All I need to know is this: Can Devil’s Claw swords still insta-kill ragers with the parry?
8? more like 20.
Sorry but i still mostly melee rager groups unless there’s around 7 or 8.
That’s how I’d always deal with them
Why engage in some intense melee fight while being in a horde
When I can just shoot them.
Growing pains implies they’ll come back. And it’s not just Dreg Ragers, it’s literally every other enemy getting buffed as well. That’s not really rebalancing amongst themselves, that’s just making everything nastier. And when you do that, you’re just taking stuff (in this case, a feeling of accomplishment by forcing players lower down the chain) away from players.
I’m pretty sure that everyone’s upset at the idea of taking earned ITEMS away, so why are people giving no damns about the lesser players?
It’s not growing pains, it’s dispirited players getting the rug pulled out. It was a bad change to make things easier uniformly, and it’s a bad change to make things harder uniformly too.
There has been and will continue to be a lot of balancing for lower difficulties. Change is not uniform. Lower difficulties have less enemy health, less enemy damage, less enemy density, and less elites / specials. Hard mode maps are separated from T1-T5.
This is a life service game with iterative balance. Fatshark is trying to give everything unique identities and give us a healthy play experience. Plus we know there’s a big balance update coming.
Maniac Ragers getting extra attack speed is a change that makes the mob more unique and, while different, is not going to rug pull or wall lower difficulties. They have a completely separate balance to T5 Aurics and it will be adjusted if the player base can’t handle it. I bet they will though because they literally always do. Don’t listen to forum doomers who show up after every balance change ever, act like the game is ruined, and then continue to play it anyway. Enjoy yourself and kill heretics
And just start the cycle again? Nah I disagree.
By cycle I mean the endless back and forth of some players constantly pushing for untenable player buffs while others constantly push for more difficulty. You add a T6 and it’s a matter of time before a bunch of people decide they’re entitled to play it and push for buffs till it’s just the new T5.
5 difficulties really should be plenty to cater to everyone, it’s very fine that the top difficulty with the hardest modifiers applied to it is in fact very very very hard.
Is it really that big of a hit to your ego that you might have to drop down a difficulty for a few runs or fail a couple of times until you get your bearings again?
This isn’t space marine. You’re not some god walking amongst men stompin everything in your path. We’re nobodies fighting TIDES of enemies. Players shouldn’t be able to dictate the pace at all.
It’s this exact ego-driven mentality that leads to modern game balance being absolutely atrocious, because people can’t admit to themselves that they might need to improve and god forbid overcome a miniscule obstacle.
You know what I did when I got my sht pushed in by 3 ragers I didn’t expect in a horde? I went back to the psykanium, spawned a few and tried fighting them in melee until I relearned the timings. Takes 10 minutes of effort and massively improves your odds. Challenge is there to be overcome by learning and improving, not whining in forums and asking for nerfs and more difficulty tiers. The game is fragmented enough as is.
I’m overall ok with the changes, but having said that, you’re missing the point they’re making.
If the level of challenge at each difficulty was constant throughout the game’s lifecycle there wouldn’t be an issue. Bad players would have gotten slapped down to their appropriate difficulty from the get go.
As it is now, we’ve had over half a year with increased player power so now it feels cheap to some people.
Put it this way, you stop playing for almost a year because, duh, launch was a mess. You come back post talent changes, let’s say for sake of argument you comfortably play regular heresy.
Now over the last 6+ months you spend your time getting better and honing your skills to where you comfortably play damnation or so. Now all within one patch it feels like the effort you put in was stripped from you. You aren’t being entitled or ego driven, you feel cheated, robbed even. Sure you can always git gud again, but what incentive do you have to do that if your feeling of accomplishment (debatably the only thing worth working towards in Darktide) just gets taken away from you?
Not everyone has to agree on what the level of challenge should be for the highest echelons of difficulty, but this was handled poorly.
You have to set the bar high from the get go, you can’t just dial it back, then forward, then be surprised when people get upset.
I’m not arguing whether things should be made easier or harder, but people have a right to be angry with the way things went.
This entire part is simply wrong. That’s a conclusion based entirely on entitlement. If I get slapped down to heresy I’d have to admit to myself that “maybe I’m not as good as I thought I was”, not feel cheated. It’s both immature and naive to think that whatever power is given has to stay. Games get balanced, and rightfully so. Otherwise the powercreep would suck out the fun out of anything.
Devs make constant errors in judgement when balancing. The fact that FS is currently tuning things down is long long overdue. A better and faster dev would have done so a month or two after the class overhaul, but seeing how FS is among the slowest devs to react out there, it’s no surprise that this was long overdue.
The same thing happened with Vermintide 2 when the dodge dance meta trivialized the hardest difficulty of the game. The stagger meta was annoying at first, but made the game challenging and fun again.
Complaining about things getting harder in a tide game is like complaining about racing games having cars. The game should be hard. We’re facing inevitable odds after all.
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