Chaos Warriors, AKA punching bags

Also I’ve seen enough pugs that handled the basics (horde/specials/bosses/monsters on their own) without a problem but died to a patrol. Especially on the market on screaming Bell, where you often have a horde as well. I saß doing legend runs for a long time before I felt comfortable pulling patrols and even then only if I knew my team was able to handle them.

They are NOT easy, when you start out on a new difficulty and provide a high enough damage spike on their own without auto triggering when you are engaged with something else.

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standing completely still as zealot and watching a mauler miss 3 overheads on you :upside_down_face:

As for CW they need a lot of cleaning up but honestly reducing numbers, increasing health and then giving them more attack speed/reducing the delay between attacks should be enough to make them decently vicious

The other option is make them like mini bodvarrs

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Would reducing the number of Chaos Warriors result in Norscan hordes becoming overly susceptible to aoe damage (Sienna, Hagbane etc.), high cleave/shield breaking weapons and shotguns?

meh not really, CW aren’t even part of norsca hordes.

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Aren’t they part of Chaos ambients like on War Camp?

yeah they’re part of ambient spawns, so it’ll have some impact on maps that spawn a lot of them but they don’t really mean much imo unless you’re actually getting CW spam

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That’s good then. In that case, making CWs rarer should be fine so long as they aren’t made immortal when unstaggered or something extreme like that.

CWs are harsh enough. I want them nerf. They are too powerful for me.
Twitch CW vote is insane. Win or lose are up to CW vote. Nowadays, they die relatively fast thanks to bomb, GK and shade. If we don’t have them, CW vote is still insane especially on narrow space. Twitch CW vote should get nerf in case CW getting stronger. Seriously.
CW vote is main reason why 200+ twitch is sometimes unfair.

Why would someone pick flaming flail for CW? Killing CW fast is better.

If you want monster+fight, you can play twitch without blessing with seek and destroy deed. It’s really fun. 300+specials and 10+ monsters per game. Quite insane though.

Bestigors are a lot less frightening to me than CWs. Beastmen chaff are more of an issue, in my experience in cata, because they’re so wonky. And nowhere near as bad as berserker units who look like they’re targeting someone else and then spin to hit you at the last second.

But anyway, non-sequitors and strawmen aside (Skarrik lol), Chaos Warriors have a clear role within the game currently. Rather than alter that (which I think would actually function to make Chaos an easier faction to defeat, as they’d have no real armored units that would appear commonly), a better solution is actually a new Chaos unit that is higher-tier than your average CW. I don’t think you’re necessarily wrong about the value of the role you’re proposing for CWs, but moving him out of his current niche into another will simply leave his current niche empty.

I’m really hoping that one of the things Chaos Wastes will add are some more enemies; it seems possible. I recall many people hoping for something like Chaos Hounds with the Beastmen, or other four-legged enemies. People suggested it might be difficult to implement (not sure if FS themselves ever weighed in on it). But in the Darktide trailer we see mutant hound creatures; Fatshark could easily bring those into Vermintide as well, or something like them. So while it’s not been promised, I’d not be surprised to see a couple new enemies.

So if they do, I propose the question; what qualities could be given to a new unit superior to Chaos Warriors that would fit the role that the OP has proposed?

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What role would that be?
All I see when there is a couple of CWs walking through the wave is THP waiting to be collected.

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The problem I see is that increasing the effective hitpoints of an enemy affects the interesting-ness of the combat situations it is involved in waaaay less than how it affects the duration / slog of a fight. Fighting a mixed combination of enemies on varying terrain tests your reaction, improvosation, and situational awareness skills. Which direction do I go to get a tactical advantage? Can I hold them here or will I get overwhelmed? Can I go for a counter attack or should I play more defensive until I get an opening? Which target do I prioritise? How do I create space to handle the disabler that is around somewhere? Can I use the monster or AoE special to my advantage here? Does my mate need help or can I count on him to have my back here? Should I shoot that one now to relieve pressure or won’t I be able to reload before I might really need to shoot something else?

