Beast of Nurgle need tweaking. "Go ahead and cancel me idc"

yea i think it’s because it needs to finish the animation.
(usually when is about to turn back and escape and in movement, is the right moment)
i think it would be cool if there wasn’t this type of delay with animation, and you could instantly help the players being grabbed no matter the animation if dealt enough damage to the back of the BoN.

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I’m pretty sure they made a chain stagger clause for BoN and the Ogryn melee elites to where their stagger resistance doubles for 10 seconds after recovering from a stagger. It would explain why you can knock them out of an eat animation one moment and then the next (when the BoN loops it on a cornered player for instance) it ignores.

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None of the bosses are fun to fight and they pose next to no threat on their own. If you happen to engage them in open areas with any sort of flanking route they are immediately toast anyway. Their AE attacks are their only threat unless the group is in a bad spot when they spawn.

Only reason they shouldn’t be removed from the game is that the enemy variety is sorely lacking as it is, and they appear to have no interest in adding any more. There aren’t even any variations on any enemies that change combat priority.

Gaze upon the assassination missions.

10s

You can visually test this in psykhanium if I’m reading and seeing this right.

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The bosses sole purpose is to be roadblocks that can and will come to you no matter what else is going on. Their whole threat is splitting up the attention of the team, and that’s by design. They were never meant to be tough to fight on their own, it’s a co-op horde game, the threat is that the boss is showing up ON TOP of everything else that shows up and forcing you to change your priority targetting decisions and positioning.

They work pretty well for the niche. There should be more different ones though. Vermintide had a ranged monster that would be really interesting in this exact same sense, too. It didn’t straight up murder you much, but it was unique in terms of how you position and move to deal with it.

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Wtf are you on? push the burster dodge back easy counters. BoNs grab attack…nothing. you can’t dodge it and it has a 1 frame animation making it impossible to react to even if you could dodge it

Hey man where’s the video you promised?

Ok. You are a lost cause.

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Beast only sucks head on in a narrow hallway or if you’re lacking the experience to deal with it and your team is incompetent. BoN is fairly easy to deal with, even when multiple monstrosities spawn.

It moves slowly enough and the vomit can be baited out to exploit melee or ranged attacks on the weakpoint from the front diagonals. Only risk is the AoE attacks or getting getting a poor angle and getting slimed, in which case continuing to bait out vomit attacks and angle for the WP is still very safe.

Plenty of fringe cases where it’ll snap you up and stare at a corner, vomit then snatch you again, or worse, pop you out of the map.

Very interesting boss without any issues…

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Would you please explain what this video is supposed to showcase? :slight_smile:

Just got vomitted at 100 degree angle, kinda ok I think

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The confusion is that we call them bosses. New players even ask why they don’t drop loot. I try to stick to “monstrosity” now to steer my own thinking.

They are CC machines that distract you from the real threats. You would be unlucky to get killed by a monstrosity but you might die because of a monstrosity, if you see what I mean. It’s the gunner they made you ignore that will get you.

Assassination targets are a different case. Definitely agree that they could be spiced up for a better end event experience.

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I have to say, complaining about the slow snail of all things is a really odd choice. Imagine if we got 2+ Chaosspawns instead? Most people have no idea how to survive against one, nvm how to release teammates from that cheesy grab. There’s no kiting the thing either and its spammy AoE is way more dangerous than anything the snail does.

I mean all you have to worry about with the snail is not get close after it’s puked on you. Even if you don’t want to melee it, you can kite it forever with no effort provided you keep the way clear of the trash. Meanwhile everyone else but the one it’s fixated on can freely get in massive dmg on the spot in its back.

If the slamming is an issue, just pick a Devil’s Claw and spam that parry. No boss in the game is as adept at killing itself as the snail. All you have to do is stand next to it or behind it, center on that glowy and keep spamming the parry for that thing to off itself in no time at all. The slams cost almost no stamina to block/parry, parrying greatly reduces the knockback, and the parry’s insane finesse dmg + how much extra dmg snails take from WS hits makes very, very short work of them.

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Nearly done it ill link it later today

Rather than a heavily cherrypicked youtube compilation I decided to watch some of your livestream vods instead which are linked on that youtube (you misspelled twitch.tv btw the link doesn’t work without manually editing it)

Manually picking non histg

Wiping and having a shouting match at eachother blaming eachother at 16:30



Dies halfway across the map then exploits to revive himself with reconnect strat

Here’s the vod I clicked through

Excellent mogging my friend. Sorry for not watching your cherrypicked video.

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Him after going down around 4:27:00 “I crashed,…what a surprise”
His teammate “Mhh hmm”
LOL

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The only time a reconnect isn’t sus is when there’s nothing going on and the player is at full health. But that generally doesn’t happen often enough. Especially with such timing kek

Bro got caught with his pants down

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I’m starting to think he may not have earned the A.S.S. legitimately!

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