The new gating system is a start, but doesn't go far enough

I’m still seeing players in higher difficulties who shouldn’t be there. If you aren’t max level, if your weapons aren’t fully upgraded (i.e. you’ve reached 19/20 mastery on them), you shouldn’t be allowed to join damnation or auric matches. It’s that simple. All you’re doing is taking up a team spot and burdening other players with having to carry your unfinished character.

It doesn’t matter how good of a player you are, because odds are players who try to foist their unfinished characters on a party engaging with endgame content do not make up for their lack of care in building their character with personal skill. And beyond that, it’s insulting to the others in the group, who have levelled to 30, reached 20 mastery in the weapons they’re using, and devoted the resources and time to optimize their gear, to have an underleveled freeloader using green and grey weapons with low level perks/blessings looking for a carry. If you want to carry your friends in a private game, however, go right ahead.

Please make gating for damnation/auric stricter than it is. Having to complete however many heresy matches before being allowed into damnation, and however many damnation matches to be allowed into auric is a good start, but it does not go far enough. Show them an error message saying hey your weapons aren’t fully upgraded or you aren’t max level, you can’t join a public match at this difficulty, with a helpful link to a tutorial on how to upgrade and optimize your weapons and curios.

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Want me to send my resume as well?

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  • Do 5 missions or 10 missions

  • Just join any mission and it will end in success most of the time whether they have been hostage all the way through or not.

  • With crafting unlocked now you can make an orange weapon quite easily or buy from Melk a completed one.

  • Level a character to 30

  • To mastery one weapon

Any of criteria above is just one day or two.

People know - if they’re taking damage all the time, using med/medstation a lot, dying. They still choose to play that difficulty, even with these indicators.

If there was solo mode natively. A better indicator would be if a person can solo one tier then can easily do the next with a group.

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Given how you outlined how easy it is to craft good gear, you could also gatekeep and say players should have the decency and level their gear.

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Great… it is not enough the bad system you have pushed that they enforce on us?
Seriously???

I have been able to play damnation missions at level 29… seriously, totally dumb.
Before this stupid system, I joined higher difficulties once I could… and it was not a problem
Even with my shock maul at 300 I can deal more damages than several players that maxed their weapons.
Can’t believe you ask for more grind…

That’s not my experience. When I see someone chain dying, he usually leaves.
Few stay… but after all, if you cannot give them a chance, it is you(1) that should not be there.

(1) the ones that want to enforce more grind to players just because they search players that can babysit them

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Gear and character level, while important, can be backed up by player skill. Sure, there are limits but still. I don’t think we need a more strict system, and if I have 4 (now 5) other characters who have unlocked everything then why do I have to re grind everything anyway? I can run around with maxxed out guns and lower difficulties (T1-T4) are joke once you get the hang of the game.

They should increase the XP rewards for lower diffs, same way they did in VT2

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Actually it was really damn annoying to have to replay difficulties that were far too easy for me, even if it was my first time playing a new class.

As far as I’m concerned, the fact you need to replay missions on a specific difficulty to unlock the next one FOR EVERY SINGLE ONE, is too much.

I just helped a buddy with 24H playtime which last booted the game 2 years ago and I could take him to damnation and he never died.

Auric was the first time he even died and we needed to do a difficult Maelstrom.

This is enough, if not too much, gatekeeping and I’m dying on that hill.

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If you complain about your teamates weapons maybe you’re not good enough to play in Auric, wich is already p*ss easy.

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It’s not even a good argument.

Your build doesn’t matter if you’re good enough.

You can increase the grind as much as you like, eventually you will have met that requirement but still not have the skills.

That’s setting aside the fact that OP isn’t one of those people that just complain about anything and everything and blame their loss on anyone else but themselves.

Those kinds of complaints would still come in even if you made it harder to play higher difficulties.

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Maelstrom has turned into a race. Melee classes speed run door to door bypassing spawns.

Weird thing is that it seems easier than Auric because of players in this difficulty by nature bypassing enemies, ignore backspawns and pushing aggressively then you just go along with it.

Thank the emperor for that! There is so much overpowered crap in this game now that the only time I find auric enjoyble anymore is when the rest of the team are noobs.

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All I know is I was seeing an awful lot of people in higher difficulties who can’t handle it. I don’t mind the added challenge sometimes, but its frequent enough to be annoying.

Gear Score, Gear Score, Gear Score. It’s the only thing that will actually work and benefits vets who have the resources and knowledge of the perks/blessing system.

I will say this in defense of the new system, however: It was unfortunately timed with Arbites because all us vets power leveled and carried noobs through the system. I literally speed ran up to damnation (and apologized for it in chat), carrying plenty of dead players through. As time goes on, and there are no more vets leveling space cops, it should do a little better at what it was designed to do.

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As a Psyker who doesn’t fully empower many of his staves on purpose to have their Warp Resistance as low as possible, I object to this criterium.

Like other grindable values like the “true level” of a player, weapon stats only show how much time you spend in the game, not how good you are. I’ve seen too many bad level 500+ players with pristine gear to care about such treacherous numbers.

IMHO, a better way to measure skill would be some kind of test before the next difficulty in that you’ll have to survive a certain number of enemies from that difficulty and/or beat challenges like dodging x attacks from them without taking damage.

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Gear score isn’t a perfect system, but it will stop these players who refuse to even engage with the crafting from being where their numerical power doesn’t belong.

I was just in a Damnation with a level 25 Veteran that was chain dying and refused to leave, so I refused to help them. To make it even worse, they never once thanked the other 2 players for helping them when downed, I hate ignorance.

No.

Imagine that “skill” exists.

I know many players that have meta build, max lvl, max mastery, all max upgrated weapons that cannot survive first room in havoc 30+.

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needing top tier gear in damnation
lol

The problem has never been players because ng under equipped in damnation it’s that they literally lack the skill to play it and you get occasionally players who spend 50% of the gane captured because they keep running out of wounds because they can’t even handle chaff with support.

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I can do the same if the player pushes to the limit of my patience. I have even refused to liberate one. I have let him tied… anyway he was useless.
But when you climb to damnation, this is not abnormal to see them in difficulty.

I have seen level 30 players that don’t belong to maelstrom and still play them. But I may say this does not justify mechanics that will grief players that know how to play.

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Another example

Not only is this stupid, it takes away 2 slots where players have all skill points to contribute to the game.