#deep-dive-discussion
1 messages · Page 131 of 1
60 becomes unplayable though
It's a wild concept though. They make a mission with the same map generation built for multiple attempts at clearing but it's bad game design for giving it access to everyone who's been promoted
It would be much harder if it was random maps everytime with random modifiers
At least you know what you're getting yourself into and can kind of prepare
I think joining my game in the EU would give you unplayable ping
Where are you at?
maybe add more requirements for joining DD, not just promotion
heart of Europe, Czech Republic
ehhhh i'm sure if you roll the RNG dice long enough you'd get a map that you could easily complete with only 1 attempt if there was random deep dives
but if you get stuck with lethal enemies on a salvage
Yeah but
well you're stuck with it
I don't think the hardest mission is meant for everyone to clear
What's the point of just getting a rng clear on the hardest mission
Everyone is gonna complain every week until something happens
People can also get better at games so why dont you guys play with your friends that are bad at the game and teach them the ropes
Slowly introduce them to higher diffs
Literally nobody is saying everybody should be able to beat a deep dive
I like that approach, totally agree Piano
i've tried countless times to help friends in difficult games, most of the time it's unfortunately wasted effort
👀 🗞
you can't really teach aim etc.
just today i spent hours trying to help pubs in monster hunter but it just didn't amount to anything
but you can teach to think certain way
You dont need aim on a flamethrower xd
Effective use of AoE is more imortsnt tbh
ive been following the conversation and i can see the point that zeschadenfreude was making, the problem is that you miss out on a third of the rewards each week for being an average player
yeah that is true, form this pov
i mean yeah you're technically shooting at bots, aim only really factors into efficiency at that point
people keep solo queuing and retrying the edd because they dont want to miss out on the third of rewards that week
Aim definitely factors into how fast you can kill mactera on lethal enemies
Tbh I really don’t see why you shouldn’t be able to just replay the normal deep dive twice
Like I don’t need special overclocks for being a big boi and playing haz5
I guess it comes down to "Should there be content locked behind a skill wall?"
the blank matrix cores might help to alleviate this problem, or it might make it worse
Not really is the proper answer :p
there should be less content locked behind a skill wall
There is in other games
maybe people will have their fill with 2 extra blanks and won't need to do the EDD
move more rewards to the regular dd and make the edd more "optional" for people who want to beat it
or maybe they'll literally glue themselves to their seat to finish the EDD to get more blanks
I think machine events are going to help this out tbh. With those we'll be able to get more than 3 OCs a week, same for average players
are blank matrix cores going to be given at like stage 2 or at the end?
I think we should just have a nice tag on the EDD that says
Warning: teammates will hate you if you suck. Not for the light hearted
and fix the flaws with lethal
What are the flaws with lethal?
it probably doesn't help that every average player probably believes they are atleast above average
they will probably just ignore it because they dont want to miss out on a third of the rewards that week
lethal just in general doesn't work well with swarm type games
^^
if you have 100 enemies that hit moderately hard then it's okay
Lethal doesn't scale well in h5 either. You can nearly be one shot by macteras are acid spitters
Drg is not designed for enemies hitting like trucks, too many vectors of attack and enemies
So what would you replace lethal with?
if you have 10 enemies that hit very hard that's okay too
but if you have 100 that all hit like dump trucks
Having enemies deal more damage is fine, but 100% more is insane
i want to replace lethal with BERSERK enemies. Enemies gain 1% attack and speed for each 1% of hp they have missing.
Maybe try 33%?
I like this because its kind of dynamic and overkill becomes more important
Actually that's way more interesting
mass aoe that wounds enemies would become dangerous.
Imagine berserk dreadnaughts
in drg you just get blindsided by enemies a lot in general, and getting hit for all your shield by something minor you didn't notice isn't very enticing
I’m not the biggest fan of dwarfs suggestion
double dangerous, since they'd be armored too
I would tweak it to be just under 50%
Yeah
Triggers a flat bonus to the big
bug*?
What about if lethal enemies goes to what dwarf said but with % damage and speed
What if you just increased attack speed instead of bonus damage? Make them more aggro
i think mine is easier translated to the player though, like the mutator might say "Wounded enemies go berserk"
i'd definitely prefer enemies becoming more dangerous when you interact with them, then you atleast know what could potentially become a problem if you've already seen it
whereas the alternative is everything being dangerous and you can never know where everything is at the same time
Ideally I think warnings are meant to change how you play the game and force players to adapt. I'd like to see something more interesting than "bugs do X more damage"
Basically we need something different than double damage
i adapt to lethal enemies by setting the difficulty 1 hazard lower than i want to play
Can't do that for DDs tho
so uh... that's playing differently i guess
I wish they werent just giant mutators. They're unstackable. I'd prefer minor mutators that could effect specific enemy types and aspects, so we could get stacks of mutators
I would like some enemy behaviour/attack patterns that change midgame
so the focus who to kill changes
What about a imitator that makes you take DoT instead of just flat damage?
Mutator
yes like poison?
would it? I guess it'd make vampire easier to do if damage happens slower
i'd prefer if the modifiers didn't affect how the entirety of my gun functions
i guess it'd just sorta feel like extended iron will?
like even before U24
like you'd know you're going to be dead soon
and have a little bit of time to deal with it
I think it would be kind of cool
Call it bleedout or something
Why dont we just make the double damage proc for lethal enemies happen below a certain hp margin
Instead of changing it completely
i think that's what dwarfurious was saying
The speed of berserk would feel super oppressing on higher haz levels
They already move faster than you lmao
well you could tone it down to the speed of lethal enemies

What does the lethal mutator do exactly, besides increasing damage?
it feels like it ups the spawn numbers too
It only double the damage enemies do
The increased number of enemies is due to hazard 5
any tips to manage this EDD ?
