Where this game, or games like this, will eventually go
What Darktide offers now in terms of combat is the best thing I can understand.
The melee system is good. Is there anything else that can compare? That said, even at the highest levels with dodging, there’s nothing to be done against overwhelming odds. More circuitous routes? Final combos, very difficult to pull off, how to add more complexity to the combat system…?
(I apologize for the incomplete sentences and non-sequitor rambling)
:power maul is only weapon that can handle 6+ crushers and maulers/ragers and a wave with no issue. alone.
The best complain the game is too easy.
Dark soul better ai mini bosses. Many variant units, shake up each encounter with more than just flooding. Hunt missions, loot hunt, endless boss arena, optional bosses except they have loot. but for something more than just tanks with 3 movesets. Asking too much? What you have now on offer as specialists and elites but jazzed up.
As many units you have now you need mini bosses that really make every encounter unpredictable.
:there are so many games to take from
:titan souls, hld hanged man boss, dark souls – derivatives.
Crafting needs to just go deeper, is fine as it is…to a degree, People just aren’t seeing the beauty of it.
50/50 approach etc, theseus’ ship
the currency is imbalanced and offers little in the recourse of ‘bricked’ weapons however.
some sort of high progressive gate should be made to allow for greater and deeper crafting. I am necessarily suggesting removing an element of RNG and at leasting putting in what is currently expected in terms of grinding, to be more…predictable.
eg. the problem of favourite weapons, or almost useable otherwise perfect weapons.
difficulty arises from incompatible weapon builds and currently ‘impassable’ zones with whatever matchmaking is afforded in 60 seconds.
It should be less based on overwhelming unavoidable timing and instead about making the players make mistakes.
Saving grenades or relying on grenade talents to get through surprise carapace encounters is a bit of a crutch to end a run, just because it was a tight area.
:I’ve seen people make it look trivial. perhaps the intent of planning the build more is necessary. (though im left with knife and revolver meta for the ‘transition’ to carrying a difficult game)
(I’m 300 hours in since the Class Overhaul patch)
Draw out engagements, but you need to make them more fun.
AI, machine learned, deep learned whatever units for everything.
:with helbore, it’s just a matter of shooting ducks that are almost always exposed.
it makes me feel stupid that i have an expectation of what is best and everything else is made unviable because of npc limitations and weapon imbalance.
thoughtless rant:
I suggest ‘specialist’ enemies that aren’t as debilitating while being as annoying, but through extended gameplay. Not like an ogyrn, crusher or reaper just tanking and suppressing. But some sort of class specialist disabling unit. Some sort of blank that makes the psyker unable to use peril/warp skills. A smoke grenade specialist unit that can’t be killed, a ghost of sorts that needs to be coherency dispelled otherwise blocks vision for veterans. Lifestealing units that are more than just unyielding, but present direct counter to melee attacking or even blocking, but they’re slow after an initial charge. Better dueling and smarter hordes.
I know these things may not be lore accurate however, they are just ideas off the cuff.
Weapons need parts.
I contend some weapons are near incomparable to others.
Though I appreciate the near endless variety of ‘style’ afforded to players, the current quickplay matchmaking system is geared for ‘solo’ players who are able to carry.
Left without the option to change characters or have some sort of requisite ‘party with’ or ‘don’t’ classes and skills would let people overcome the issue of incompatibility in an otherwise very team cohesive game.
Brain burst needs multiple targets (lol whatever), chain/marked/area. im not a developer
Smite needs to have a bolt like surge staff except with whatever better modifier than just a stun and a push. High damage, occasional stasis totem to add chance and variety to cc. instead of being offhandedly used for single targets and maybe retreating.
Right click smite could chain through enemies and stun them on light charges/use/attack and do high damage with a much smaller spread of stunning chain in order to be similar but more active than it currently is.
Makes it seem less gimmicky and more conducive to the idea of ‘limited’ amounts of power being able to be directed in a certain manner. eg. not unlimited lightning and the threat encroaching beyond your field
There’s a more complete game waiting.
my suggestions tantamount to the slow progression of additions to ease quality of life like wow did