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The difficulty of finding the good difficulty...

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6 months ago
Oct 24, 2024, 2:13:54 PM

I'm here because I wanted to react about the last patch 4.1 and the attempt to balance the difficulty.


First of all, I believe that weapons tiers must coincides with the difficulty tiers.

 So when you have a new weapon you can't complain about difficulty in ruthless or lethal, but everyone should condiders that be newcomers with tier 2 weapons who want to evolve in substancial diff' to get purple could be quite tough, mainly it was during the 4.0.


I have 240 hours and 4 classes level 25, all the meta weapon maxed and last days was hell and only frustration even in lower difficulties : the abberant multiplication of spawns and more layers of ennemies coming, shooting green shits from everywhere, uber zoanthrope with dodge bug and beam glitches. Many players have reported the ridiculous numbers of majoris /extremis and sometimes terminus in the same sequence.

 

The debate I would like to offer here is about the way devs should consider difficulty and adjustments.


For my part I think chalenge is directly rely to weakness of many weapons and lack of ammos. It's not only beacause of the frequency of the chaotic spawns we have seen since 4.0. Have a lot of ennemies is fun (Helldivers, Darktide). Sometimes for the biggers, it's really satisfying  to have a longer time to kill and a real fight (warriors...) But when it needs too much time to kill and spawns comes again and again and fllood you, it's no more manageable and you have this feeling the game is become too much difficult like the past week.


Today, after the 4.1 rollback, I did two games in ruthless and I had the feeling to get bored because of the lack of ennemies presents in the map and frequency of spawns. It's not fun to walk one minute without meet any oposition.


My thoughts is if devs wants to offer a "shooter game" and not a rush / "run to the end game" to their players, they have to think about INCREASING the spawns and the numbers of ennemies, BUT/AND lower their stats (life / armor) or drasticaly buff the "no meta" weapons. Like a brother has posted today, I want to feel IMPACT when I hit.


So for you, what is the good way of moving the potentiometer Slider button of the difficulty ?

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6 months ago
Oct 24, 2024, 3:14:15 PM

INCREASING the spawns and the numbers of ennemies, BUT/AND lower their stats (life / armor) or drasticaly buff the "no meta" weapons.


This, the 1+ magazine per major ammo economy needs to end. Bullet sponges does not equal difficulty and takes away fun.

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6 months ago
Oct 24, 2024, 4:16:49 PM

Glyph wrote:

INCREASING the spawns and the numbers of ennemies, BUT/AND lower their stats (life / armor) or drasticaly buff the "no meta" weapons.


This, the 1+ magazine per major ammo economy needs to end. Bullet sponges does not equal difficulty and takes away fun.

They should just remove all modificators they have that change players and enemies stats with the increase of difficulty.

Difficulty should just increase the enemies spawns, give less down time between waves, more extremis and terminus spawns along the mission, more sentries calling at the same time or additionals buff mechanics like the enrage state they introduced with lethal.


Having Ruthless giving +300% hp to enemies is not fun.

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6 months ago
Oct 24, 2024, 5:08:55 PM

Guys, i dont know what you are shooting with, or what's your aim, but even with an auto bolt riffle you do significant amount of damage if you aim for the head...


If they keep nerfing difficulties, this will exclude players who want a challenge...
More ennemies with less HP only means more opportunities to refill your armor that's not great at all...

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6 months ago
Oct 24, 2024, 5:20:24 PM

Mexmarsouin wrote:

Guys, i dont know what you are shooting with, or what's your aim, but even with an auto bolt riffle you do significant amount of damage if you aim for the head...


If they keep nerfing difficulties, this will exclude players who want a challenge...
More ennemies with less HP only means more opportunities to refill your armor that's not great at all...

And even more enemies to consume more ammos, where is the problem? 

If you are not efficent with your ammo, you would still be lacking ammo to confront an huge number of enemies.

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6 months ago
Oct 25, 2024, 11:12:07 AM

I actually enjoyed Lethal before the patch. It made me feel how such mission would really feel. Tyranids finally had something in common with SWARM they actually are. I wish they just left Lethal as it was but sadly after week it's already adjusted to sunday Joes. On the bright side week was enough for me and my friends to complete all operations on real lethal.:)

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6 months ago
Oct 25, 2024, 2:12:25 PM
Glyph wrote:

INCREASING the spawns and the numbers of ennemies, BUT/AND lower their stats (life / armor) or drasticaly buff the "no meta" weapons.


This, the 1+ magazine per major ammo economy needs to end. Bullet sponges does not equal difficulty and takes away fun.

Ookami_Soul wrote:
Glyph wrote:

INCREASING the spawns and the numbers of ennemies, BUT/AND lower their stats (life / armor) or drasticaly buff the "no meta" weapons.


This, the 1+ magazine per major ammo economy needs to end. Bullet sponges does not equal difficulty and takes away fun.

They should just remove all modificators they have that change players and enemies stats with the increase of difficulty.

Difficulty should just increase the enemies spawns, give less down time between waves, more extremis and terminus spawns along the mission, more sentries calling at the same time or additionals buff mechanics like the enrage state they introduced with lethal.


Having Ruthless giving +300% hp to enemies is not fun.

Wholeheartedly agreed. That's been my biggest point of contention since the game launched. Drown me in enemies! Hell, hit me with some EDF shenanigans where there's so many on screen it becomes a slideshow, but, please stop making them spongier and more damaging as difficulty progresses while making my character squishier and less damaging.

Updated 6 months ago.
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6 months ago
Oct 25, 2024, 2:25:49 PM

Reldn wrote:
Glyph wrote:

INCREASING the spawns and the numbers of ennemies, BUT/AND lower their stats (life / armor) or drasticaly buff the "no meta" weapons.


This, the 1+ magazine per major ammo economy needs to end. Bullet sponges does not equal difficulty and takes away fun.

Ookami_Soul wrote:
Glyph wrote:

INCREASING the spawns and the numbers of ennemies, BUT/AND lower their stats (life / armor) or drasticaly buff the "no meta" weapons.


This, the 1+ magazine per major ammo economy needs to end. Bullet sponges does not equal difficulty and takes away fun.

They should just remove all modificators they have that change players and enemies stats with the increase of difficulty.

Difficulty should just increase the enemies spawns, give less down time between waves, more extremis and terminus spawns along the mission, more sentries calling at the same time or additionals buff mechanics like the enrage state they introduced with lethal.


Having Ruthless giving +300% hp to enemies is not fun.

Wholeheartedly agreed. That's been my biggest point of contention since the game launched. Drown me in enemies! Hell, hit me with some EDF shenanigans where there's so many on screen it becomes a slideshow, but, please stop making them spongier and more damaging as difficulty progresses while making my character squishier and less damaging.

Could not disagree more. The hp of the enemies in ruthless and lethal is perfectly fine. The feel tough enough to be a challange when you face many of them but not to much so that they feel like bullet sponges. They are perfect as they are. They die fast enough to make me feel a power house, with every class (well i havent played bulwark but have maxed averry other class).


Reducing their hp would trivialize the game, no matter how many opponents you through the player. You know, there are just so many enemies that can get close to you. There is a physical limit. If they get weaker its like boring kicking of coacroaches.

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