Especially for the part with the fuel pod on stage 2
burn 
Chain shields
Platform cheese
Chain pheromones
Or my favourite: 20 proximity mines
@blissful lantern
Call resupply pods everywhere pretty much, but don’t block line of sights with them.
Shields and pheromones can be spammed to give you breathing room. Communicate with your team when you are using these items.
Make use of large AoE and grenades. PGL is amazing at taking out the swarmers, proximity is great for letting you one or know where to defend, etc.
Use an engineer to make cover up any holes in the ground. If the defence zone is in the pit make a roof so the enemies don’t directly climb down the hill next to you.
Making use of platform repellent by placing platforms down to scare away bugs helps massively. To use it effectively place the platform repellent at least 4m away and don’t over do it
Generally just spam everything you have, if you mine out stage 1 you’ll have like 5 resupplies at least.
hmm
thanks for the tips
i'll try them, maybe all of them till eventually I manage
I mean generally you want to keep them out of the zone
Just burst everything down asap with whatever you have
also, how would u make a bunker under the fuel pod the area isn't ideal for it @wanton basin
You can resupply to gain ammo back but once you lose control of a situation it’s hard to come back
Yeah
Mb
The point is to make a small room under the objective so that you're in the progress range, you need both a driller and engi. Once it's activated you seal off the entrance with platform
Then wait for the timer and dig an exit
wasn't that like fixed by a patch
i thought that this kind of method didnt work anymore
still works
Well I did it this week
Aye, good to know ty
Kinda cheesy but I'd you need it it's great
ye i guess i'll use that when i'm too annoyed to remake another dive
would you guys say that it is easier or harder in groups of 4 man ?
If the wall is too thin some monsters might clip through btw
(Wall, well, roof)
Did it with a full group
As long as people know what they do you'll be fine
just wondered because i always do the dives as 4 man groups and basically never play this game alone
Do the missions scale in difficulty depending on the number of dwarves? I had a much easier time with the EDD (that is to say, we barely managed complete it rather than getting utterly rinsed on the 1st or 2nd stage) with a 3 man team than all the full squads I'd tried before.
I could be wrong but I think someone mentioned that missions do get harder with more people
1-2 and 3-4 have diffrent spawns
Hps too
More people is harder
1-2 people have very similar spawns 3rd person bumps the difficulty up by quite a bit, 4th person bumps it up a little bit more
a 4-man Haz 4 Mission is about as challenging as a 1-man Haz 5
There were numbers on this
Somewhere on the subreddit
but it's been so long, I don't have them saved
Check the wiki for hazard scaling
They might
2 to 3 people was 50% harder, 3 to 4 was 20%
For the numbers
DDs have 3 difficulties
DD1 is Haz 3.5 -> DD2 is Haz 4 -> DD3 is Haz 4.5
EDD1 is Haz 4.5 -> EDD2 is Haz 5 -> EDD3 is Haz 5.5
I really don't think so, but oh well
Do yourself a favor Broly
Kill yourself
No, really
Go into a DD
go die
and read the Med Bay after you wake up
it will say "Haz 3.5" if on the DD1, "Haz 4" on the DD2... etc etc.
It's hidden from plain view but IIRC unless they patched it, there's still a good place to see that difficulty
huh i never knew about that
Yeah the Med Bay should display stats about the previously failed mission
If that doesn't display it, then idk where the info originated from. It might have been datamined.
I'm at work right now
Same
and when I get home I am collapsing because I have been up for 18 hours
Hello guys ! Solo deepdiver :)
A little complain ...
As a driller I can'tr each high places
In the latest stage of this week's deep dive, a bulk exploded on a mini mule
And now I can't repair it
This is deeply infuriating
Is there a way to make it go down ?
Well Sam you should have just prepared better /s
Yeah sometimes the game just screws you if your the wrong class sadly.
Hoping my friends and I will finally try the EDD today. Either that or I'll duo with one. Probably Engi/Gunner I guess.
Sure you could always go a full team always but not everybody has the luxury and when it’s a few edge cases making it impossible to win some scenarios they should just fix them tbh
Floating objectives has been a big issue for a while, seemingly.
Worst with micro-Mollies, but could even be a problem with fuel cells or uplinks.
Fuel cells and uplinks have hitboxes you can stand on though
Though with the latter two the bigger problem there is the SPHERE.
The microscopic sphere you gotta stand in, that the bulk detonator perfectly screws up with its explosion.
Get curveballed
As the detonator explodes just run out for a moment to not get killed, then run back in
Send help. Send an EDD team that's done mission 1 at least once.
Brionna I mean that the bulk makes it so standing in the sphere after it dies is no longer feasible due to its explosion.
Usually because the person it was targeting couldn't/didn't kite it before it died.
- Engineer platforms
- Stand atop of the objective
- Hope that the crater isnt too deep that you can fight in it and still be in the zone
Thats what Id do at least
I'm just waiting for an LFG. I can't get away with initiating one myself. Got things to do whilst I wait that need doing.
@dark lark A mini mule should not just stay 3 meters in the air
It's a bug
It's not about class or playing solo
Yeah I was kidding with that first line.
And I tried to ask the bulk to detonates a little bit further away but
Nope
He still went boom
I am not amused
It's kinda just the rub of solo drillering currently.
Anyway, I completed this thing with luck so ...
I enjoy solo driller but not for deep dives
The problem Sam just described is why I only run engineer first time around
and then you get screwed by dreads and earthquakes
I did use an engineer in the very first deep dive, then the low O² PE appeared.
I completed the objectives and ... The pod arrived in an area that was not accessible
So I lost
(Sorry wrong window)
Anyway this game will have more and more updates to fix this so ... I guess I'am madd because I don't like to loose x)
But I see a good future for DRG
(BTW the OC I got was garbage and the comestic too, it's like I never completed any DD this week, ok ?)