That - to me at least - is very fun gameplay and the reason Vermintide is awesome like no other game. And the number of hitpoints the enemies have doesn’t affect those things by a lot, or at least with greatly diminishing returns after a certain point. And after some point upping hitpoints just devolves into the situation becoming a DPS-check before you get overwhelmed by new spawns, where even if you played perfectly there was no way you could even have won.

And exactly that scenario is my fear what will happen if CW’s (or other enemies’) hitpoints just get upped to balance them to last around high DPS classes / weapons. Then low DPS classes just stop being viable. No Shade or GK in the team? Tough luck, die against an impenetrable wall of enemies because they spawned faster than you can kill them no matter what you do. Lame. the discrepancy between DPS output needs to be adressed before you up enemy hitpoints even more, but that requires a total rebalance of all the classes.

That issue gets even more exacerbated if you mess with stagger resist as well, which would also create similar issues if done by itself. Messing with stagger resist is a meta shift more than it is a difficulty increase, favoring classes that bypass the stagger system like Assassin talented Elves / Saltz, or GK and such, over classes like FK and slower staggering weapons. Right now, every setup in this game has its own way of dealing with enemies, creating playstyle diversity. That will be hurt by making enemies more stagger resistant. And on the topic of CWs: The main offenders in this game that trivialize CWs do not give a hoot about staggering them anyways, so that will not solve much either.

Simply spawning moar enemies also doesn’t improve things. Fighting 100 instead of 30 Fanatics is exactly the same thing, it just takes longer. Fighting 20 Fanatics, 2 Maulers, 4 Bulwarks, a Leech, a Chaos Warrior, and 2 Berserkers is a completely different experience from fighting 30 Fanatics, however, even if the total number of enemies is the same. (Just to give an exaggerated example.)

Not numbers, not enemy hitpoints, not stagger resistance; but diversity and combinations are what increases difficulty in an interesting & meaningful way. A CW doesn’t get more interesting to fight if you have to him 30 instead of 20 times. A CW does get more interesting to fight if he brings friends, however. And yes, there is a huge difference between having to hit him 3 (or just 1) times instead of 20, but that is an argument for decreasing damage outliers more than it is to create a situation in which one class / weapon needs to hit a CW 10 times instead of 2 but another class / weapon now needs 40.

Monsters illustrate my point as good as anything. Monsters create tactically exceptional situations. A monster in the mix makes you have to take a lot of quick decisions and tests your combat skills. But the monster doesn’t really do that by just being a damage sponge. It does do that by having unique and attack patterns, and the fact that it can hurt or displace other enemies adds another tactical layer as well. Sure, if the monster could be killed in a few hits it wouldn’t be as dangerous. But at some point its damage-spongyness doesn’t add anything to the intricacy of the fight anymore, and the fight just gets dragged out unnescessarily. This is very appearant on some party compositions, where you just can’t whittle down the monster before the next enemy spawns just overwhelm you with numbers in the meantime. And on the other hand, some classes can just trivialize a monster, taking the fun out of the fight as well. If you come across a monster only once per run, the Shade, GK, and BH saved up their potions and delete it in 30 seconds tops. Monsters are super fun, but not if they soak all the damage, and neither if they die too fast.

So, if:

  • The disparity in damage output to monsters gets reduced without making DPS classes useless, like could be done with a damage cap to monsters,
  • Monsters can’t damage soak beyond the point of it being not fun anymore,
  • And monsters appear more often, thereby enriching the diversity in combat situations,

The game might be better and more difficult in the right way.

My idea is to do something like making monsters only about 3-4 times as hard to kill as CWs are currently, but giving them protection against super high damage attacks through a damage cap of sorts, and letting them appear more often. That means more interesting combat across the run, every team can still fight them without it being a slog, and DPS classes still have a use without trivializing them. It might take some expirimenting and number tweaking, but I’m very hopeful a good balace could be achieved.

CWs, as far as I’m concerned, aren’t a very big problem and don’t need much changes, rather than enemy composition around the CWs needs some tweaks.

