Just another week of nurgle beast then I’ll tuck away my thunder zealot. Highly useful build for this event to use.
I’ve come to realise its role isn’t to take on nurgle beasts. Other ranged classes can melt it from safer distance. Feels like the role is more so to save everyone’s ammo and take a bit of corruption damage for sake of the team.
Absolutely, like a High Intensity Monstrosity Guantlet (HIMG) where Specialist ambushes remain unchanged but constant Weakened/Regular Monstrosities with the higher populations of Elite patrols. Would be nice to have that outside of Maelstrom.
i mean you can dodge it if you move back before he starts his grabbing animation. He will try to grab you but your already far enough. Just gotta do it before the animation starts. As you already know if it puked on you it will grab you once its done puking.
Nah, there is plenty of us here who think BoN is a terribly designed monster, which is tedious to fight with. Imagine adding an attack you cannot dodge, in a game about dodging. That is 10/10 Swedish trolling. Its not even a matter of being unreliable as with the chaos spawn grab.
You can dodge the puke, but it CAN still hit you thanks to tracking. If you were too close that usually guarantees getting swallowed. Stacking slow down debuff is ret…Then we can talk about the issues which haven’t been fixed since the launch such as taking damage from external sources, when swallowed.
I see BoN as a wasted design and dev time, its almost as useless content as the demonhost. Instead of those 2 we could have had 2 monsters or bosses which are actually fully interactable and fun to fight.
Then you didn’t dodge it
there’s no situation where the puke “tracks” you it just has a certain hitbox and if you get hit by it it means you messed up. There’s no RNG or anything like people like to pretend.
even if you get hit you can still move away so getting hit by the puke isn’t a guaranteed grab, either. The only time you’re guaranteed to get grabbed is if you corner yourself, in which case, deserved.
I’m amazed at how readily people come into this thread to admit they have a severe skill issue and can’t dodge the puke but somehow everything is at fault but their own failure to dodge it
Yes, because the game works perfectly, and all maps and situations will give you space to maneuver: narrow walk ways, drop downs into hallways, body blocking by a horde spawned 2 meters away from you behind a corner, enemies phasing through you because they locked on to a team mate and trapping you in a bulwark sandwich. Tell me more about “Its all about player skill”.
Also obviously Darktide is a perfect game with no bugs:
BoN is tedious and not fun to fight. The same applies to demonhost wasted dev time. That’s my opinion, you can keep yours.
These are all avoidable factors. The boss spawns are telegraphed and there isn’t really a situation where you literally have no room to maneuver to a position that won’t get you cornered.
So now the puke is bugged? How is it bugged? Is it consistently bugged? or is it only sometimes bugged, making it a… coin toss?
Nice vid btw. You dodged into the net that was aimed at an ally infront of you. Unfortunate, but neither a bug nor unavoidable (the trapper was way too far from you to be targetting you, meaning you could tell where the net was gonna go and dodged into it. Very edge case but not rng nor a bug)
Are they now? Tell me how players can avoid enemies spawning 2 meters away from them and pulling whatever was silently standing behind a corner in narrow hallways or finding space in few places on the maps where you have to drop down and cannot retreat. This conversation is over.
Stay away from ledges and consider spawn doors as an active threat while things are spawning.
If you get cornered by a horde spawn it is definitely a skill issue and there is no way around it.
I’m not a big fan of people just blaming game design for things they could avoid if they had the experience, skill or foresight to do it. There’s things that are actually unfair and have no counterplay in the game, they’re far and few between though and this isn’t one of them.
No she wasn’t locked on to the bot, she was chasing me, that’s why I was retreating, most of that vid was cut. The second trapper was locked on to someone else.
You can even see the net aim towards the right, where the bot is. You dodged behind the bot which turned out to be right in the nets trajectory.
Happens rarely, but it’s how it’s intended to work and it’s predictable if you know it can happen.
To begin with, and I just tested in the psykhanium, trapper maximum range for starting up the shot is 9 meters. You were at 14/15m there. It couldn’t have targetted you. I’m not saying you should’ve known the exact numbers but you could totally tell that trapper was too far to be targetting you, that’s how I instantly deduced what happened.
It’s a lack of experience, not RNG or bugs.
Just gonna go ahead to show proof they start at 9m + there’s no tracking on the net + show that the net keeps going.
To be completely fair though, latency SOMETIMES necessiates a dodge ingame. It doesn’t always though. It can also cause you to get caught through dodges, but that’s at very high latency, 200ms+. Hardly a game design issue if you’re playing at 200ms, even if you can’t help it.
This whole discussion is a bit silly. The BON is killable, and even soloable. Nobody is saying it’s unkillable, or completely ruins the game, or whatever. It should be possible to give a reasonable criticism of the boss mechanics without exaggerating, and it should be possible to concede it is a less appealing boss to fight compared to the other monstrosities. Instead of this black-and-white kind of thinking where it’s either “completely fine” or “completely broken”.
Overall a frustrating fight with some very annoying mechanics that seem to kinda go against some of the spirit of the game, such as sliming up a lot of the area when it moves (BON perhaps moves a bit too fast imo, should be slowed maybe 10%), and vomiting slowing slime on you in cone, in a game with a focus on movement and/or melee.
Bla bla it can all be countered with better play. Yes, indeed. Still my reaction when I see the BON instead of another monstrosity is “gah”.
I agree with you, but I don’t agree the discussion is silly. People are claiming that parts of the BoN kit are unavoidable, I’m just posting to say they’re not.
First part of getting a boss addressed is not being dishonest/wrong about what it can do. I guarantee you the people at Fatshark who designed the boss know exactly what it can and can’t do, and if the criticisms that come at them are just straight up not true they’ll dismiss them.
If someone was to say the boss isn’t well designed because you sometimes have to give up ground to it more than other bosses, then well, that’s a defensible opinion not based on a falsehood. It’s something I personally view as a good thing though, it’s nice that different bosses are threats in different ways. Obviously a modifier that just spawns 10x of the same boss is bound to make that annoying. I’m not sure that’s an issue with the boss itself though
The Slug is the only monster that is kind of annoying to handle. You are either prepared to deal monster damage, pump a huge load of ammo into it, or slowly poke it to death while everything around you still tries to rip you apart. Jabba is the only monster that might leave your team dead after being done killing it, because of the amount of resources spent.
The other monsters are just pushovers that die way too quickly, while being able to be kite in a tight circle, or even on the spot. In most cases they dont impact the gameplay at all.