as many have already pointed out, i took some time off from darktide and thought about the issues again from my perspective. there are two major problems.
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weapons
as you know, certain weapons like the dueling sword, plasma, and boltgun are excessively overperforming, which causes weapons with lower performance to be practically useless at specific difficulty levels or have an abnormally low pick rate, narrowing player choice. -
abilities and cooldown reduction
the only ability that i think is fundamentally problematic is smite. it’s been pointed out in this forum for a long time now that smite definitely needs some kind of adjustment. being able to stop every enemy in your line of sight for such a low cost is clearly ridiculous.
as for gold toughness, the skill itself isn’t the issue.
the problem is that these powerful abilities can be spammed too easily—especially by veterans and zealots. zealots have cooldown reduction skills on both sides of their keystone, and both are far too strong. on top of that, being able to take both cooldown reduction skills is problematic. solving this will require a review and rearrangement of the skill tree. either way, the effects of cooldown reduction skills need to be rebalanced.
havoc
originally, darktide only had a single mission board. as time went on, players improved, and high-level players began asking for more difficult challenges. this led to the introduction of “auric” and “maelstrom.”
after the class overhaul update, meta builds spread among players, the boltgun became even more overpowered, and with the recent update, usable weapons were expanded between classes, allowing the dueling sword to be used by zealots and veterans.
as a result, auric and maelstrom, which were supposed to be high-difficulty modes, became dramatically easier, straying from their original purpose and intent.
this led to further demand for higher difficulty from players, resulting in the havoc game mode.
however, if the game’s balance had been properly maintained, havoc wouldn’t have been necessary in the first place.
in fact, you’ll realize how challenging auric HISTG or maelstrom can be without the use of op weapons or gold toughness.
havoc requires matchmaking and forces players to use the party finder, making it inconvenient in many ways. additionally, in the higher tiers of havoc, players are forced into meta builds and meta weapons, reducing diversity and creating a difficulty that feels far removed from what players originally wanted.
personally, i think that if there had been overall balance adjustments, the demand for havoc would have been much lower. for players who still find auric too easy, tweaking maelstrom a little could have achieved what havoc set out to do. (in fact, some maelstrom missions are easier than t5 HISTG.)
fatshark can create great games, but many of their decisions don’t align properly.
i sincerely hope that these issues are improved next year and post this with high expectations.
thank you for reading to the end.