Honest question to the Devs...
Is it bad that for more than half of the mining expeditions I've been on... I've not even been inside the pod? Literatly, just dropping planetside from inside the launchbay itself XD
Wrong channel for that
Whoops, sorry
Do you guys reckon a balanced team is best for this EDD, or perhaps two of a class?
Balanced team you generally can’t go wrong with
Having pheromones shield is pretty important tho
And then some way of dealing with lots of swarmers
My scout friend likely won't run pheromones.
But try and convince him though of pheromones it’s pretty strong and basically lets you survive that stage 2 clusterfuck
40s of free time to do whatever
If he gets reusppy pods he can delay the horde pretty well
IFG I don’t think Is very good here
Too many swarmers from too many direction to be of use, but if that’s what he wants to use
I'll ask her I spose.
What’s your engi running?
I can run w/e.
I would recommend pgl over breach considering the swarmers
Usually stubby, PGL
IFGs are amazing, your friend is right to use them
Grenades vary.
Really great for dread battles
IFGs have some use but not when there’s 500 swarmers from every direction and your team is going down left right and center
I usually run LURE, even post-nerf.
Yeah LURE is still good
LURE is still decent
I am finding good success with proxy mines
I can't make proxies work.
it requires some understanding of bug pathfinding though
Not without hurting myself at least.
I love that I can pick them back up too
if I put one in a bad spot
plus I can throw 2 of them somewhere random right before grabbing a resupply pod
so now I have 6 total
I can only hold 4 at a time but it means I am not wasting grenade resupplies
But yeah I'm running damage stubby since electricity is hot garbage on dreads.
I either run that or the full auto meme warthog
the mini shells overclock is awesome
I lack for engi primary OCs.
I got the turret em discharge, and for shotty got cycle reload (damage, faster shoot, more spread and reload time).
The problem is swarmers. I don't want to have to pickaxe them when they do so much damage, but I dunno the shotgun might just be straight-up more useful.
pickaxe power attack is the best way IMO
get the AOE upgrades so you can take them all out in one swing
Cycle overload is a great OC for a210
12331?
Playing with friends. Was expecting to wipe on stage 2 first time but we got to stage 3.
Wish my friends would play DRG more often than once a month so maybe they'd get good enough so we can 3 man a normal DD
Is there anywhere to look at some deep rock builds? Was interested and couldn't find anything last night that wasn't a year old or more
OK yeah we did it first time. Welp.
solo elite deep dive... seems like a good idea, but DAMN it's exhausting
Then again I was giving lots of info about the cave and stuff.
Welp got to third stage, deal with bet-c right at the start. bet-c prematurely triggers the dreadnought in that room full of fire vents and 3 spitballers while a menace is harassing me.
I knew I should've just left bet-c broken...
Anyone else have the glitch in the EDD where all enemies due in one shot?
*die, not due
Sounds nice.
Yeah, it got me through the EDD, probably couldn't have done it without it.
Even the dreadnought died in one hit after the armor was gone.
Any idea what might have caused it?
if you werent the host it could be possible the host was using cheat engine
i once took no damage at all in game, that was long ago though
developer: time to edit kara's dmg reduction to 100%
Ezzz monnyy
sounds like cheats yea
Stage 2 is rough
it's like...ok - everyone dont rush out
try and stick together and focus on one mule
cue everyone running in 6 directions
i always split for the mules and crack both eggs at the same time
bold strategy
I played stage 2 normally and didn't see any bulks, you could always try bunkering
I've never seen a bulk on stage 2, and teams that wanted to bunker were able to.
The last time I did it though the fuel cell landed such that I (engi) had to pancake up the outside to make sure exploders couldn't get in range.
So be wary of that. The fuel cell can land in easier places though.
did the EDD with 1 friend the other day and we had 4 bulks in stage 2
in about 20 runs, i've never seen a bulk or the ground crack under the objective in edd 2
i started the EDD the other day and as i loaded into EDD 1 two cracks spawned under the objective and i just left
Stage one is a cakewalk compared to the second one
woo fucking beat this shit
the end place very annoyingly spawned somewhere i couldn't get to as engineer in time the second time i did it
i havent even done the ez mode one yet
its gonna be like taking off weighted clothes
can someone help me ?
every time if i play deep-dive with friends crasht the game -_-
Verify game files, might help
the issue is lethal is its not challenging, its just deadly
you dont have to make new tactics
you dont have to adapt builds in consequence
you just have to play harder
I have a feeling we're going to see some sort of changes to lethal enemies soon
Lethal is fine!!!
I hope, I allmost everyone says its not fun
it really isnt
I love you Deci but this is too much
Litteraly the only thing that forces me to actually try
you crossed the line 👀
If the vast majority of a community don't find something fun, it should probably be changed
without lethal the game is very easy and feels like a grind
lethal is not for everyone
people arent forced to play it either
its a hazard
they are forced to play it for the EDD
It's still not a very well designed warning
I just hate that when something is hard, people will ask for a nerf to make it easier
There's fun ways to make things difficult and bad ways
people want those overclocks and they're going to play EDD because there isn't any clear indicator in-game that EDDs are usually really hard
what is not fun about lethal?
I would much prefer they would remove it to replace something difficult too, but more intresting that just buffing their damage
the fact that it is hard?
"its the same thing except the enemies hit biggerer" is not good design
lethal doesn't add anything to the game, it forces you to play slowly and to use cheese more
it doesnt force you to cheese
it forces you to pay attention and try harder
if people need to cheese , that means they arent good enough for it
I'd like to see someone beat this EDD without shields or pheromones then
ive done it
tell us how 🙂
I completed a solo EDD this week as driller
ive cleared edd 5 times so far this week
I want to know tbh
without dying
howd you do it?
