Besides less subclasses and I guess one less character / archetype what do you feel like it’s missing gameplay / feature wise? So far the gear and perks and stuff feel like a huge step up where there’s more than just 8 global perks which I always felt was a huge disappointment.
Ehm what? In vermintide you had perks that changed the way you play. So far here, perks have been quite lackluster tbh.
Like gear traits or class perks / talents? Because the gear traits were super boring and I never felt like class talents actually changed how the class played fundamentally. It might make me able to ulti more often or conditionally have more of a stat but besides the level 30 talents, which are similar in DT in the sense that they modify your ult. I dunno, maybe it’s just me but coming from something like diablo where your end game gear sets actually change significant portions of how a class plays to mostly stat adjustments and bonuses for things I would be doing anyway (like 100% stamina cost reduction for parry or 20% damage bonus on push traits.) VT just felt really underwhelming build wise.
I do somewhat agree to this, however at least the combat vet ones, seem to drastically change the way I play the game, the grenade ones are a bit generic, but I love the camo cloak when using any precision weapon. I think its pretty need I change 4 talents depending on weapon type. I didnt feel the same way in Vermintide 2. Yes there felt like more options in v2 careers, but they also felt like they had 1 objectively correct build 90% of the time.
Hello. I will point out that Vermintide 2 was also very repetitive so that is nothing new here. However… I will say that the repetitive nature of it is not rewarded. I will try to explain
In Vermintide 2 some equipment was shared across all characters. What I would do when I want to level a new character is to use my highest level character to farm dust. I would use that dust to craft them max level power gear. From there I could easily get through the levels because I would have strong gear and gear suited to my playstyle
I think they should of kept that shared inventory and currency with Darktide to encourage new character plays
As pointed out by others it is a beta. The optimization issues are to be expected. To be fair here, this is a beta only a few days before launch which is a concern
I will also point out from the technical side that usually the Processor/CPU is the least used in most games plus or minus some exceptions like Control. If Darktide intends to use heavy Processor/CPU and Video Card/GPU in the long run… Then that would take a lot of people by surprise. That is because upgrading the Processor/CPU is rarely necessary to play most modern games
Your list is missing one thing… Ammo problems and the Sharpshooter not being a well designed class. I have done my best to raise awareness to this in 2 posts now (which were drowned out quite quickly)(one is here)
I am aware that Psycher is having issues too but I don’t know enough about it to give a good comment on it
The slow leveling progression, removed crafting features, emphasis on an RNG shop to even get a weapon you want to try out, and lack of classes has been a real let down. The classes we do have feel very safe. They are not nearly as exciting as FS has done in the past and certainly dont take full advantage of the setting, yet.
These things can all be fixed in time, I would just really appreciate some feedback from FS that they are looking at these issues.
At first I thought, “typical complaint post”, but then I read it, and I agree. I like a lot of the gameplay:
Everything feels like it has more weight. I like the slower dodges, the guns, the music. I also prefer the shop to the old loot system, and I know more subclasses will come in the future.
Crafting also looks a lot better than in VT2.
But the optimization is poor. I can play on minimum settings with ~30 fps, and the game doesn’t look meaningfully better than VT2 on medium settings (with 50-60 fps). They apparently put all their art effort into pleasing people that can afford to drop a months wage on a new GPU.
I guess I actually could. I just don’t want to.
And the mission select is just obnoxious. It’s like someone tried to copy a car by looking at a painting of it. It looks the part but all of the functionality is off, or missing.
I’m still going to play it; It’s fun. But it’s also frustrating.
So, yes, it is a step backwards from today’s VT2.
I seriously do wonder though, what did they do to get such poor performance?
Because I thought it obnoxious to constantly bounce around like a rubber ball.
As said above, I like the feeling of weight everything has, and VT2 dodge just seemed to defy inertia. Dodging being free, better than blocking at its job, and allowing you to relocate made it far to good an option to not constantly dance around like that, and combined with the too long iframes it effectively granted, trivilizated combat, which had to be compensated for by just adding MOAR of everything.
Maybe some things are a bit clumsy and awkward right now, and they will hopefully work on getting the feeling right, but on the scale between todays Darktide and VT2, I think I’d lean closer to the former on average. I suppose it is a personal preference. But then, I also had more fun with VT2 before the dodge changes.
Dodging wasn’t free, it was subject to effective dodge count. If you dodged too many times in quick succession, your dodges stopped working (different amount for every weapon). It also did not give you I-frames, it caused enemies to stop tracking you with their attacks.
Dodging was designed the way that it was for a reason. The minimal dodge lockout and generous evasion of enemy tracking was a purposeful design choice, because without these things you can very often be locked into no-win situations. Using VT2 as an example, if you had the current ~1 second dodge lockout and the enhanced enemy tracking, then hypothetically you could have two life leeches try to grab you with slightly different timings and be completely unable to avoid them. You dodge one of them, and then the other grabs you during the window where your dodge is no longer avoiding them yet you’re still in the dodge lockout time. Obviously you can mitigate this by simply killing them of course, but you don’t always have the option of killing them.
The current melee changes limit what you are capable of doing and make the game feel clunky. Combat was not trivialized in VT2, the vast majority of players struggled on legend and cataclysm, and even the best players in the world doing solos almost never did one without taking some damage. DT makes player skill less rewarding and artificially pigeonholes you into situations where you simply can’t avoid taking damage. Perhaps you like this, but I do not.
