Thoughts on powercreep and the future of darktide

Sadly it is for people who want it handed to them on a diamantine platter

Hell they want all weapons and perks and abilities to hand them wins on all difficulties on a diamantine platter

“Buff exc stance to the same level as voc”
“It’s a pve game it doesn’t need to be balanced”

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The biggest thing why players are OP is how the cooldown reduction farm scales with the ammount of elites and specials.

Another thing - boosted mobility, you can skip locations that are hard to fight or just outrun enemies. You can spam slide and avoid shots, so to justify it they increase gunners spawns.

It’s a blob of 12 shotgunners now cause 2 of them can’t deal any damage through the VoC and dome shield.

RNG should be a tool that provides some longetivity, it’s never should be the main thing that gatekeeps you in a skill based action game. Some gear check is fine, but that’s it.

You can have high RNG if there is a constant and stable loot drop source, like in ARPGs. You can’t target farm bosses for a unique blessings, there are no guaranteed drops or rewards for quests in case you were unlucky in DT. You can’t trade with other players.

Crafting system and traders should be deterministic tools that also save you from bad luck and helping to close a gap in your loadout.

But in DT all loot sources - post mission rewards, traders and crafting, all of them were spoiled with tones of RNG layers AND inability to unbrick your items.

And your power progression curve should be so that after you peaked further minmaxing brings some QoL and minor buffs.

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Simultaneously the biggest balance issue and easiest one to fix.
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Obeseshark has the right idea with ogryn and I hope similar changes happen for every cooldown talent so that this game can stop being Warframe and go back to being Darktide.

I’m really looking forward to the update on the 25th, but I’m worried I’ll get burned out fast from the ability spam meta making all the quick-play games I play boring. among other overpowered boring metas…

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Septuple.

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Ah yes the dueling sword oneshots crushers because there’s no RNG involved in rolling one. This is also why shoutspam is OP.
Excellent take man, make sure to keep posting this every time people complain about imbalanced weapons and talents. You were right all along

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I can’t believe removing rng from gear effected the completely separate from gear perks and abilities.

But clearly he warned us this happen.

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Fat Shark needs to play his own game first and then modify the game, look at the veteran left line talent and infantry laser, these two things are typical of the ideal and the product of reality

If possible, I would really like laser weapons and salvos to be used in the high difficulty.

Because it’s important to know what % of players find X difficulty too hard/easy

Let’s say T5 is the highest difficulty, just to make the speech easier. If 50% of players can easily handle it, then it’s too easy. If only the 0,1% of players can easily handle it… it’s hard enough

It’s true, in every pool/statistics there will always be some errors… but this kind of errors happen also in the “”“opposite side”“”: skilled players who swayed by their egos, who just want a game tailored to them, who precisely want the game to be unfair, who maybe strong in Darktide but ignorant in other video game subjects

Every difficult tier must be balanced and well thought, from T1 to T999

The buff/fix does not necessarily have to be about damage

(although, the damage buff’s % already existing from Exe Stance, but splitted between damage and headshot damage, should be revised, since it does not go well with certain weapons)

But now people are complaining that they can’t spend their money on anything. :frowning:

It just means there should be things you can spend dockets on. Is this rly such a hard concept for you that the game should be expanded by adding new systems not restrictions and retention mechanics?

Your logic is “leave poorely designed systems and antiplayer tricks so devs don’t need to work on the game”.

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I’ll admit I wince a little every time I see someone complain about getting materials as rewards. I think this is just a sign of greed moreso than an indication of regression. It would be nice to continue to have a sink for resources some X hundred hours into the game, so I kind of understand the sentiment, but I kinda doubt any of the people who do complain about this would prefer to go back to the pre crafting update state.

I think it’s also safe to assume most of these complaints are aimed more at FS not creating more desirable rewards for new content, not that having surplus resources is in itself a big issue, so I don’t feel it’s quite right for you to coopt these complaints as signs the crafting rework was a mistake.

I also question any progression that is built on near endless resource sinks. Outside of genres that are built from the ground up for that (eg looters and MMOs), it almost always worsens the overall experience in my experience.

Excess resources after many hundreds of hours in game is not really a major issue that needs to be addressed urgently. It’d be nice for them to add more non premium cosmetics for us to dump dockets into at least. Even there my complaint is more aimed at the downgrade in non premium cosmetics from previous games more than accumulating dockets.

Kinda rambly response sorry but yeah, resources eventually not being very relevant is not a convincing argument to return to the slot machine to many I’d imagine.

