Now, I say this as someone that has a lot to improve. But why is the game so hard in solo matchmaking? I feel like I have a greater chance of completing auric damnation than I do heresy. I often go for auric heresy to “warm up” a bit before I try damnations, but sometimes I just say F it (after multiple wipes), and end up getting a clear on damnation more often than any other difficulty. What’s up with that? An in-game LFG would go a long way I think.
That’s because you do. Teamwork counteracts difficulty, and damnation matches have far better teamwork than the other difficulties. Damnation players are more predictable than people in heresy and below. Predictability means consistency, and consistency makes success more easily attainable.
It’s always like that. There less experienced and skillful players on lower difficulties. You will expect them to do certain things and think you can rely on them, like controlling specific mobs, throw nades in time, moving fast trough specific areas, etc. In the end it will cause you to die in such stupid way that you will look like a complete noob.
I just started playing auric, auric is easier than regular damnation… Not cause of the difficulty, but clearly cause of suicidal players…
Also the dagger user epidemic (something that has hurt me also as I love this gameplay) tend to amplify such behaviours…
Holy Terra, what kind of pit lies below Auric? Here was I thinking that half of the Auric-STG players are trash and I just didn’t know how good I was having it.
There was a trend many people saw in Vermintide 2 that I believe is starting to be felt here. It was common to hear people, especially newer players, say Cataclysm (the highest difficulty) was easier than Legend (second highest difficulty). This was largely attributable to skill differences between the populations that played each difficult. In V2 there was no reward difference between Cataclysm and Legend. Cataclysm was purely a challenge increase and nothing more.
Higher skill players gravitated up to Cataclysm for one reason: it was more difficult. Lower skill players would play Legend for one reason: It was the lowest difficulty you could the best items in.
The type of player that would frequent Cataclysm is the type that would continually improve themselves and optimize their build/gear until they achieved some level of mastery. Eventually getting to the point that one or two sufficiently mastered players could carry or clutch games when things went south for the group, and the result overall was higher win rates. These players have kind of a compounding effect when in the same match, whereby the whole thing feels much easier because everyone is carrying more than their fair share.
Many players that stayed on Legend (not all, but many) were only there to get items, and not interested in self reflection or personal improvement. They were much more vocal and antagonistic to others, blaming them for a loss rather than reflect on what they could have done to change it themselves. This also made Cataclysm a friendlier ordeal than Legend, since Cata players weren’t eager to blame each other in that way.
Overtime that gap grew quite big. To the point that Catacylsm players were finding alternate ways to increase the difficulty of their games even further(twitch mode, deeds, mods). Any time one of those players went back to ‘regular’ Cataclysm it was a breeze.
Considering this is basically the same/similar player base: I imagine we will see that here, too.
The deepest and smelliest pit of hell. I am currently levelling up my Psyker and it’s incredibly rare to find a team decent enough to get through Malice without having to hard carry the team. Players don’t stick together, they will hammer a Crusher for 3 minutes with light attacks without trying to dodge, they will continue firing into a horde even when they are getting swarmed and they will wake up every daemonhost
Made me laugh cause I encountered, in 2 days, 2 such situations:
- first a zealot with heavy sword trying to kill a crusher… Crusher has won
- veteran trying to kill a crusher with a recon gun… And off course without the critic rending template. Crusher won also.
And it’s how it should be in Darktide. On auric/maelstrom there are people sometimes that obviously don’t know basics, like they skipped tutorials. Moreover endgame difficulty should be locked behind some ingame achievement like beat 15 missions on previous difficulty first or something, untill you are not playing private lobby. I’m strongly against paywaling game mechanics, but damn, paywaling Cataclysm was unironicly good idea in the end.
If you want a chance to clutch every game just drop to heresy. But you better dodge every trapper and dog because all three other players will be very busy with poxwalkers the moment you mess up and there will be no rescue attempts.
Patch 13 gave the greenlight for the return of DAGGER SPEED SONIC MODE.
Nice.
P.S.: Poxwalkers will still slide-attack you into your butt while you run.
ZOOOOM ZOOOOM ZOOOOOOOMIIIIIIIIIES
Guys, GUYS! get me up the dog got me.
Bots suck.
NO Loadout Customization, or copying your Loadouts like in V2! No Carrying Heals and other stuff. Yeah, we all miss that Feature.
Because it is true. You are more likely to “get carried” on auric damnation than on heresy because there are more experienced players there.
Because it is. Unlike VT2 its a lot easier to sabotage even without friendly fire. Not being around your teammates can rob them of more than just coherency.
I also find this is the only place difficulty is maintained, because groups and even duos can carry pretty deng hard. My school of darktide monk thought is that rejects unite in the Dirty Dozen fashion and you survive despite this. The game is absolutely most intense when you are about to lose, and good teammates do not die. Also bad teammates make the resource attrition even worse, which is also appreciated considering I’m secretly rooting for the Scabs.
Disorganisation, mostly. Vanilla T5 isn’t so bad, but people in T4 and below are really unpredictable. You never quite know who can handle themselves and who can’t and you never know how people will respond to the common situations you encounter.
Nobody ever tags anything. You’ll get things like psykers picking up ammo crates and never deploying them even when everyone’s ammo is red/orange. People routinely run off and pick fights they can’t win. They rarely watch eachother’s backs or act based on threat, so you get things like the entire team wailing on a horde that comes from one direction while completely ignoring all other directions. “Do they need me, or can they handle it so I can be useful elsewhere?” doesn’t seem to be a question they ask themselves.
There’s a huge difference between your average T4 and T5+ player.
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