Tweaking the Difficulty Levels Discussion

i dont like auric missions i think the numbers of spawns and constant nature make them too … hmm . they have lost that balance

one idea i had was to make t2 speccials

sniper - invisible to all except the person hes aiming at who is the only one that can see the red laser line (let him tag the sniper to reveal it to all)

bulwarks - give em a charge and a carapace helm

that sort of thing.

Totally fair and understandable, many feel this way, that’s why there’s non Auric Damnation and non-HiSTG.
Given our power level, non-HiSTG feels too easy for some and many Auric Maelstroms are easier than Auric HiSTG.

Lord no, snipers are already a terribly designed special as is when the game’s servers already can’t handle HI5SG. Making it even more annoying would be hell.

Maelstrom modifiers are really inegal in term of difficulty

True maelstrom, for me, is the one where you get chances that special becomes a monstrosity

As a certified plasma hater, I still hate Bulwarks more. Blow their heads smoove off through their shield.

I would love this change. It would be so easy to drag sniper shots into smykers on your team.

LMAO
/thread, pack it up folks, we’re done here.

honestly my funniest take would be to have a mission where you have to split up alas do 2 squad for certain bits. It would be rough but amusing. I mean I finished maelstrom with 1 friend and 2 bots with ease so that should be possible for most players as a challenge.

What happens if one group wipes and the other doesn’t? Is it an instant fail?

Last thing I want is another rolling steel scenario where you can’t save the run if you have bad players on your team.

The weapons have huge inconsistency, even with specialized builds. For example, with the Thunder Hammer, you have to waste time with several charged heavy hits just to kill a simple gunner, or land a single charged hit. Shotguns are useless unless you put them right in the enemy’s face, 2 cm from their head. For example, the Agripinaa Mk VIII Braced Autogun can kill a Mauler like it’s nothing, but with other enemies like a gunner or preacher, it takes much longer. Weapons like the Graia Mk VII Vigilant Autogun and its variants are simply inefficient because the effort to use them isn’t worth the little reward they provide. Other weapons, like the heavy Tigrus, are only useful for mowing down unarmored enemies since their damage is minimal, even when using special attacks. The one-handed version or shock maul is much more efficient, though the latter doesn’t make sense. It’s supposed to be a blunt weapon, but beyond its single-target crowd control, it’s not very useful. For instance, the other Psyker staves (besides the Voidstrike) are useless; they used to stop elites, but now they don’t even do that. Melee weapons for the Ogryn, for example, completely lack damage, even the single-target ones. Plus, after the “weapon improvement,” many classes were nerfed significantly, all except for the Veteran.

“friendship ended with thunder hammer, now duelling sword is my best friend”

ds does what thunder hammer does but better
so yea, lot of inconsistency

ds could get use to some nerf but still being fun, and other weapons (not thammer in the specific) should get some love. like the auto pistol shredder

yea one of the many differences of design in how specials were more deadly in VT2.
in darktide when you know their mechanics are very easy, while people with lot of hours in vt2, still have issues with specials due to their tight timing. not only that, but the timing was also too way quick for assassins.

hounds have usually some leniency and lag compensation with pushes. (they were actually bad during beta, early days of darktide lol) but if they could leap logically from some places above could be interesting. adding some verticality in the gameplay maybe. but now hounds just drop down to any edge which makes them even easier cause you can kill them right away.

your dead. Get revived at a point where everyone meets again. So it wont have objectives in the general sense aslong 1 party makes it and gets to collect xyz data you can continue on but if the other party fails the game from now on will be much harder with more horde spawns

If you buff armor, so Crushers to be able to tank say, the absolute braindead Boltgun and Plasma Gun, all you will achieve is to make everything else even less relevant

You want the game to be more difficult then kick the outliers in the nuts

Why is there such a thing as infinite ammo in this game, on max difficulty, why is there no resource conservation incentive, why can you just magdump the smallest threat with your noobtube and not be punished for it ?

Why can you zip across the map spamming dodge and LMB with almost infinite or actual infinite dodge, have you seen any of these “clutch” Zealot knife videos and how stupid they look ?
Who thought the Agile blessing was a good idea ?

Why can you spam infinite team wide toughness every 5 second ?

Why can you perma stunlock the entire screen while entirely ignoring Peril which is hardly a an issue to begin with ?

Why is there such a thing as grenade auto regen and auto aim, why is there more than one Ogryn nuke per mission ?

This is the kind of stupid stuff that needs to be addressed, not adding even HP and more spawn spam to the spawn spam

This should be a poster on a wall at FS.

Oh, oh, oh, I think I know this one! Because the game tries to cater both to those who want a high degree of challenge AND to those who - with or without that challenge - want to continually blast things with a gun, all with the same system.

What I’d like to see is the vet’s ammo arura be built into every vet (and maybe built into the Ogryn’s Point Blank), and additive with each vet, and then cut way down on the ammo laying around each level.

I think it’s the logical too-extreme of allowing the players to significantly increase speed.
I like the speed. I’d like to see the combat power of fast melee weapons curbed. I’m not sure just how that might be done, though? Tie dodge to stamina?

Somebody trying to redeem the tac ax, I assume.

Okay, you’ve stumped me.

This one, and those that follow, are there, I think, because while they’re not as unbalancing as the items listed above, they still serve as object lessons for the irrevocability of evil as a presence in the world.

Tac axe doesn’t need “redeeming” (besides maybe the 7). It’s very good. Without agile.

We don’t need to return to the days of being forced to have a veteran to have reasonable ammo regeneration.

Honestly, I don’t want anything nerfed. If anything I’d like to see the game’s poorest performing weapons buffed to be brought up to being roughly as viable as the other, much more powerful weapons. It enables more player choice and build variety. I have said this before and will continue saying it.

As for adding difficulty, that all comes down to enemy design. Enemies need new, engaging mechanics to be enjoyable to play against at harder difficulties. Good examples of this are Alien Isolation and Ion Storm, where new mechanics and behaviors are unlocked by higher difficulties. The flamer’s packs exploding is a good step in the right direction. Dogs being able to get ya after rebounding off a wall, or from elevated positions like ye old assassin rats would also be good additions to add challenge. Maybe give crushers a slow bull rush that doesn’t do much damage but will absolutely push you out of position. Adding new, interesting mechanics to overcome will always be superior to any sort of nerf.

Bullet sponge is never enjoyable, and just results in weapons needing more buffs. Nerfing weapons never feels good for similar reasons. Both Warframe and Helldivers have gone through this cycle again and again, and it always came back to ‘devs made enemies insufferable bullet sponges so play this one meta build that trivializes the entire game because it’s the only way to overcome the tedium.’ Nerfs just feel forced and unnatural, they make games feel like cludgey slav jank… and this is coming from an avid enjoyer of slav jank.

At least Helldivers learned their lesson and turned that sht around.

why would you tweak auric to be harder when they just added in a new difficulty. zzzzzzzzzzzzzzzzzzzzzzzzzzzz

infinite ammo take is crazy if you think of how broken non thinking approach of psykers is you spam 1000x more than a vet would do. And do 1000x more dmg along all armour types and put brittleness onto it. It makes sense that there is ammo. There isn’t infinite ammo just if you keep moving forward you get to refresh your supplies. Otherwise you gotta balance psykers not to abuse their warp abilities like chaosgate daoemonhunters do with a warp o meter if it reaches 100% some warp diperly do happens.