We need to have a serious discussion about balance

QFT. It was a mistake combining the player pool and lowering the bar, significantly for consolers.

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This is a pretty big gripe of mine as well. There is a lot of head canon BS explanation for a lot of things in this game. Such as veteran just yelling really loudly and being able to stagger a f*cking chaos spawn like i mentioned. Which is why i made the point about the game losing its identity. We are supposed to be playing through the perspective of just regular, no named men and women in the Imperium and the rejects often make comments about how terrible their odds are and how desperate the situation is, yet when you actually play the game you can just run through the map at the speed of sound with a little knife and dice up everything on the map all willy nilly, so it doesnt really achieve that feeling of despair.

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Same way in tabletop 40k that a no-named platoon commander can yell at their troops and somehow make them more accurate, upgrade the rate of fire of their weapons, enhance their armor, or enable them to run run run and outsprint their mechanized transports. There have traditionally been lots of Guard stuff that enables some pretty silly things just by having officers stand near (or yell at) their troops, going back many editions of tabletop 40k.

Likewise, a Chaos Spawn, while a scary thing, isn’t really a proper “Monster”, in actual tabletop 40k it’s a “Beast” but it’s not big enough to be considered a “Monster”, they’re otherwise about on par in terms of abilities and value as an Ogryn or Bullgryn. If we look at the Spawn the same way we might look at a Bear or Gorilla or Elephant or something, the idea that a grizzled Guard combat leader might be able to yell/scream or otherwise momentarily distract/dazzle/confuse/intimidate/etc one for a couple seconds isn’t too far fetched. Certainly less so than just being able to turn invisible right in front of people you’re actively swordfighting.

If the game really wanted to treat one to despair, you’d have a bog-standard lasgun, a shovel, and no extraction (like proper Guardsmen) but really, the game is built on the L4D model, where each mission is a faux-movie and the players take the role of main characters. The Rejects are expendable pre-servitors in the eyes of the Imperium, but are definitely Main Characters as far as game design goes.

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And we have the Moebian 21st firmly established as Darktide’s red shirts (the good guys that die just as easily as bad guys). There’s been several cutscenes of those guys taking losses on the level of the cultists…and the reveal video where the first strike team gets eaten by a chaos spawn. We are not the Moebian 21st.

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I’m just gonna say this, if all penal legion squads/rejects would be this powerful like ours, the Imperium would win most wars overnight and the astartes could go on a holiday.

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Every monster in a 'tide game haven’t been true monsters, they’ve been monstrous infantry at best.

Tbf this feeling was lost once the rejects get access to Thunder Hammers, Plasma Guns, Force weapons, and are called “true members of the Inquisiton” or whatever Rannick babbles. As well as cosmetics varying wildly. I think that train has long sense past.

In general bosses to need to be scarier and there needs to be less ways to nuke them off the map.

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i get the reasoning behind this, but not being able to play their favorite class because someone else has already taken it would upset many. fatshark could make locked classes a map modifier, but expect waiting a bit longer in the lobby. it might be a thing whenever they decide to allow server mods, but i doubt they’ll want to decimate the improving player numbers with such a decision. for the time it would be good if they can just keep the momentum gained by the crafting update. last time they had this was with the introduction of skill trees, and then not much followed.

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This is the main reason why I have never loved VT2… so you guess really well.
And I would not like forced to play veteran that I actually want to put on pause (at least, I have not the will to play it), or a psyker that I dislike totally (I play it one game very rarely).

The Agripinaa revolver is a completely fine and fun weapon to use, especially now that it has at least a little bit of cleave. If you don’t have any arguments for why you shouldn’t nerf things then I don’t know what you’re adding to this discussion.

I gave my arguments.

Yeah, all weapons in the game could be fun and kill things.
This doesn’t mean they are performing. Othervise this post have no sense.

This whole thread is about equalization of weapons performance and I do not agree with proposed tools of equalization. You want to nerf good weapons and push players on bad ones.

I don’t like being pushed. I like being pulled.

And I don’t care what do you thing about how valid are my points “for discussion”

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Haven’t tried it yet, how’s it do for picking out specials now?

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It’s great, one to two headshots to kill most elites. It shines in boss damage mainly though - it has insane unyielding damage boost, it three shots bulwarks to the head with the right blessings (even without +25% unyielding) and bullies monstrosities.

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Do you use Run n Gun for the spread reduction? Or do you get spread reduction from other places/find it’s fine without it?

Biggest complaint I’ve heard about that gun is the inaccuracy while moving so I’ve been contemplating trying a run n gun + not sure yet (maybe hand cannon) version.

It’s not a gun made for shooting on the move. I use crucian roulette and hand-cannon, best in slot blessings for this one IMO. Not worth it to sacrifice either for run n gun. Best use is to crouch and not spam the trigger at range as the bloom gets big.

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Legendary quotation in the making.

Anyway. I agree. This whole idea of nerfing again just because some decent abilities / perks / Blessings got available is a huge turn-off. Many of them are already meh-ish. Let it be.

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:joy:

Actually, that sounds like a brilliant version of chaos wastes in Darktide as in a rogue-lite game mode.

you´re the boss, sah, just lemme go to the nearest zoo for testing real quick :gorilla: :right_anger_bubble: :skull:

personally why i´ve never even started vt2 despite owning it and every dlc out of “thanks” for darktide.

same as with space marine 2, if i´m in the mood for tactical i play either that or nothing.
luckily there´s solo with bots right now so if i am in fact in the mood for a 6 hour tactical session to hone my skills, nobody´s interfering with my day off.

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I think it’s important to clarify that there are two main groups in Tide games—those who enjoy power fantasy and those who thrive on the struggle. Both perspectives are completely valid, but neither group is entitled to having their preference imposed on others. Demanding that the devs nerf or buff things to cater to one side isn’t a long-term solution, especially in a co-op game where you can play privately with friends and adjust your experience.

One potential solution could be implementing something similar to Halo’s Skull system. For those unfamiliar, Halo allows players to activate ‘Skulls’—gameplay modifiers that increase difficulty by tweaking different aspects of the game. Some modifiers make enemies tougher, reduce your ammo, or add other unique challenges. Players can stack these for what’s known as a LASO run (Legendary All Skulls On), where every skull is activated, creating a brutally difficult experience.

Darktide already has a similar system in place with modifiers, but my suggestion is to give players the ability to pick and choose their difficulty, maps, and modifiers. This way, players who want to scrape by, feel like they’re fighting tooth and nail, can have their version of a LASO challenge. Meanwhile, those who enjoy a power fantasy can still face difficulty but with a build that lets them feel powerful.

This would offer the fairest solution for both groups. Instead of devs trying to balance everything for one audience, they could focus on creating an even richer, more customizable experience that lets everyone enjoy the game the way they prefer.

This. If we want to start nerfing the player, mobility and autonomy should be the first ones to be axed. Knife (and kinda Duelling Swords) Zealots are absolutely invincible, and even if they screw up, there is also Stealth to dump aggro. Also, Gunners should be reworked to be more rare but powerful, you shound not be able to cheese them by spamming dodge in the open and get away every time.

As for the player’s damage, I think we’re fine, with some exceptions (some melee weapons overperform because of the blessings an Plasma cleave/Revolver Handcannon need to be looked at). I absolutely don’t want to see dudes in flak armor surviving Bolter headshots or hobo in rags surviving unchagred Plasma shot, even on “hardest” difficulty.

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