Ive done it solo, and in 1-1-1-1 team comp
I used axes, I had flamethrower and I didn't want to ignite the gas
I'm not saying that it's impossible, I've beaten it. But it wasn't enjoyable for most people
It was a chore
what I like about EDD
can you record you doing it? Id love to see
lethal just isn't something most people enjoy
what zweiz said, its a brutal challenge and you need a good amount of game sense already engrained to have a chance
Being nearly one shot isn't enjoyable
the first time I cleared EDD this week was solo so it was easy obviously, but then ive done with with different groups
it took more practice to learn it
And there's a lot of damage that you can't dodge in this game
RNG plays a HUGE factor
stage 2 is indeed hard
it takes a good group and you have to make the ground flat
hey guys i did this weeks EDD without taking any damage :^)
It's mostly that it's unenjoyably hard
1-1-1-1 team comp obviously the scout should bring pheromones
every class has tools to make it easier
I guess we'll have to agree to disagree. But if the vast majority of the EDD playerbase is saying that something isn't fun, it should probably be changed
I hate that they put it in EDD this week and got a lot of people mad
because its a hazard I like doing, but since it screwed over a lot of more casual players
Well it's probably the main reason everyone is looking at lethal enemies right now. Now everyone know how poorly it scales with h5
I think you need to look at how you play vs how the majority of other players play
maybe if they just dont put it in the edd
yeah but the main issue is that people want the OC from the edd
don't worry decimate the devs will make a special one hit down mode just for you
just give them their damn OC for free
If a warning is only fun for a minority of people, it's probably not well designed
lethal could be an option for vets tho
if you aren't playing hazard 5 lethal with 0 upgrades you aren't a real gamer
Add a FPS cap of 30 to that too.
guys, we arent here to nag decimate
not playing on a commodore 64, what a casual
We need to be able to tack on multiple warnings for normal missions, that will solve people's want for more difficult missions
were just discussing :>
his opinion is as valid as ours
That would make it more challenging in a good way
but tbh, they should make lethal haz6
Just doubling damage is a lazy way of increasing difficulty
"game is a gring unless efverything can one shot you" seems kind of dumb to me
after completing a deep dive, allowing you to customize the difficulty
Just being able to tack on multiple warnings would be tough enough
mactera plague and no shields? That'll be tough
slams every warning at the same time
literally every warning would be more fun than lethal
I think there needs to be a clear distinction here. People don't like lethal because it's not challenging in a good way, not that it's challenging
I guess its time for haz6, so people arent forced into lethal anymore
I dunno, multiple warnings are probably a better way to go about that
this game lacks a hell on earth kind of difficulty
I mean the game is mostly a casual experience. Most people don't care to have that sort of thing
I dont think it should be that hard to add a Hazard 6?
this game can be played casually
but it can be enjoyed by people who want something more difficult aswell
Custom difficulties would be nice, but I'm not sure that's a priority for the devs atm
I havent seen any tryhard ask for haz1 to be made more difficult, but ive seen people asking for the harder content to be made easier
you can disable bosco during solo play for a greater challenge
I think they will focus that later on and try to flesh out the game for newer players
bosco is a good ally
I've only seen people complain about lethal, not about EDDs in general
he used to be so garbage before
Difficulties can be customized with modding currently
tbh they should reset the timer twice a week for deep dives
Im all up for more challenges, but I would prefer to be different things than a damage upgrade
yea that's the main issue, lethal doesn't change the way you need to play in a fun and creative way
people wouldve forgot about this week's edd already
hes mainly annoying
It creates an interesting problem to solve with several solutions
in solo at least
I like the ghost, it does make missions interesting
but I love the fact that he can force people to allways be on the move
I'd argue it's a good warning because it adds a twist to a mission
But the hazard name haunted cave could have been some even more interesting modifiers
Lethal though only forces you to play passively and rely on cheese
for most players
honestly lethal / salvage is the hardest this game can get
Particularly as the main thing hazard increases is enemy damage
Then lethal enemies doubles it 🙃
Which already 3 shot you
cut line of sight, strafe left and right
I play stage 2 like its a competitive fps lol
yeah but if you didnt hear the spitter
elite deep dive? better not be too elite
make deep dives harder but change lethal
EDD should reward only cosmetic , so people dont ask for it to be made easier 😄
lethal is a boring slog
People will ask for the cosmetics then
less
People just want lethal nerfed. Not EDDs. It’s been said again and again
^
just wait
If you nerf lethal, you nerf lethal in EDD too
Which nerfs EDD
buff edd change lethal
That’s a slipper slope fallacy
edd are ment to be challenging yes
he named a fallacy, guess he wins
just delete lethal and replace it with double warnings
People only started to complain about EDDs this week with lethal
Buff lethal, only put it on third stage
Now it's only for cosmetics, good deal right?
It’s not about the rewards. It’s about fun factor.
ive seen people complain about the regular DD
a lot less
which spawns like 5 enemies per swarm
I’ve only seen an influx of people this week about lethal
do enemies move faster on haz 5 or am I just crazy
yeah
they do
And I’ve seen an unprecedented amount of regulars and veterans complain about lethal
enemy speed, damage and health changes from hazard to hazard
hey decimate, what would you think of a double hazard mission
If there’s a huge outcry over something, it’s typically for a reason
the only challenging hazards are shield disrupt and lethal
even if you mix a bunch of the other ones
they should remove iron will
shouldve been gone a long time ago
mactera swarm's pretty awful too on haz5
mactera swarm + lethal on haz 5, fun
Should the game be balanced around what you want or what the majority enjoy?
