V2:
While I agree with you on:
- Vagueness of stats
- Ranged Careers/Weapons becoming insane
- Trying different mechanics instead of breakpoints
I tend to like the way they work in V2, but I rarely go for them unless it’s a Ranged Special Kill or a specific Elite 2-shot.
Chaos enemies have more HP and are harder to deal with, and there’s 3 other people in your group, so getting exact numbers seems pointless to me in the long run, and stacking Chaos + ‘x’ seems the way to go, since Skaven are so easy to fight. I’d much rather focus on what the Weapons are good at and not whether or not you can Cleave one more enemy.
So overall, I never saw breakpoints as an issue. The only things that made them frustrating was a lack of clarity and the crafting system.
If they were clearer about damage in Darktide, do you think this would help?
Dark Tide:
As you pointed out, and in my opinion, the main issue with breakpoints, is Ranged. In a more ranged-focused game this can become extremely difficult to balance around, as people will have differing levels of skill.
I do however think that Breakpoints on Ranged will be easier to balance for than in Vermintide, because of the lack of Stagger mechanics. It’s just straight up:
(Accuracy vs Fire Rate vs Ammo Capacity vs Ramp Up Speed vs Projectile Speed vs DPS/DPM) and then all of that VS Career mechanics. This then informs the TTK and Cleave, they should have.
Compared to all of that + Stagger mechanics, positioning, damage avoidance, Attack Speed, inherent Crit, etc, in V2.
The game is going be more balanced towards Ranged and so will the Talents/Leveling mechanics, most likely. So I don’t think damage on larger enemies should ever see a reachable breakpoint, unless it’s multiple shots or a long time damaging.
It’s just too easy for 4 people to blow something up with Ranged. Look how fast Ranged Careers melt a Boss that’s far away in V2.
Aiming and shooting something is easier than getting damage off in V2, so something should definitely be done to mitigate it. Having one-shot breakpoints can suck the fun out of the game.
E.g. BH/Zealot, whichever is the better Special killer right now. lol
My argument for breakpoints or damage modifiers would be what I said before about depth and longevity. Maybe they could do your suggestion and use a different leveling/gearing system, but my main argument is that FS take so long between updates that the gameplay needs as much depth as possible to fill the gaps between. Gearing and leveling is probably the best way they can do this.
Damage limitations can also be used as another tool for balancing, as they inform Fatshark on the most popular builds and whether they’re overperforming, underperforming, or performing well where they shouldn’t be.
There has to be some kind of tangible progression or the game will just become boring, and the other way I can see that happening with damage is with Chance on Hit mechanics.