Changes I'd do to Bosses/Monstrosities to make them more relevant

Chaos Spawn:

  • It’s perfect there’s no needs to change it really

Burgle:

  • Make vomit interaction client sided, as there are situations in which you’ll be puked out of nowhere even if you correctly dodged it

Plague Ogryn:

  • Stomp attack now has increased knockback
  • Overhead attack now acts the same as a Crusher overhead attack

Packmaster:

  • Head is now Flak instead of Carapace (to encourage different melee weapons going for weakspots)

Captain (Sword):

  • Flurry combo now has a 3s cooldown (basically, garanteeing at least 1 attack between flurries to not be a flurry)
  • Increased speed of charged attack by 25%
  • Increased charge (running) speed by 20%

Captain (Crusher)

  • Overhead now acts the same as a Crusher overhead if hit directly, splash should deplete all toughness
  • Increased speed of all attacks by 25%

Captain (Assassination mission exclusive)

  • Each time their shield is broken, an elite horde spawns (Heresy, Damnation and Auric)
  • Each time the shield regenerates, their shield becomes blue (undamageable) for 8s (Damnation and Auric)
  • When below 50% HP, gain The Final Toll mutator (immune to stagger/suppression, meaning that every time that the shield is broken he’ll no longer be staggered)

Melee Twin:

  • Already perfect, no changes needed

Ranged Twin:

  • Give the kick a 3s cooldown, but give it knockback similar to a slightly worse ogryn stomp even if you block (to prevent kick cycles where they’re useless)

I’d personally propose giving Beasts of Nurgle some new Attacks in order to spice the fight up a little bit.

Bosses that wield Plasma Pistols (Rodin Karnak, Scab Captains and Scab Lieutenants) should apply a weaker version of Scab Plasma Gunner’s debuff.

(Their debuff would be weaker because they’re using Plasma Pistols instead of Plasma Guns.)

I’d like to see some of the monstrous bosses have ablative carapace parts, so their armour types change over the course of a fight.

I think the plague ogryn also needs some more health, as it is basically a joke of a boss fight. As for the Pack master, I think the carapace helmet is fine but the back weakspot should be flak to encourage other people attacking it.

However the boss that needs the biggest change is the captain in Magistrati Oubliette. The guy is more of a bullying victim than a bossfight. The room is actually quite large and offers way more entrances for enemies to drop in but the fight is usually over before the first elite wave drops.

This would be good, I wanted him to be more lethal before increasing his HP

The thing is that for the one fighting it, if they’re not using an anti carapace weapon they essentially can’t go for weakspots, and that’s SUPER lame

I think encouraging weakspots would be awesome

I’d be okay with making the tank on the back flak, but I still think the head should mainly be flak so people could 1v1 them better without, again, anti carapace weapons

Yeah this is what I meant with “assasination mission captains”, this one and the Chasm Station one (I don’t remember if there’s a 3rd one, maybe rolling steel but that one is on a timer so kinda opposed to it)

Insanely wrong, it’s hit box is so incredibly munted that it is incredibly unfun to fight against. It’s so bad, some short range weapons can barely hit it from behind. Being pushed around and being locked in a corner when there is obviously room to move is infuriating.

Yeah Magistrati captain just dies so fast it’s dumb. Chasm captain boss arena has enemy spawns much closer to the boss so it actually is a more stressful boss fight but it’s almost exclusively from the mobs rather than any pressure from the boss itself. But on Magistrati once you get to the room with the buttons to open jail cells (and do the martyr skull) the map is over, the rest is cakewalk unless you hands off keyboard or something.

Giving him invincibility would definitely stall out the fight and make it different but also like jumping back up to the platform he spawns on after his shield breaks and like throwing grenades or shooting a mounted GL would be cool. Even just changing the fight timing so the horde gets there first and then the captain jumps down would be a major upgrade.

Nah everybody needs to start learning how bosses work, sword scaptain is already borderline irrelevant and you want him to not use his bad spacing punish combo because it punishes you for spacing badly. You can generate this dude in the meat grinder to learn it, I have no idea why I’m bothering to explain it but push up to him, like the bubble, as the aggro target and you don’t deal with that. People in havoc who don’t know how he works aren’t really grounds to nerf him even more into the pavement. If you stand next to the bubble, he runs his entire moveset through before doing another flurry, if he does a flurry its because you weren’t close enough. These kinds of nuisances to bosses are why I keep playing and I don’t need to see more of it sucked out the window. If you wanna use pokey and spacey weapons literally deal with the downsides. Get stuck in.

Also the hitbox design of chaos spawn is awful, and he often pushes you around without even touching you with a damaging hitbox, total jank but alright. Shows what you like.

For plogryn I think he should have some kind of buff from the furnace on his back. Maybe he could drain your ult meter if you’re close to him for a while, and gradually reduce ADMs. You’d be forced to make him move around to shrink his cloud and get ult back, where he’d dash more (ideally) since that’s his biggest contribution to the chaos right now.

Honestly the massive AoE pushback field that exists passively on the Spawn is super annoying I hate it. I would really like for it to be narrowed and the pushback less extreme.