I think that’s an important question to ask
you can't choose hazard level in deep dives
DD is haz3 ish , EDD is haz5 ish
Not really answering the question
difficulty appears to be scaling
you can always bump down the difficulty
no way its only haz 3
honestly they can rework lethal for all I care
they should clearly list on the deep dive selection what the hazard range for each one is
you should build your game around your targeted audience, but balance changes shouldn't really be based on the majority of every player
Most people are wrong about what they think is fun
yeah balancing to knee-jerk fan reactions is usually a bad idea
Leave balance up to the community and it falls on it's face, you see this all the time
People hate change, surprise surprise
regardless of anything enemies doing more damage based on difficulty is already a thing
And they only like to be challenged just enough, problem being that amount is different for everyone
having a mutator that just makes them do biggerer damage is kind of lame and boring
doesn't change the way you play at all
Mactera swarm is lame and boring because it makes the frequency of mactera biggerer
just punishes you harder for making a mistake
shield disrupt is lame and boring because it makes the game more difficult
mactera swarm changes how you play
lethal was a terrible idea from the start
i can make a haz 9 more challenging and fun compared to having a lethal modifier
if you are already not getting hit lethal changes nothing
Same for mactera
this reminds me of when payday released one down difficulty
the rest of the mutators require you to change your playstyle to accommodate the "mutation", lethal changes nothing except that if you make a mistake you die immediately instead
feels less like a mutation
What playstyle difference is required for cave leech cluster?
I'm training my rank 12 friend to play on haz 5
Or parasites
We've worked up from haz 3 till now and he's gotten really good so far
Parasites is just shoot a little more, leech cluster is keep looking up like usual
parasites needs a buff
What playstyle difference is that lol
parasites makes enemies re-occurring problems
parasites is basically having a couple of slow swarmers jump out of dead medium size enemies
not too bad
A weak echo enemy changes nothing
will admit cave leech doesn't change much though, but it was one of the early mutations
give parasites the responsiveness of a swarmer, boom
I’d agree a lot of warnings need changes
i dont know how someone can seriously argue that making enemies just do more damage really changes playstyle
That's probably one you can't solo but I can be wrong
Oh okay
For good reason
I was gonna say
Bulks can destroy that mission depending on how good the team or player is
We had a salvage haunted scenario in a DD
I dunno if they put otherwise ineligible combos in there
Back to this conversation again, lethal enemies just isn't a good way for DRG to increase difficulty. The game is a horde game where enemies come from pretty much any direction, randoms slows, and some attacks not even being telegraphed. The game hasn't designed for enemies hitting that hard - so simply they shouldnt to keep the game fair.
More common waves, larger waves, possibly bug movement speed etc are all better ways of increasing difficulty.
Maybe up the amount of boss creatures, there's plenty of things that the devs could do other than just doubling the damage of enemies that play to DRG's strengths rather than it's weaknesses.
pretty sure the haunted scenario in the DD was a PE not salvage
Oh wait, you're right
Whoops
A lot of the modifier are just 'obnoxious'
Low O2 is an example
It doesn't change the game play necessities, it just makes the play more tedious
Stay close to molly or the minehead, spread your resupplies slightly
For the sake of argument, Lethal Enemies can be argued to change playstyle because it strongly discourages melee solutions (e.g. vampzerker), and thus makes it harder to conserve ammo, and necessitates more active kiting.
Not that I like it either, mind.
Low o2's pretty fun, but there should be some adjustment for the things outside of your control where the lack of oxygen can go wrong quickly. e.g. Molly having an adventure where you can't following during the Drop Pod sequence, or PE missions where the mapgen makes some things very, very difficult to reach without running out of o2 or being forced to burn a resup.
Also, despite some recent adjustment, I still think there needs to be more work done on making it very obvious when your o2 is running out, considering the consequences for failing that check.
Point extract low o2 makes you spread your resups out to make oxygen easier to get away from the platform
I actually really like that combination
It's one of the better map types for that modifier because you don't get screwed by molly going for a jaunt
There was that DD on salt pits, I think two weeks ago, that had a PE with low o2 and some unusual mapgen where the mine head wasn't really at the "center" of the map. That was pretty tricky.
Yeah, it was up to you and your team to plan out where to drop pods so you didn't waste time making trips to the platform for air
Probably one of my favorite deep dive missions so far
That being said, I remember a lot of complaints about that one, so it goes to show people will take issue when the game throws a curve ball at you, whether it requires a change in playstyle or not
And then there's haunted cave which I think is neat but doesn't go nearly far enough in being spooky 😄
or threatening
my biggest complaint with PE o2 was how awful the map layout was
Yeah, names not the best
the last aquarq was awful to find
Yeah, the terrain scanner was the hero of that mission
To help you find unexplored areas
having it in that little side cave on the ceiling sucked
Yeah, little tricky to get up there
Scout probably has the biggest impact on finding that area tbh
Flares make it a giveaway that something's up there if there's one nearby
Otherwise you gotta consult the scanner
There's an out of the way aq somewhere? I haven't done either this week, so.
no
this was I think 2 weeks ago
this week's is probably one of the easiest so far, 2nd stage is lethal but rich atmos means you outrun everything anyway
3rd stage is salvage with the occasional bulks, so cryo is nice to bring and otherwise that's about it
Yeah DD two weeks ago, last week was in glacial right
I wonder if there's a tracker recording what's what each week
last week was glacial yes
2nd stage was ghost detonator with elimination on PE
was pretty awful due to the map layout
'cause the minehead spawns in the center of a pit
I think a lot of people don't know how to play on lethal enemies just cause they avoid the difficulty all together
Right, with the dread off on the side
I went through 4 drillers before I found one who was intelligent enough to realize they're supposed to dig out stairs
That was pretty fun tbh
There was a big ledge we fought him on
I think my friend enjoys drilling more than actually killing bugs lol
So he's always up for making holes everywhere
ye
Being good at the game doesn't make lethal enemies a balanced modifier
I think cave leech cluster should have more danger associated with it
Wonder if it would be any good if they could respawn in the same places after a bit of time
was helping some russian guys out with the elite deep dive and on the third stage it all froze up and i lost connection to the server, fells bad man as they had a rough time n alot of tries trying to get through it
cave leech cluster should make them able to spawn in any direction
your idea makes me sad but it's a good idea
Mushu laying on the facts
Lmao sideways cave leech
Straight outta that dead space section
you stand on the edge of a cliff and look down
and a cave leech grabs you off the ledge onto the floor
so... Bet-C right out the door in EDD, did everyone get that?
