Playing psyker, which most people already talk about being the weakest class, and being “non-viable” on heresy. So think for yourself. And yea, imagine, people can spend 100h on a game if that is the only one they play for nearly two weeks.
In summary, learn the new mechanics instead of complaining they didn’t completely copypaste the old ones.
There aren’t any new mechanics to learn for the most part, it’s just the same mechanics from VT2 but nerfed into the ground. You do the same stuff, but you’re rewarded less for skillful play and more often put into situations where you straight up can’t avoid incoming damage. On top of Darktide likely being harder on a fundamental level (dangerous ranged enemies, more tanky elites, less self-sustain via toughness vs temp HP, etc) and it’s just ridiculous that the melee combat has been nerfed this hard and made to feel so clunky.
In as short and concise as I can make this:
Because this is supposed to be a team game, to be played with a team, and I feel that it should be balanced as such.
I’m not saying it shouldn’t be possible to survive those situations by playing perfectly, but the player should always sacrifice something. It could be health, it could be resources like grenades or a lot of ammo. Sometimes, precognizant planning might allow you to put yourself into a position where you can’t be attacked by more than one disabler at the time. Any situation where the ideal strategy is to do the one thing that works, then repeat it with perfect timing multiple times in a row, is just profoundly unenjoyable to me. VT2 often ended up like that.
If you’re the last man standing and the game throws so many disablers at you that you physically can not survive no matter what you do, I wouldn’t look at the dodge cooldown for a solution.
There might even be ways to make the whole thing feel more organic, like allowing a quick double-dodge with a longer cooldown, so you increase the chance to dodge those two specials, but leave yourself open afterwards. Or just light weapons that play very mobile at the cost of something else.
Ultimately, I just like the feel of the game a lot better than in VT 2 past the first year or so, excluding the horrible performance, and the plethora of bugs of a freshly released game.
Sometimes, when things feel really janky, I just can’t be sure if this is poor game design, or just unfinished, and I’ll reserve judgement until the distinction becomes clear.
It is literally the same feel of VT2 except worse. It’s still the same combat mechanics, except worse. The only thing that is different is that it is worse. You’ve established that you like it feeling worse already, but I cannot comprehend how.
I’ve put hundreds of hours into Vermintide 2, and yeah somehow Darktide feels like a step backwards. For all the reasons you listed. Dancing and emoting and walking around the hub was so integral for me as well. I loved being able to launch the game, instantly pick my char, and then mess around looking for players. Everything is snappy and quick. Darktide feels like a step backwards in a lot of ways.
Fair enough, in that case I think we’re actually pro-the-same-things, just wording it slightly differently
Still though, I feel like Darktide punishes you in ways that just feel worse than VT2. I’m fine with teamwork and all that myself, but the mechanics themselves like blocking feeling worthless, especially when reviving someone, dodging being worse, ranged spam (for me it’s the stun from getting hit by ranged more than anything), it all makes the game feel less smooth than the equivalent mechanics in VT2.
Try restricting the game to only run on the cores in a single CCX. Ryzen 3900X and 3950X are kinda weird sometimes. They have 2 CCX’s containing 6/8 cores each. Each CCX has their own L3 cache. If you have worker threads spanning 2 different CCX’s working with the same memory space it’s probably going to cache thrash.
I don’t know if this is causing you performance issues in DT. I don’t have a 3000 with multiple CCXs any more, but I know it was a major issue with the game 7 Days to Die. Restricting the game to the last half of the cores gave a massive performance boost.
Also change the worker thread count to 7. (6 real cores + 1). That should limit the context switching.