Have you seen how atrocious the puke hitbox is? I assume that’s the issue here. You get puked on even if you are attacking it from the side.


Red = Undodgeable
Green = Dodgeable

I think a lot of people know how to fight him, including myself

I just think it’s silly that sometimes he can combo flurry 3 times in a row, essentially giving no open Windows to the targetted to stop blocking and start attacking

Even Daemonhost has a 5-8s cooldown between flurries, it’ll always do the flurry whenever available, enter into a cooldown, do 2 normal 1 handed attacks, and go for another flurry

Standardizing Sword cap to also behave like this I’d say it’s benefitial

I see you’re being a little passive aggresive with that last sentence

The collision radius could be decreased (alongside pogryn) mainly because of backstabbing issues, but at the same time make them too skinny and they’ll never be able to box you in even if tou make the mistake of cornering yourself

I do think him being a charging bot doesn’t exactly help much in making him a threat

From personal opinion I think Pogryn should be straight up the Damage boss, alas Rat Ogre is in VT2

We already have a debuffer in the form of Packmaster

Rereading what Vror said there made me realise that I completely misread what Vror was trying to say.

Now I have to edit out a chunk from my earlier response! :sob:

well seeing ‘nerf scaptain’ and ‘there’s nothing wrong with chaos spawn’ are definitely spicy takes that will invite criticism. like I know you didn’t play at launch, but they nerfed chaos spawn’s hitboxes hugely without removing the collision of those moves, leading to a lot of dumb situations where you have an invisible wall pushing you and certain gimpy ranged weapons can’t even chip back. he’s been basically unfinished for like 2 years.

and if you know when he does the combo, and he keeps doing it, you’re clearly in bad spacing and should focus on the real threats down to a better pace of spawn tempo. I don’t think he needs to get his balls chopped off here because you know how the sauce is made and want to order take out. think of how massively bad he would be with that change, like seriously he’d throw out 1 combo everyone would gang in and he’d be in the usual straits he accomplishes a good 80% of the time looping shield pop staggers until he dies. at least let him punish players that spam attacks without closing in.

plague ogryn could really use an additional gimmick, all the bosses could, besides ‘hit through toughness with no spillover reduction’. which is why I think if you got some kind of penalty in the form of ult draining and enemies becoming ghetto blue stimmed for sucking his gas he’d at least contribute something to the game that’s different. you’d want him to move around more, providing more opportunities for the bunt into a bad situation.

Bosses are way too static. They are exactly the same whether they are at 100% or 1% health. They’re Nurgle-adjacent, they have access to armour; let us lop off bits or break their armour, give them an enrage or more visual tells of their damaged state. They don’t even have any damage decals as you beat or shoot them.

Honestly, my boss wish list is really short and fairly easy.

  • Remove the eat player mechanic from burgles; it’s dumb, broken (as in non functional) half the time, and completely non-interactive. Literally all it does is force players hit by the janky as hell puke hitbox to stay really far away from the thing, on a boss whose entire design punishes being close to. I would accept fixing it so the slug wouldn’t just stand in a corner while your corruption goes to full and refuse to spit you out until a flamer runs up and burns you to death inside it, but I’d rather it just be removed entirely.
  • Chaos spawn should have a lesser version of the daemonhost’s corruption aura, to punish its target for being too passive in just blocking it and waiting for someone else to kill it
  • Buff assassination targets by giving them a posse. Assassination captains should have lieutenant escorts, at least above malice difficulty, so the fight is against a captain and a pair of lieutenants. Possibly with a change for havoc where the normal LT spawn during the level is delayed to the assassination fight so you gotta fight the captain, it’s normal mechanics, and two sets of lieutenants.
  • Just add more bosses. Where’s the plaguebearers? The Vile Savants? Hell, how about some guy in a killdozer covered in saw blades?

They need new attacks and unique features for sure, especially Pogryn.

Destroyng body parts Helldivers-style would be great as well.

All Monstrosity type bosses need to have their collision box reverted/reduced to what it was before Fatshark’s lazy “fix” to undodgeable Chaos Spawn grab (collision box increased so that you’re at the minimum distance needed to dodge grab). On many weapons you need to be constantly mashing your face into the boss in order to hit it. On some weapons it is actually impossible to hit a monstrosity if you’re not as close as the collision box allows or if it’s running away from you because you can’t get close enough. For example, try to heavy attack a Pogryn with a Combat Axe if you’re not as close as the collision box allows or if it’s moving away, you cannot land a hit. If you happen to swing as the Pogryn leans back, you’ll miss even if you’re on the collision box’s edge.

It also punishes players for taking anti-corruption as it spits players out at 75% total corruption. If you’re on Skitarii and took the anti-corruption talent you might as well just alt-f4.

Personally I like the Eat mechanic as it forces a different approach to the boss and forces the player to do something else if spat on as punishment. But the spit attack is buggy and so is the Eat attack itself. The player should also be invincible to everything but the Burgle’s corruption damage once swallowed as it’s a feels bad to die to fire or a Crusher overhead/enemy attacks while in the stomach

Magistrati captain can also be pushed off the ledge, but it actually takes longer than just killing it where it stands