There is no reason that we should only have 3 options for damnation difficulty.
Sometimes there are no high intensity options and sometimes there are no low intensity options. For me, I only play high intensity at this point since everything else is boring and slow once you reach that skill level.
You know what I do when there’s no high intensity damnation options in the mission select menu?
I close the damn game and find something else to do.
i would dare to say tier 1 and 2 should be without modifiers, just 2 maps per each tier.
tier 3, 4 and 5 should have 4 maps each, with different modifiers. you could make that even 5 maps per diff to add more variety.
that is 16 maps (or 19 with variety pack). high int, stock troops should be always there on t3…t5, other slots could remain random.
this would allow top tier rejects play on high challange tiers all the time and still leave enough playgrounds for reminder of playerbase across variety of skillsets and progression level
I mentioned it before but what I would actually like to see is a tiered approach:
1.) Select whatever map/difficulty you want no modifiers. Can play solo. Quick play doesn’t go here.
2.) Mission terminal with only tier 3-5 maps all with modifiers, no “vanilla” maps lacking modifiers. +25% more resources and XP than tier 1.
3.) Quick play. Only joins existing sessions at tier 2 with 50% more resources and XP from completing the missions.
Allows options, allows people to do solo and farm resources and do penances without stepping on others.
I can understand why they removed map select (in VT2 everyone just did the bell mission since it was the fastest). They wanted to force people to play different maps.
What i dislike is that i have no control over my mission modifiers, which are an important aspect of mission selection. High intensity damnation and low intensity damnation are not the same thing, the game needs to ensure that both of these exist separately at all times.
After more than 2000 hours of playtime in V2 (many of which in quickplay), i can not agree with this claim at all.
Tbf, a lot of that time was on cata difficulty (where people do not go to farm).
But i also spent a lot of time playing legend quickplay, which is the difficulty where people go to farm items (easier than cata, but identical loot quality).
I do not think it has much to do with that.
V2 has something like 25 unique options available per difficulty (maps are the only variable).
Darktide has many different modifiers (including 2 modifiers being combined).
Additionally, books are not in every mission, but are instead a secondary objective.
With any combination of around 10 maps, 3 secondary objective options (no books, grims, tomes) and around 20 modifier options, Darktide has about 600 unique options per difficulty.
If all of those were available at any time, good luck filling those groups with players. With so many options, you can not have all of them available at the same time (unless the playerbase is MASSIVE).
That does not explain why they would not grant free choice to private lobbies though.
The one thing I would like them to add is a separate bracket of three missions for hi intensity damnation. It would be ideal if at least one of them was always shock troop model. Normal and low intensity damnation is fine for players that are still learning, but once you have a good hand on things they’re very much a walk in the park. The bracket should be hard just for fun though, so shouldn’t increase the crafting rewards, it shouldn’t be seen as attractive for players still wanting grind out better gear.