oh wow, but it wont feel as rewarding you know? you need to feel like you earned it.

Proud Bunny Pose

But that aside, what do you think? I really think it makes pickups more meaningful rather than the current system we have.

I think it would be too drastic a change to make the whole game work this way, but I do enjoy this event. I hope it stays in the game in some form, likely as a Maelstrom modifier but maybe also as a random mission modifier like Lights Out and such.

My one complaint about this event is the rewards are a little too random. Stimm drops seem way more common than ammo or grenade drops. Medkits and ammo crates randomly drop from monstrosities, but assuming they have equal drop chance and you have about 2 monsters per mission, that means there’s a 25% chance that you find no medkit at all in the mission, or 25% chance that you find 2 medkits and no ammo crate. IMO reducing the randomness a bit would be good, maybe by using previous drops to adjust the chance of future drop types.

Monstrosities giving a bunch of materials should’ve been a thing since day 1

It’s kinda like Vermintide 2 rewarding boss kills with Loot Dice that increase the progress to get a better chest at the end of a mission

I agree entirely with OP.

I just wished Fatshard labeled the modifier a bit better. Like: “enemies can drop items”.

What’s making the event so amazing is how sparse ammo and healing are imo. It’s like taking people back to basics. It’s making ranged classes think twice about unloading into a horde. It’s forcing people to hide under psyker shields and hide behind ogryn. It’s keeping people incoherency because you don’t KNOW if you’re going to be able to heal if you get downed.

I never realized just how much throughout the missions we’re being fed resources. The fact there’s like 2-3 health stations per mission that are reliably there changes things massively for the better! For all intents and purposes it feels like I have infinite ammo on my vet in auric.

It’s kinda funny that FS just rediscovered the thing that FPS games have done from the beginning, which is have enemies drop pickups.

If this is going to become a permanent feature, I think it still needs some additional tuning, but overall I believe it’s a step in the right direction.

In regular missions, there’s simply too much ammo, while Havoc feels like the opposite extreme: reduced ammo combined with bullet sponge enemies makes it feel a bit too restrictive. This event strikes a nice balance between the two and, in my opinion, does the best job of capturing Darktide’s core concept of hybrid ranged and melee combat.

You can’t mindlessly shoot every trash enemy anymore. Instead, you’re constantly making decisions about which enemies should be dealt with in melee and which are worth spending ammunition on. That resource management adds a satisfying level of strategy and makes combat feel much more engaging.

The Dhost has value now. I still want my dice from bosses like v2. Give us a game FS.

It needs a few modifications to be really good though:

  • Psyker’s staves and Blitzes need to start increasing Peril more rapidly (as they currently completely bypass event’s modifiers)
  • Vet’s grenades need to regenerate two times slower (at least) too

i think all special event modifiers should become a maelstorm special condition so that the pool is various and different every time.

I think we should get more health stims but . . . . remote the medicaie station completely. It just feels so cheesy to get a full reset, this makes resets so much more meaningful. You have one stim and you gotta use it when you think its right. I usually reserve it for after im downed once to cure the corruption and give me health.

This how it should be done. Like the game flow now feels more risk and rewardy. I like it. no … scratch that. I LOVE IT.

Monstrocities should all drop crates, and crates should no longer be from loot boxes, this is the minimum thing I would accept - make fighting monstrosities meaningful.

ALSO - A veteran with Field Improvisation is a GOD SEND now! because you get grenades of ammo boxes, it is SOOOOOOOOOOO USEFUL. You dont even need grenade drops anymore.

and it feels good you now? it feels rewarding and you feel like like a lawnmower, and more like someone doing something.

It completely changed the dynamic of the game for me. It makes melee meaningful. and top it all, you feel like you earned it the ammo drop, rather than like some rat looking for ammo while your team is killing the incoming horse and you are off, looking for ammo boxes like some goblin.

Monkey’s Paw Finger curls - you now get dices from bosses, but rewards are now all loot boxes.

Yes, this is the only gripe, makes Psyker even stronger. Maybe peril not increasing more rapidly, but rather it dissipates slower? like you have to actively release peril yourself.

This too. but i feel like they wanna recycle some of these as events, so they wont do that. but they 100% should.

I don’t like the randomness and would actually prefer a more limited and deterministic approach, for example, reaching a certain point in the mission with limited resources to then refill health, ammo, blitzes, and grab some box. It could also create interesting situation when strategic decision would be to push forward to replenish resources etc. I guess it could still be possible to rarely encounter resources in the map, but nothing to rely on.

Don’t worry, it won’t.

Agreed it won’t and choices like that is why Darktide’s isn’t going anywhere and is stagnant.

That’s what makes it interesting, you’re forced to play smart because you DON’T know if there will be health down the line. The healthstim you have in your pocket may be the last one you see for the rest of the map.

Mag dumping into a horde could… not matter at all or it could have screwed you badly later on.

Survivalist, and field improv are a huge help. This reaches into the havoc issue of them being too helpful, but for quickplay fun I can’t complain 0=

It’s boring.

Nope.

This mode makes the game feel so much more tactical. It really changes the way you play. Kudos to the designers. Such a simple concept but works so well

I especially love that the loot comes with kills. It has been so much nicer having teammates together instead of spread out looking for stuff. All these team talents are getting so much more use in solo que’d missions… I’m gonna be really sad when it’s over, I wish they would consider making this a permanent modifier.