Probably Hi Intensity Shock Troop Gauntlet modifier.
It’s been turned up to 11. It’s over the top I think, but it’s to counter the power creep. The spiral is endless: More player power, game director spams more specials and elites.
This is the wrong way to increase difficulty, but what do I know? I’m not a FS dev afraid of review bombing.
I don’t think updates have much to do with it. As you know, Darktide’s balance is terrible, and many players rely on the meta to play at difficulty levels far beyond what’s appropriate. Even in Auric, there are a lot of players with skill levels below Heresy, and Heresy itself must be overflowing with even worse players. The same applies to Havoc, where I find levels below 25 significantly harder than 40. This is because a large number of players can’t even handle Auric properly, let alone Damnation, due to their lack of skill.
Tell you one thing. That crusher change, seems to have put a stop to speed runners a lot (well mostly). You actually see people hang back more for combined attack. Well of course you will get odd few who can still solo with ease with impact stagger head taps.
As usual in quickplay over reliance on ammo. I still see people using ranged as solution to everything, so they’ll go looking for more ammo, aggro, use up more ammo, spam “Need ammo”. Eventually die, then quit. It has been said many times to reserve ammo for priority targets, not general unarmored horde.
I feel game needs a more interactive tutorial on melee defensive techniques from melee weapon reach, movement to save dodge counter, dealing with enemy attack pattern etc.
Ghost of Tsushima has interactive tutorial to run you through melee defensive scenarios and passing each one before continuing.
And time and again people point out this is not vermintide/fantasy and that ranged playstyles should be a thing outside of psyker and lasgun vet. (not defending people who overuse ammo or have bad ammo etiquette, specially in lower diffs)