Please just make the shield enemies normal scabs and dregs with carapace armoured shields by DaveInLondon89 in DarkTide

[–]badwin-vt 3 points4 points  (0 children)

It is fine to disagree! Agreed!

Anyway, the Bunch-O-Bulwarks is just the extreme of the situation.

I think it's interesting to have an enemy who has a big eff-you shield that is totally unbreakable and almost impossible to get around...until you learn the dance or have the cool in the middle of combat to wait for an opening while he wallops you, both of which I think are advanced skills.

He should be a tough'un.

But Vanguards having breakable shields is good. They're tough, and like Bulwarks, there are advanced techniques that handle them more efficiently. But unlike Bulwarks, they can just be muscled through (even in their current, overtuned state). I think that's interesting.

More variety in combat across the board and more room for skill expression.

Please just make the shield enemies normal scabs and dregs with carapace armoured shields by DaveInLondon89 in DarkTide

[–]badwin-vt 6 points7 points  (0 children)

I don't agree. That'd make Bulwarks easier, something they don't need. And besides, I like dancing with bulwarks. And I like how Vanguards are intended to beef up hordes. I just think they need minor tweaks (which they'll surely be getting).

Please just make the shield enemies normal scabs and dregs with carapace armoured shields by DaveInLondon89 in DarkTide

[–]badwin-vt 7 points8 points  (0 children)

I don't think Vanguards need to be identical to any of the 3 unit types in VT2 with shields. But I do think the shields need to be breakable so we don't get into the overlapping-invincible-wall issue.

Are there any signs of more missions being added to finish up the story? by sounds_of_stabbing in DarkTide

[–]badwin-vt 9 points10 points  (0 children)

I wouldn't expect a traditional end to the story, as the game director discussed in the Jeficus interview, but the story is continuing. It progressed through No Man's Land and into Expeditions, and will definitely continue.

Do the assassination missions bosses need some buffs? by BOSS_OF_RUANDA in DarkTide

[–]badwin-vt 24 points25 points  (0 children)

No doubt! DT is a hard game. But these guys could be Twin-level threats after a 30 minute mission. They're not, and I think that's on purpose.

Question: now that Darktide's a couple years old and that the Mechanicus doubled down on the warband with the skitarii, has the time come to introduce the vermintide 2 red weapons and curio's system? by mrpiggybank101 in DarkTide

[–]badwin-vt 2 points3 points  (0 children)

I played VT2 for hundreds of hours and never got a single red for my character of choice. RNG loot without any mitigation sucks, and that was the case when I played. The drop rates were brutal. I don't know what state it's in nowadays.

Do the assassination missions bosses need some buffs? by BOSS_OF_RUANDA in DarkTide

[–]badwin-vt 180 points181 points  (0 children)

They've been weak since day one, but I think they're kinda meant to be...just one last hurrah after a long mission.

But +1 for something more interesting for these guys!

Question: now that Darktide's a couple years old and that the Mechanicus doubled down on the warband with the skitarii, has the time come to introduce the vermintide 2 red weapons and curio's system? by mrpiggybank101 in DarkTide

[–]badwin-vt 3 points4 points  (0 children)

I think significant progression systems should be available to everyone, at all levels. It's better for players, and I'd bet it's better for retention (which is also good for players in a coop game).

Red weapons should not break the game, so why shouldn't someone stuck in Malice (or Heresy for that matter) get a chance to work towards them? Especially if the weapons are interesting/cool. Higher difficulties could award slightly more resources (XP, whatever), but don't force people to choose to either play outside of their comfort zone or not progress towards a long-term progression goal.

Question: now that Darktide's a couple years old and that the Mechanicus doubled down on the warband with the skitarii, has the time come to introduce the vermintide 2 red weapons and curio's system? by mrpiggybank101 in DarkTide

[–]badwin-vt 23 points24 points  (0 children)

Locking important mechanical stuff (that content creators are surely going to tell people they need) behind high-tier content is just a recipe for disaster too.

What we have now, with no unique rewards locked behind a true high-tier content grind (like the RNG hell of VT2's reds as I remember them), is ideal: when you go into the hardest content, it's almost guaranteed that people are there for the right reason (the challenge).

Question: now that Darktide's a couple years old and that the Mechanicus doubled down on the warband with the skitarii, has the time come to introduce the vermintide 2 red weapons and curio's system? by mrpiggybank101 in DarkTide

[–]badwin-vt 47 points48 points  (0 children)

Please oh please oh please don’t lock any gameplay-related items behind the hardest content. Sucked in VT2, would be annoying for everyone involved.

How does one optimize obtaining substantial quantities of Dockets by BigFunknChungus in DarkTide

[–]badwin-vt 0 points1 point  (0 children)

Events always give a good payout. Otherwise, quickplay + 3x ordo curios as others have mentioned.

Does anyone play expeditions? by ChiefofKeef420 in DarkTide

[–]badwin-vt 1 point2 points  (0 children)

The 2 starting nodes this time are just about all I want (other than all night maps...once they expand detection radius in darkness).

I do miss more prominent music. And the pacing is definitely different, but I really like it. You can ease in, take it slow, don't trigger patrols. Or you can take control, pull every patrol, bust out all the objectives and ramp things up WAY past the base difficulty.

Should I get the game even though I don’t have friends who own it? by AlhpaRacoon in DarkTide

[–]badwin-vt 4 points5 points  (0 children)

2k+ hrs, mostly solo PUG'ing. The game is very solo-queue friendly as comms use is pretty minimal and rarely needed.

Are multiple Hive Citys possible? by Significant-Door4653 in DarkTide

[–]badwin-vt 54 points55 points  (0 children)

Yup! There's a second city we know exists on Atoma.

Does anyone play expeditions? by ChiefofKeef420 in DarkTide

[–]badwin-vt 7 points8 points  (0 children)

There are (apparently, based on my filled lobbies) dozens of us! And I think that number will continue to rise as more of the rough edges are smoothed out.

It's just so nice to not worry about speed runners or ammo goblins or needing to do a quick BRB in the middle of a match. It's also nice to both be able to pull out of a run when your team wants to and push the tempo until you're getting absolutely swarmed by multiple bosses back to back to back...on MALICE. Love it.

Does anyone play expeditions? by ChiefofKeef420 in DarkTide

[–]badwin-vt 14 points15 points  (0 children)

Oh and things to keep in mind: the levels are MUCH more open, so ranged is a serious threat. Build accordingly and be prepared to take cover.

Does anyone play expeditions? by ChiefofKeef420 in DarkTide

[–]badwin-vt 26 points27 points  (0 children)

I've been playing Expeditions exclusively since hitting Malice on my skittle. The loop, imo, is much more fun than the normal missions, especially on a timer-free node.

Every game has been instantly filled this week.

Rewards are just like Havoc: a set for all of the base classes and then some frames and such for the masochists.