Pox/Tox Gas should be dispersible by warp fire and grenade explosions. Not the entire thing but a localized area.
Example, if you burn w flame staff, conflag, void or shriek, SMALL area should clear out of gas whatever direction you’re casting.
I don’t understand why warp powers cannot clear out warp filled gas.
Same with Zealot holy flame nades but “slower” it would take like 3-4 seconds to clear out an area, so it’s not instant.
Smoke grenades should extinguish fires, but only a small portion/area. NOT the entire fire puddle.
Mutants should be able stunt Crushers when they run through them like before, I see mutants push around smaller units but not Crushers like before.
or Better yet, there should be a check if a Mutant can even run “through” a horde, specially a pack of elites.
If the “path” to the player is too cluttered, it should just wait its turn? Yes, sometimes it’s good to have Mutant to throw you to safety but can’t it is what it is.
Trapper should NOT be able to cast nets through Bosses, like period.
This just from top of my head, I’ll write something else if I don’t forget
Take back the city of Tertium from hordes of bloodthirsty foes in this intense and brutal action shooter.
Built on the legacy of Vermintide 2’s best-in-class melee combat, Warhammer 40,000: Darktide introduces intense WH40K gunplay to the mix. Master the balance between ranged and melee combat as you fight through a slew of enemies.
Nowhere does it say ‘melee is the intended experience and ranged a supplement’. The promo images feature both guns and melee weapons.
Not at all against the idea, but if so, the devs need to take serious steps to make short-range gunplay more viable. When wielding most guns your only defensive option in melee is to dodge or to kill your attackers before they close the gap.
But very few ranged weapons actually have a good dodge, or a good special action bash, and decent ammo economy. For example, unloading a revolver on anything in close-range when meleeing them to death is just as fast and safer too.
Also, most enemies have stagger resistance during their attack animations, which makes shooting while in melee a little risky.
It’s worth noting too that the zealot has very few nodes that enhance gunplay, unlike Scum or Skitarius. A lot of guns feel kinda bad on him.
And I forgot about the Suppression mechanic which will semi-randomly erase your bullets from existence, an effect to which only the Veteran is immune.
Agri Revolver was intended for this role and probably one of the worst ranged weapons in the game, along with Braced Autos and DB shotgun without “that one build”.
Mini bosses:
Only one can be spawned at the time. They don’t have as much HP as a normal boss enemies, but they are more or less buff their chaff allies or they place a debuff on us.
Dreg Preacher:
Leading a squad of dreg bruisers, stalkers and some vanguards.
In combat starts chanting and placing a buff on his little cohort.
While he chants he gives an hp boost or similar effect to his minions.
A mix between the specialist and elite enemy types.
The Enforcer marks a player for the ogryn who will try to catch the marked player and throw next to the enforcer or to the nearest wall. If the marked player rushes to the enforcer the ogryn forgets he needs to catch the target instead try to rushing back to his boss to protect it.
Players can use the ogryn to cc the other enemies bc his bull rush effects everyone.
Crushers should make more noise. Loud armor clanking or more grunts or something (voice lines directed at the player like in VT?). 100% of the time I can figure out where a mauler is by sound alone but I actually have to keep Crushers on my screen to know what they’re doing.
IIRC Crushers make no sound because Fatshark is being lazy. At one point they did turn up Crusher sound but then it just overpowered everything else due to Crusher spam. So they just undid that and never touched it again.
Make non-Ogryn, non-boss ranged enemies automatically suppressed outside of cover, and have them immediately move toward cover at decreased speeds whenever combat occurs inside their aggression radius. Give them flak/carapace armor and tweak health values so that only dedicated ranged builds can deal with large numbers of them effectively. Reduce the number of ranged spawns across the board. Make enemy responses to LoS consistent, right now there are at least three meaningfully distinct categories of responses to smoke grenades. Drop the priority of team members in cover positions for melee enemies, and experiment with adding an automatic push to leaving cover. Give Bulwarks and shieldwalkers a parry that can be interrupted by pushing. Continue the Fatshark tradition of tweaking and remixing existing content, remove the mauler’s helmet and give him a sword to create an elite ‘Plague Knight’ who uses a parry and charge to create a sort of mini-boss type of experience. Finish porting in the rest of the VT2 boss battles, we still need an axe-dodging arena fight against a CSM.
I would use all of these changes and modifiers like Lights Out to experiment with alternative game modes with much lower TTK, high numbers of patrolling specialists and elites, and no monster closets–maybe even do a full-on backend overhaul of stealth mechanics to include light, shadow and a robust noise system, one that could be globally applied, but with the intention of only being relevant to this new “Infiltration” mode.
Generally after that, I’d just try to experiment with odd opportunities for synergies with 40K lore: 2v2vE cops & robbers game mode with Arbites and Gangers, implementing the weapon customization system and tying it to the Veteran class as part of a larger overhaul of the class systems to make each feel more unique, a revamp of the origin system to tie it to literally any mechanic other than starting armor color, adding proper codices to the terminals explaining major lore elements, etc.
I mean breathe out and you can come up with a better idea than anything in the lovingly-bandaged, glorified tech demo at the core of the Darktide experience.
But I guess I didn’t fully get the spirit of the question: If it’s just the existing enemies with all of their stats the same, then IDK. Easiest lift would be to tweak numbers and spawn rates in solo play until a solo mode feels passable compared to the rest of the game at launch (comically low bar.)
If I’m allowed to use other existing assets, then I’d probably just chain maps, the Melkbucks system, and Mortis Trials perks into Chaos Wastes like everybody has been asking for since the game came out, slap on some certified Fatshark endgame rewards (cut weapon decorations, ugly recolors, 5 Aquila) and call it a day.
Let’s highlight then, because you play so much Havoc that you seem to not see it:
Add randomized models for Crushers (some are just regular full Carapace crushers; some are fully infested (bar base armor type/centre of mass being Carapace) Rotten armor Crushers; some are Crushers with Cranial corruption Infested heads - basically to make Crushers a bit more varied to engage with.
These conditions are Havoc exclusive… and they should stay like that because I really hate them, and I don’t think I am alone.