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Tman kinda laid it out, but their purpose (I also mentioned this . . .) is that they’ve got a unique class of armor. Armor in general makes hordes more complex to deal with, because it requires specific responses that are different than what you do against a horde. The fact that most characters can’t bully them consistently means they also have to be reacted to. Those characters who can are unusual cases; they might deserve a looking at, but I don’t see that any of them nullify the existence of all Chaos Warriors, and such things come at a cost (you are speccing into being able to do that, after all, or picking a particular class when you could have another).

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I dont get it.

Everyone who thinks more monsters solve anything, please, just play some no boon twitch, or 60+ Weaves. It does not enrich anything. All it does is force one person to do the kite limbo until everything is clean at which point the monster gets dealt with.
That happens every. single. time. There is nothing special or fun about it, nor something especially gamey. The only thing you achieve is making players learn how to dodge monsters and deal damage to make them hold aggro.

That is ofcourse only the case if you dont run something like Shade, BW, WHC, Ranger and just blow up three monsters in 30 seconds. But that apparently should get fixed by “damage caps”. So back to dancing.

Stagger right now, in the base game, is completely and utterly outclassed by damage. What is the point in FK putting a CW on his arse if he is dead before he even hits the ground? Stagger is completely irrelevant on half the Boss fights. Even pushing monsters repeatedly against a wall to disable them needs more resources and positioning than just killing it outright or kiting it. Long Stagger gets constantly overwritten by shorter Stagger. Stagger only ever gets relevant when there are so many armored targets that you can not deal with them anymore. Numbers you dont even find on most 15/15 double Twitch games.

CWs are not a common enemy. They dont spawn with waves. They appear during events, or as ambients. Having them be another enemy, like Shielded SVs, who need more than just plain damage to be dealt with, would actually enrich gameplay, unlike having half a dozen monsters each map.
CWs are right now one of the reasons why stagger in normal games is so much worse than just plain killing power, since a stagger career still needs a damage player to deal reasonably fast with a CW. A damage career doesnt need the stagger career to deal with half a dozen CWs. Turning CWs into the reason why you want to pick up stagger, via bombs, weapons, career skills, or talents, to deal with them faster would change something.

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Tman was suggesting monsters having lower health.

Though one of my past suggestions for a new type of enemy was one that was basically a big sack of HP who is unarmored; staggering him would let you hit his weak spot, though, so there’d be more value in stagger over simply needing to hit him with AP. Could be some kind of bloated Nurgle Champion.

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The answer is always counter attack and if it doesn’t work blindly stack more attack speed.

Unless the stagger resistance increase is extreme, I think it would end up favouring both FK/high stagger careers and dps careers. The ones that would be left in the dust are the moderate ones like Merc, RV etc. who don’t have extreme single target damage or extreme stagger, and just wouldn’t be able to fight them properly. I agree though, this would be bad. I’d rather the extremely high damage some setups do to CWs without cost reigned in. Weapons like the 1h Sword struggle enough against CWs.

TmanDW has brought up monsters having lower health I believe. I’ve been advocating for less extreme highs and lows for dps output towards both CWs and monsters (which wouldn’t make dps careers useless, the only one that would be noticeably negatively affected is Shade without Cloak of Mists, and they’d still be good). Easy changes for Fatshark that are just number changes. The dancing part is usually only for one player and it’s entirely possible to keep a boss frequently staggered in the right team. FK + IB/even OE can do it quite well, as can BW.

With the aforementioned dps changes, a team with a FK, IB/OE, BW (without Beam Staff) and a WHC to boost the overall damage would still be completely viable and not have to kite bosses all that much.

I don’t see what’s wrong with forcing players to kite. That’s when players can’t just go into ‘optimal dps mode’ and bulldoze through enemies.

I disagree. If this were the case, the Rapier would be superior to the Billhook against everything but Norscan hordes and monsters (outside of crits). Most of the meta setups have both good stagger and good dps. Merc with Spear/Exec/Mace and Sword and 40% power from talents, Billhook heavies are good stagger strength, Sienna’s Flail and Firesword, Zealot with AnF (axe lights have great stagger), any Bardin with Dual Hammers etc. Really this only becomes true on Kerillian. Why do people think Double Shotted BH is great but Piercing Shot Waystalker isn’t? It’s not just the damage, it’s the fact that BH can keep a boss completely under control solo until it dies.