Yes, I very much like that there are situations where a single player can’t avoid everything being thrown at them.
I remember when the VT2 dodge changes hit, which vastly increased the no-tracking time to be longer than the cooldown, to accomodate people with a bad connection - before that, a chaos patrol was a death threat. Afterwards, on the first day of the patch, I solo’d one, laughing in disbelief.
Before, a storm vermin overhead would be dodged sideways, a horizontal swipe backwards. Didn’t matter anymore afterwards, most of the time. Horde light attacks whould just whiff out on a dodge. To compensate, there ended up being more enemies.
So I suppose in that respect, Darktide is a step backwards from VT2 (not having the excuse of poor host latency with dedicated servers) - but I feel it’s a step in the right direction.
Again, the performance is horrible and inexcusable, and dodging does feel too clunky; I just don’t want VT2 levels of zany bouncy ball movement, either.
I’m sure there is a middle ground, somewhere.
If you want players to be nerfed to the point that they literally are forced to lose in certain situations then there’s nothing more for me to say. That’s a fundamental disagreement with how a game should be designed and no amount of arguing will change that perspective.
Why? If it’s based around limits and balanced into the game if you’re good enough you should be able to play to that level. Putting people into situations where nothing can be done in spite of skill is stupid. It just encourages cheesy balancing and ai spawning decisions. The game becomes difficult not due to skill but by pure RNG. People will then come up with their own ways to cheese the game, like what happened with Back for Blood.
Dunno, I guess I just like the team-game aspect of it. Two very good players should very much be able to avoid everything being thrown at them, but I think there should be an element of probability in there, where sometimes you take risks, and you can’t be perfectly sure you made the right decision. Probability management is also a skill. This only works if you have multiple attempts, of course - a game of poker works because there’s more than 1 round.
And I like believable movement. And, as we happen to play in a game with a lot of ranged enemies, and thus, potential cover (let’s assume for a minute that it actually worked), dodging and still being in an open space where another special could immediately hit you means there was suboptimal footwork before. It could have been avoided, it just can’t be avoided in that specific situation that the player put themselves in. And if chain-dodging is the only way to achieve that avoidance where it is justified, I believe some other part of the design needs to be modified, so it’s not just about twitch reflexes and being able to keep your concentration up for 20 minutes at a time.
The current system is far from perfect, but it feels better.
Edit: This was a reply to Jon above, yet somehow, the forum doesn’t show that? Oh well.
There’s no teamplay when all of your team is dead because they have no idea what they’re doing. Limiting what the player can do doesn’t emphasize “teamplay” it just limits what the player can do. Your team is going to be good or they’re going to be bad. If they’re good, congrats you win just like you’d win in VT2. If your team is bad, it is now exponentially more difficult to drag them to victory, if not outright impossible in many situations. Again, perhaps you enjoy being forced to lose if your team is bad (or just in general with the nerfed mechanics), but nerfing the player does not make teamplay more important.
I think there should be room for both styles of play tbh. Chain dodging as a zealot with combat knife is very fun and makes you feel like a Death Cult Assassin.
Couldn’t agree more. Experienced this firsthand when trying to even play difficulty 3 in this game. In VT2 I was more than capable of carrying a Legend run and I could hold my own in Cata. Cleared most of the game on Cata before I stopped playing as much.
This game? Despite many of the core concepts appearing to be close to the exact same, the melee combat mechanics feel like an overall nerf to my potential as a player. The game also makes me feel like I am potentially losing to RNG or janky mechanics.
Couldn’t agree more. Experienced this firsthand when trying to even play difficulty 3 in this game. In VT2 I was more than capable of carrying a Legend run and I could hold my own in Cata. Cleared most of the game on Cata before I stopped playing as much.
This game? Despite many of the core concepts appearing to be close to the exact same, the melee combat mechanics feel like an overall nerf to my potential as a player. The game also makes me feel like I am potentially losing to RNG or janky mechanics.
Play a single-player game if you wanna do everything on your own. Or, better yet, just get better. I can carry heresy matches after 100 hours, you can learn too. If you put some effort into it.
Seriously, I’m sorry to say it but if you could carry legend but can’t handle malice then you’re either not trying or just need to get better.
I’d genuinely love it if you could address that comment of mine cause I never received clarification from the person I replied to. Obviously ignore the points about the downed ally system since that was more related to their point than anything you said. I just have no idea how anyone can find the game throwing unwinnable BS at you fun. Mind you, dumb things like not being able to dodge properly != difficulty, it’s just shitty gameplay, and I also don’t mean funny situations like the game suddenly deciding to screw you over by spawning a chaos patrol, a horde and a minotaur all at once (provided that doesn’t happen every single game). But even then with a situation like that, it’s perfectly winnable and hell even soloable provided you play well enough. Not likely to happen, but I love that there’s still a chance to win, otherwise what’s the point? Might as well just teamwipe and get to the next map ASAP.
100 hours in a full week and a half of “beta” or whatever it was? Sorry, I’ve got a real job but that’s kind of besides the point.
You’re clearly trolling given that the current melee combat mechanics are literally not even the same as VT2 so the same skill set doesn’t even transfer over.
It also doesn’t help that I’m playing a melee class that has his “ultimate” ability canceled by 2 shots from the weakest ranged trash units in the game.
You on the other hand are apparently playing Guardsman with power sword and bolter and now somehow think that you’re God’s gift at the game.