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A lot keep saying this but with 3567 hours on this game, I am not totally agree from time to time with others that have similar experience of me.
This does not mean I am correct…

They could play the game, and I am sure they play it, and not see it like you. Also if they would to test correctly each weapon of the game, it would require full time players… I actually test the relic sword MK II, I have already spent several hours on it… My feeling about this weapon has improved and now I feel that this is a good weapon with several interesting points.
I test also the Agri revolver. This is really a great gameplay. However, in term of power we are far away of a bolter. But to see it, you need to have spent several hours on boltgun… etc.
come to absolutely bad to very good.

very unpopular opinion incoming. the fundamental base problem that makes it so hard to challenge us is our movement speed. im not advocating making us move slow, but a bit slower might let the enemy actually punish mistakes

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Not everyone completes God of War on highest difficulty. Not every Monster Hunter player finishes all the endgame.

Why does Darktide need to be different?

You’re basically calling for four easy difficulties and one normal one, because you feel like you have to prove something.

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Can’t vote.

Both Options don’t appeal to me.

  1. Sounds like: “Let’s get casual.”

  2. Sounds like: “Let’s go Sweatlord.”

Where is the middle ground with careful balancing & fun
instead of the choice between
a) allowing fun
and
b) turning this ito an E-Sport?

Here’s what to do:

Advanced weapons - PG and Boltgun, for example - and ammo require resources to take on missions. The more advanced, the more resources.

Players don’t pay individually. Instead, players all contribute to a pool.
Change the inspection tool to allow others to see how much everyone has, how much they’ve contributed, and how much they’ve drawn from the pool.

If the devs balance everything right, we can all just sit back and watch the dysfunction.

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A lot of people were glad to move on from the old RNG systems - they could definitely feel frustrating or aimless at times. There are some parts of it that I think were really well implemented, and some that weren’t. What I’m pointing out is that, while those systems had issues, they still gave players something to work toward. Since the rework, that long-term progression is virtually gone, and while the combat is still enjoyable, it’s become the only real loop left. For players who like layered engagement, that can feel limiting. One possible way to address this could be skill-based milestones… like leveling a blessing such as Riposte by performing specific in-game actions (e.g., dodging multiple attacks consecutively without being hit, and increasing the occurrence of consecutive dodges (in greater number) for each higher level).

Progression tied to gameplay performance adds both challenge and variety, encouraging mastery over time. Supporting different types of loops means players can stay engaged in the way that resonates most with them, which makes the overall experience more fulfilling for a wider audience.

(Side note: I think that the experience system works better for cosmetics rather than blessings, and skill based achievements should unlock more from your weapons as it encourages you to practice and do what the blessing offers.)

Layers of RNG isn’t a long term progression.

  • Presitge levels are
  • Progression through faction quests
  • Stuff like customizing you personal room, for what you need to grind some cosmetics
  • More cosmetics to grind, including faces, hair styles
  • Expanded itemzation, like armor have stats or curios have blessings like weapons do

Etc. Something to work != fun to play. While devs should just increase the ammount of content. If there is no more progression you add one more system. If there is nothing to grind, you add more.

I don’t mind against trials and leveling stuff through gameplay. It’s just shouldn’t be gambling with a result of bricking something without any tool provided to reverse it.

Their initial system could have stay if they increased the ammount of rewards and ability to remove locks via some addtional currency. But since there is not enough side systems, they forced player to suffer through uncontrollable crafting-itemization system.

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The concern about the game swinging too far in either direction (too casual or too intense) is valid. That kind of polarization makes it hard to feel like the game is “for you.” What I’ve been thinking about is how to add optional layers for people who want more depth, without forcing it on everyone. Realistically, this is Apollo reaching for the sun because what affects one affects all.
I think the best approach would be to have skill-based milestones or progression challenges could be part of that, offering something meaningful for long-term players while still keeping the base experience fun and accessible. It doesn’t have to be one-size-fits-all… just a thoughtful design that respects different playstyles.

It’s a really creative suggestion; I get the appeal of encouraging more teamwork through shared stakes. That said, I think it’s important to notice how players have reacted in situations like Havoc Mode, where resource limitations or stat increases were seen as artificial rather than engaging. The risk is that systems like this might highlight player friction more than foster cooperation. Still, the core idea? Tying loadout decisions into broader team dynamics? It has potential if it’s handled with care and balance. I think the best way to deal with this is to remove the mandatory lobby timer keep the majority 3/4 timer trigger up so as to avoid griefing from people holding up the lobby. There are more nuanced issues to address within this framework, so keep in mind this is a general approach.

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