Why is on auric the boss spawn hard limited to 2?

Pretty much the title. The assurance or knowing jup that’s the last boss takes something away.

I mean boss enemys just disappear after 10 seconds anyway.

I’d wish there be chances for boss to spawn along on a ambush event. Or just remove the hard cap.

Could also make it if your to fast it can spawn more often / 2 REAL bosses at a time. I mean the average mission on auric is 18min and maelstrom 20-25 depending on modifier which slow you down like hunting grounds.

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Bosses are generally way underutilized. A lot of finales would benefit from having a boss or two spawn just because it forces you to mix up the gameplay. Smelter finale is just lame, you stand at a door and kill poxwalkers for 5 minutes. A double boss spawn would fix that right up

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This is why I find I-II-V-E-G maelstroms fun, they throw bosses at you in the finale and it makes it way more interesting than just killing a bunch of trash mobs.

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Just adding bosses probably will not fix Smelter finale, cause in most runs bosses will be pushed into lava. Smelter needs to force players to stay in the middle, like hacking objective, and add some elites, specials and boss.

I’m fine with 2 bosses

That’s imo another problem… final events where you have just to wait, usually aren’t the real event… but just the “wait fot extraction” moment after the real event itself

So I’d just shorten those boring, senseless moment

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This is why Hab Drayko has the best end event in the game.

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The finale is the stuff leading up to the hodoring, people still find a way to muck it up, but yeah, it’s dull. I’d rather see less zombie horde and more mixed.

Most maps are designed with an average group in mind, adding a monster there would wipe many if not most such a group. They already added a monster to the end of the train one (yard?) as there’'s no “puzzle” one, and it’s hilarious to see some people get wrecked.

There are maelstroms for more challenge, or just 2-3 player them for added challenge if you can.

Oh? Scoreboard logs please? Your times seem a bit off.

“seems a bit off” depends if you can duoq with 2 bots all Hint Shockgnt in 20 min ish the game balance is just off (aka the difficulty needs to be expended)


(i could take current screenshots too but would have to save that pic like those 2) cause I used them in a discussion before

here a more recent one

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The added boss to consingment yard made it one of my favourite missions hub dreyko is my favourite one.

It adds something some chracter compare this to all missions where you wait kill things 2 things spawn die in 2 seconds and now you have to cleanse the area of enemys most of those “last stand” waiting objectives are just plain and boring and goes on for 5min +

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My point is for Damn Aurics Hi Shock-Troop Gauntlets, the average run is closer to 25-30 if you gather crafting mats, some maps are inherently speedier than others and OFC the time goes down as you have good players in your group or partial/full pre-mades.
Closer to that “18 mins” for non HiSTG or regular damnation sure, but honestly they’re not worth mentioning as they are much easier and lighter encounters.

Yeah the game is pretty easy for seasoned vets, but the average player is not even close to that level.

I’m still baffled as to why you can’t create your own missions HiSTG and Males for private games, it sucks when there’s only 1-2 HiSTG up.

You gather the same 500 ish plasteel on “speedruns”

Well the hardest difficulty is for anyone who learned mechanics and maps not hard atm. But it is balanced around the average joe.

I don’t understand this new sentient in gaming that “everyone” should be able to play xyz difficulty if they wish to. That’s why i hated the latest AI director change where auric was challenging but people moaned that the hardest difficulty… Is hard…

(The damnation mission on that screenshot obv doesn’t count. It’s just we lvl up some low gear dude in private) but the other screenshot speaks enough about the game state time wise

Just use many more trys that’s what we do just filter the mission on maelstroom.net and enjoy the ones we want to play

The average rando insists on waiting at every elevator for 5 minutes killing fresh waves of garbage before going in and moving on because they think the current spawn point will keep back spawning enemies after the elevator. I’ve tried to tell them that anything up will pursue, but the spawn point stops. They don’t listen.

If you exclusively play premades and your teammates are all top percentile, this game is unbelievably easy. Even a true duo with another good player is rather trivial.

The game definitely needs a sixth difficulty at some point.

500? I feel bad if it’s not at least 750.

I most certainly don’t feel this way, it’s just what it is.

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There really is no reason a group can’t be getting 18-24 minute clear times on Hi STG or even most Auric Maelstroms collecting around 700ish plasteel a run except for the fact that seemingly everybody drags an enormous amount of ass in this game. I swear to Christ I’m starting to cover ground faster clutching than when I’m babysitting randos.

These 35+ minute slogs gotta become a lot rarer. There is no excuse for them 99% of the time.

its pointless to spend 10 min doing tourism and idk we all need plassteel but you should have already 3 TOP gear for most char if you play since day 1

Well how do you explain the Fatshark AI direcot changes they did 3 months? reverting it to baby mode cause the director spawned horde of ragers :"D and didn’t let much of room to breath was refreshing to have the “fight” back in that gam,e

Who said 10 mins? I’ve got pretty much all the stuff, yeah, but you know others don’t and I like to be helpful w/ crates and stimms on top of that.

That’s a diff topic altogether, people jumping into diffs they’re not ready for; see the dozens of other posts on the matter. The slogs make me wanna pluck my eyebrows out with tongs. Turret mode vets are the worst here I feel.
Avg ~25 mins is fine, I can live with it.

P.S. A lot of maps go slow often because ppl refuse to pick up supplies that are right karkin’ next to them and on the way to where they’re headed.

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I don’t have problem to handle it, but imo it’s a bit to hard considered the difficulty level of the others maps

But anyway, talking of the quoted Smelter Complex final, standing near the door is not the final event. The real event is destroy all the Chaos eyes to active the smelter

To me, the mission should end there. The waiting for the door opening is totally unnecessary

Imo saying that Maelstorm (but Auric too) isn’t hard enough… it’s a bit crazy

It’s something infinitely more difficult than anything else seen in the average videogame… and only a very small % of players can handle it. I’m sure less than 1%

The average Darktide player can’t even consistently beat Malice

Any PvE game, after many many hours and with a good team (and good player’s skill), becomes “easy”… if it wasn’t like this, it would mean to be unfair, artificial

We already have hordes of disablers

Big elites are balanced to onekill non-tank characters and to have high stagger breakpoints

A couple of trash mobs’ hits are enough to kill a non-tank character

If we raise enemy damage, we risk to make tank characters too die too fast (and would mean playing like without health with a non-tank character)

If we raise enemies defense (hp and stagger res), we risk to make the gameplay like beating a wall with a spoon

And I don’t think we need more enemies spawns if we literally already have hordes of disablers plus pack of elites plus normal tankish hordes plus rooms filled of gunners

p.s I completed every challenge and I can win Auric solo clutch, that’s just my personal opinion regardless my level of skill

I agree here. But what i mean is that its one of the most satisfying endgames. The defense during the plague tree research section can really be a slog right now. But the intensity of the actual running exit is one of the best experiences in Darktide. While i’d love to see more monstrosities in generic missions (i’ve even proposed patrols of plogryns or spawns headed up by heretech characters) the actual endgame in hab drayko is amazing right now.

Compare that to Burrow where you blow up the stimm production, walk out a door into a big empty square box, up two flights of stairs, while 20 poxwalkers sleepily stumble out of the doors too far away to even slow you down, and you just hop in the elevator…it feels awful.

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I mean the players who sticked to the game are the ones who run auric in sleep.

Yeah that’s a fact but why should the hardest difficulty be balanced to the average joe? That’s the issue I have 3 month ish ago they made changes to the ai director to be aggressive and people CRIED AND moaned how unfair and hard auric is…

Those are the players who eat 1k dmg as a psyker.

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