I think betc's still random
What if it made it so cave leeches could grab 2 dwarfs?
it was EDD3, 2 players
I guess that would be specifically unfair to duos
he automatically targets them?
I think that might be the spawn with 2 players
If you're grabbed
ah
Didn’t get a betc with 4
He switches aggro as soon as you get grabbed by sth regardless of what he's doing at the time
the problem is sometimes it's straight up impossible to spot a leech ahead of time without being grabbed
eg if it spawns literally right around a cave bend in a room with a low ceiling next to the entrance
Yeah, if the reach is short enough you get barely any warning
Kinda wish there was a way to try and fight your way free
Leeches in a nutshell
would kinda invalidate their purpose if you were able to though
Yeah
They’re fine the way they are now
In an ideal world where super sideways leeches don't happen
yes but cave leech cluster is a boring modifer that doesn't really modify much
Agreed. Should be more interesting
and you can't really change much without leeches quickly getting extremely unfair
That’s the issue with warnings
so there's not really much room for improvement
honestly leeches don't really do well in clusters seeing as people get on guard and then just shoot up the ceiling once they find one
Yeah, it's just, found the cluster, regular mission now that they're dead
I think on low complexity/length missions
Imagine a haunted cave with no ghost
there's just really not enough room for one to spawn
I’ve seen floating ones
you walk into the last cave and there's just a red balloon
whoopie cushion noise
the first time I did a haunted cave our scout just led it around in the first room for the entire mission and we never saw it even after he came to join us
can you CC the ghost
Yea
eg does just have 100% dmg mitigation, or is actually invulnerable
well, he led it around for the first 3/4 of the mission then got bored and came down the tunnels with us
You can freeze it
wish I had it unlocked during the ghost PE DD damn
stubby just makes bulks too slow to worry about
I don’t think it takes damage or can be CCd
It can be frozen
the thing is
there's a difference between 100% dmg mitigation and invulnerability
the first one means its still taking status damage and thus can be debuffed, the 2nd one means nothing affects it whatsoever
It could be taking full damage but has astronomical health values
if you can freeze it, then it's still taking freeze dmg so it must be CC'able
or that
Though I doubt it
yeah I doubt it too
I haven’t seen it frozen. Anyone have screenshots?
if it had astronomical health values, you'd theoretically be able to use cheat engine to oneshot it probably?
You can't see that it's frozen, but it stops moving
hm
Does it give the frozen audio cue like glyphosate do?
Anyone else can confirm?
Glyphods
My driller friend got very friendly with it
we can test
Whatever you know what I mean lol
wouldn't be that hard
Seems like it needs testing
Haven’t heard from anyone that it can be frozen before this
It is true, it got us through the haunted PE DD
you can freeze the ghost bulk
Interesting
Like I said, no visual cue so there may be a lot of assumptions made without actually trying to do it much
i can test this
I think it makes the unfreezing noise but I might be wrong
rip wont load #drg-gallery
Oh neat so you can see it
I woulda sworn you couldn't
Tbf we kinda just let him have at it while we went to work
Pub elite deep dives havent been too bad.
Just had a decent set of two gunners and we played all the way through fairly decently.
My only real nitpick is that one of them had the tiny shield. You know where they select nothing but recharge so you get this tiny ass shield that one person can stand in and lasts for 2s lmao. Don't do this pls, choose size and duration ❤
It's cozy
i hate those people
I do small size bubble for when I want some quality time with my fellow dwarves
It's even worse on lethal enemies becuase the exploders will basically just do the normal damage
Through the shield. So if you have a tiny bubble the exploders just yeet you anyway.
size, duration, and sticky shield so the scout can zip through it and still get a defense buff
Wonder where that diagram got to, showing the different trait combos and which one gave the most uptime
anyone got EDD tips?
get as much nitra as possible in stage one. You'll need it for stage 2.
If in doubt bunkering will work in EDD2.
If your group finds that disagreeable you can just do the normal stuff w/ driller.
Have them mine out a nice area to fight.
Do not bring the stubby if you want to, yourself, do damage to the dreads.
@meager topaz
First you'll be fighting a lot of dreads so read this quickly: https://www.reddit.com/r/DeepRockGalactic/comments/djqpsh/how_to_fight_dreadnoughts/
Second you'll want to get tons of nitra on stage 1 like ranger said. Stage 1 is fairly tame compared to stage 2. Just make sure you fight the dread at the beginning or after a swarm, so you don't get a swarm + dread.
For the second stage make use of pheromones / shields whenever soemthing goes badly. If you need more don't be afriad to call resupplies (as long as you have two left for the final salvage sections). Make heavy use of AoE like detpacks and PGL whenever there's a decent group of enemies, just don't even let them close. Seriously just use everything.
When going into the cave take it nice and slow, and feel free to pull back. There's tons of leeches and sptiballers in that cave, so draw in the mobs, once they are dead then push in.
Third stage is farily tame, just take it slow. Large groups of enemies will harass you from time to time but aren't a major threat becuase you can usually hear them first. When fighting the dread noughts just make sure that you do after these mini waves.
Oh yeah bulks can turn up on mission 3. Be wary.
super useful!
now how do i get teammates to stop from running off by themselves?
😛
Scream at them through the mic’s ofc
oh no
well if any pros feel like helping someone through edd, lemme know
i can promise 1 thing - dumb jokes and lots of saluting
i guess that's 2 things
what difficulty do you usually play on
I still need to finish my edd, keep running into teams that won't communicate and I only have so many pheromone grenades or people dont wanna bunker
I feel like relying on bunkers is reinforcing bad habits, you should try to improve at horde management/defense because those skills actually apply universally
Exactly
As engi I just do what the team wants.
I'm just doing as team requests, I don't normally bunker
I've actually shifted into the scout playstyle more now anyways, got my first rep on him already
i usually play haz 4/5
tough part is playing solely on pubs
so teams are crapshoots
i dislike bunkering unless the team just isn't working out and being stubborn about not bunkering will probably just fail us the mission, i can always just practice some other time
sometimes if i feel like the team wont survive mission 2, i tell them to bunker to ease the spawns and make it survivable
you dont need size if you use shield to plug bunker
Eh, I totally get people bunkering on an inherantly unbalanced gamemode.
I've never liked the bunkering idea...
Just when people do it constantly it starts to get on my nerves.
At edd2 you will need some sort of coutering of huge waves of swarmers, cause they will fuck you up. Autocannon specced in aoe (even better with Carpet Bomber OC), neurotoxin nades, all that stuff. Engi will be super useful to cover exposed lava on the floor
death_before_bunker.png
people who hate on bunker shouldnt be taking iron will
its just different flavor cheese
Delete Iron Will.
If everything is imba, then nothing is imba
I need my iron will with my pub elite deep dives lol
but not everything is imba
flashbacks intensify
Iron Will has it's problems but so does the game. I'm very on the fence.
I mean i hear all the time that current edd2 difficulty is bullshit imbalanced
I blame the mass spawning of swarmers...
playing with pugs
bad players
you brought it on yourself
get a semi competent driller
with heat radiance and gas
GAS nah I'll pass
I think the most problematic part of ironwill is the chain reviving.
Why is that a problem
I don't see it as too cheesy other than that, but whenever I'm reviving someone on ironwill once in a blue moon it feels cheap.
Revivng from ironwill is depleting resources and tricky to do in most cases. Even when you revive, 5 health isn't much health to work off.
i wonder how many people would use iron will if you couldnt self heal
I don't mind that part as much. Chain reviving is the biggest issue for me.
just remove any rez or healing
Not sure about the healing part as I said. Anyway I normally don't do pubs.
It's interesting to play with different people for once you know?
Elite Deep Dives is totally doable in pubs to if people semi know what they are doing and someone is leading.
I wouldn't know... I only play with my brother and we got our arse kicked in EDD1 and 2, then it threw a curveball (Bet-C) on EDD3
right out of the pod too
i was kinda surprised iron will recharges while you're downed, i just assumed it didn't at first because well that would be pretty broken
It would've been super helpful, if my brother hadn't run out of ammo and died before we could do anything and the initial wave didn't take my attention on top of the bet-c
but i also don't think killing iron will and burying it with the dreadnoughts is a good idea either, having a last chance in games like these can enhance the experience if done properly
Game should be fun
"no only my fun is allowed"-people who seriously complain about ironwill
Lul
They should rework iron will so its not just flat invulnerability and have something like "Regain 10-25% hp immediately after reaching 0%" and maybe have it so you need to recover to full hp before it can proc again (or just give it an even longer cooldown)
although people will still take it since so many other perks are lackluster
Current edd is hard but nothing like last edd
That one with mactera plague on salvage with haz 5.5
That was easier than the noshield
Macteras are only dangerous if they all focus on the same player.
It was the same edd
I just don't remember all of it
And 3 mactera shots = death and there's an entire murder of them spawning each 40 seconds
But no shield is fucked up too
Current EDD goes from hard to really hard to easy
Lethal enemies on salvage lmao
Can someone please tell me I'm not seeing things
@wise sphinx change iron will to passive hp regen
but make it slow 😈
like
1hp per 20s
that's 60 hp in 20 minutes
hahaha
Reminds me of Nature Bond from vermintide
free health regeneration but slow, reaaaaally slow. Several dozen minutes for a full health bar slow.
Tamren, it not too bad if you have temporary HP gain perk. Before they nerf temp Health to the ground, Iron breaker dwarf with duel fire pistol was an absolute beast. just take the temp hp per kill and use it to block over heat damage. and dish out a ridicules amount of damage constantly
but 1hp per 20s is way too slow where you usually have 130hp+, it would made iron will completely useless.
I really hate Magma Core, nothing sucks worse than losing the EDD solo at the end because an earthquake happens and then a swarm of exploders rush you.
any EU Elite Deep Divers who struggle to find a group for diving that would like to join me sometime?
Yeh sorry mate I zonked out last night
@woeful marten yes
no worries Mushu, I am counting on you anytime 🙂
Might try again later tonight
I actually had more trouble with the new edd than last week tbh
ended up going two gunners and alternate with shield spam
no shield is more forgiving than lethal enemies since you get the health boost
combine that with berserker and vampire you can easily fill your health even without hitting their weakspots
Any strategies for Stage 2? I need advice 👀
I made two bunkers with long tunnels for the defense and it was a piece of cake
I was actually anxious because I was worried I'd not be able to have enough impact as driller but it carried the mission
For Stage two the hardest part is all on Engi's side with a bit of Driller. Engi needs to know how to properly use the repellant platforms to make a proper defendable place and Driller needs to make the area bigger. Make sure the Scout has Pheromones and M1K
Driller needs flamethrower here to clear the swarmers and gas to help on the other side that he is not in. Engi needs proximity mines to be always up.
Scout MAY need to leave the group when defending to lure some enemies out or to make sure that someone survives if too many exploders get in somehow.
If your Scout is really good killing the Dreadnaughts, consider asking the Gunner to go for AC with Carpet Bomber to help the Driller with AoE.
That should do Stage 2.
Scout gets the only nitra vein in the first room, rest opens the dirt. 1 red sugar vein between the dirt and the exit of the tunnel. Clear the first wave; then someone kills the breeder, someone drops a supply (preferably next to the salvage objective). There's always a leech between the tunnel exit and the pod, as well as a leech by the 2nd mini-mule on 4 players. Depending on the team, either rush one mini-mule, or split and rush both mini-mules. After both mules are repaired and there are no waves, have scout pop the top egg and someone pop the bottom egg at the same time. Person on the bottom deposits into Molly, scout drops it down to deposit into the drop pod. Kill the swarm, if there is one. Drop another supply next to the objective and start the defense. Burn gunner shields as much as you want, preferably to hold it incase Mactera spawns. If Scout took pheromones, you're already super safe; use these during Gunner's shield cooldowns if you have to. The supply pod is there to take you out of iron will and resupply your survival tools. For the second objective, drop another resupply and do the same thing. As long as you can drop 3 or 4 supplies in that mission (doesn't matter if you are left with 0 nitra for mission 3), you're golden. Don't waste time gathering any nitra, the longer you stay, the worse it's gonna be on the team; unless everyone can 1v4 a wave.
Now I just need a team to run that strategy with
Hello everyone :)
So I finally managed to beat the stage 1 of EDD solo
And something weird happened
I died trying to reach the drop pod but thanks to Iron Will i managed to enter
Bosco used his 3 res packs
When I arrived at stage 2, Bosco had his 3 packs back and I was back on my feet
Is it normal ?
What does the timer on the terminal say
5.5 Acid spitter can probably one shot kill you with Lethal
it's on both second stages this week
I tried once but the bunker for the fuel was too close to the wall and I died through the wall. Really good team but yeah it's really hard
Soloing as driller worked for me. As someone advised before, drill out a flat area next to the uplink and fuel pods and abuse drillers cleave damage while jumping around to reload. Put a resupply next to each for iron will saves but kill the bugs next to you before you grab them. If you have all of boscos revives available you should be able to do it within a few tries. Use throwing axe to stun praetorians while you send bosco to rocket them. Dont get hit by mactera. Dont use c4. EZ game.
Iron will + vampirism + throwing axe can be clutch but you will most likely die instantly afterwards so resupply saves are preferable
I soloed engineer and just laid a loooot of mines on the second stage 😂
Hey idk if you are in here man but to the gunner I just left behind in the EDD, sorry dude power went out.
haha
Dont use C4 is pretty big in Stage 2
you dont want anymore scratch damage from magma
i made the mistake of having the larger mining area upgrade for c4 while defending on stage 2. that made it much harder than it needed to be
anyone for edd?
can join
the new deep dives are on thursday right?
@lofty pollen yes
you need a bigger beard
This weeks EDD is beatable, it's just not very fun or fair
Should EDDs be fair and fun ?
They should be fun at the very least'
They're fun to me
The only one I haven't enjoyed was this weeks
That's something I guess
Though that was mostly due to lethal enemies
they're fun in a 'need a well coordinated team' kind of way
Not a big fan of magma core either
and a 'oh man, we escaped with our butts'
The less I go there, the better
Magma core is rough but that's not the main issue I had. Lethal enemies is just not fun
It's only on stage 2
it's bye bye time
Wait until we get lethal on stage 3
I think with the amount of hate lethal has gotten this week we're going to see changes to it
I mean, ever since it came out, I've been saying Haz5 lethal is too hard
And stage 2 lethal isn't as hard as Haz5 lethal
i will now take applications for folks to carry me through stage 2
Once we get stage 3 lethal, people will see
Now that people couldn't avoid it I think they understand
isn't EDD, HAz 4.5, 5, 5.5 ?
Yea that's right, stage 2 was just as hard as h5 lethal
something like that
Deep dives have custom difficulties
And stage 2 never felt exactly as hard as haz5 to me
yea but they're comparable to those hazard levels
Comparable, yes
they used to show the haz in the dives yet they removed them for some reason
But imo it's more 4 4 5
i think it's 4, 8, 5
Imma go with the game files instead of feelings
source on the wiki is from the game files
That and in experimental they used to show hazard levels in DDs, guessing they removed that to not scare people from trying EDDS
It's not stated on the wiki it's 4.5 5 5.5
But it's stated that 5.5 can be on EDDs, if you wanna be exact
Emphasis on "can"
We've had at least one dev say that's the hazard levels for the dives
What I saw was a dev saying that Dives had custom hazards and that's why they weren't quantified by the same hazards as normal games
Regardless, the point is lethal enemies on h5 is unfun and needs changes
it feels like hazard 3.1416
Im just glad the EDD wasnt in sandblasted again
dont think anyone really took enough notes to say if its always 4.5 5 5.5 in that order but im believe its always in that order, same for regular DD being 3 3 3.5
No trawlers is a blessing
oh interesting, i thought normal DDs ended on h4
i modified h4 to test if it was there and wasnt there for atleast 2 different dives
I don't understand why they just don't show Hazard levels in dives
Diveicculty
Yea but normal dives aren't always consistent either. Some H5 missions are easy and some are hard, RNG is huge
The game is still using a hazard level even if it's custom
EDDs are easier than Haz5 missions with a modifier, at least to me
I just want to see the hazard levels, it's a shame they removed them
Someone told me you can see the hazard in the med bay
If you die
Haven't tested it
Interesting, I'll have to test it out
He said there's a screen recap in the med bay that tells the hazard + mission details if you died
iirc it shows 0% hazard bonus
Excuse me?
hey, do elite deep dives and normal deep dives give their own weekly cores?
yes
dope
Yeah i remember seeing a 0% hazard bonus