Shielded SV are completely countered by:

  • Most aoe damage
  • Flails
  • High stamina/stamina recovery

And are mitigated by Handguns/the Bolt Staff. Shielded SV are only problematic when there’s 30 of them in a Weave or with weapons that don’t reach a minimum amount of overall stagger/cleave/speed/reach, like the 1h Axes.

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Eeeeerrrrrr… I don’t think we disagree a lot here?

I want more monsters because I think having to survive a monster + horde for a bit is actually fun and challenging gameplay. So we might disagree on that specific point? But - like you - I think having to do that for too long without being able to effectively putting a dent in the monster sucks. Hence my suggestion to sharply reduce monsters’ hit points, so they die faster as well. And - like you - I also think a monster being gibbed in a few seconds because the team happened to be Shade / GK / BH / whatever is also super lame, hence my suggestion for a damage cap.

As for what you said about stagger: I also agree. I’m not advocating for more stagger resist. If anything, if stagger resist needs changed at all I’d rather see less stagger resist here, so straight up DPS isn’t the only way to deal with CWs anymore. Because if CWs’ HPs and stagger resist get buffed, it will hurt the classes that currently deal with CWs too easiliy a bit, but it will hurt the classes for whom CWs are currently balanced a lot more, creating a situation in which the current offenders to CW difficulty become the only ones able to even effectively deal with them.

You say you want CWs to require more than straight up damage to deal with. So, like, how? Increase their HP / give them a damage cap but make them more susceptible to stagger? Other more dangerous attack patterns? Then they become mini-monsters you need to kite in the way you disliked vs. monsters?

I maintain that Vermintide is a bit like chess: No single unit is very hard to deal with because it is predictable and the rules are fair. Which is good, because a unit against which there is no defense is no fun. But the actual fun is because of the units becoming dangerous in combinations, which adds deep layers of strategy and variety. Buffing a single unit to unfair territory just to make things harder is not the way to go. It’d be like having to do the Nurgloth fight several times per game. The way to go instead is by combining enemies to create complex and difficult fights instead.

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Chaos Warriors need a much more threatening swing pattern akin to the triple attack of a shielded SV, or Zerkers and Plague Monks attacks although @Radina.Shevu is right in that attack speed and damage are king. Add in something like BH, Shade and GK and they just get snuffed out so fast.

Give some of them tower shields maybe> only that’ll REALLY increase the annoyance of dealing with them in a mixed horde.

Give them the ability to knock a player over in the same way a FK does to them? Give them some ability to cause nurgle damage for things going toe to toe? How about making a couple of them stay out of combat and summon maulers to the fight until they’re dead?

It seems solving one problem causes another.

I think people are going into this with little bit of a wrong perspective.
If you simply increase the chaos warriors HP by a lot its still not going to necessarily increase the individual threat of one or even patrols worth. Its mainly going to be the other types of enemies which will arrive while you are whacking a way or simple boredom and making stupid mistakes.
I’m pretty sure many here are perfectly capable of kiting 5-10 warriors all on your own and slowly tickling them to death so basic number/health game imo is not going to cut it here.

However as someone pointed in this thread, swap 5-10 warriors to say bestigors and its going to be lot more interesting.
I personally think the only way to make chaos warriors more threatening is to give them some unique ability which can disable you if ignored. Be it knocked down for a few seconds or being strangled to death in air.
Something that which you simply cannot ignore by just holding block and dodging backwards 24/7.

Sure it would take more time to implement than just messing with stagger/hp or attack speed values but I also believe going too heavily into these values will just make them potentially annoying to fight before they actually get truly challenging.

I like this, like a deathclaw in Fallout.

Not full-on disablers, but enemies you have to fear would be a good thing.

But again, I think changing Chaos Warriors would actually be a bad thing; just being chunky bois that require your ult or focus for a couple headshots is a role. Making them more dangerous changes their role, but now there’s no common chunky enemy in Chaos Hordes - we’ve only changed one of the many cards the game can throw at us. Adding new ones would add more interest than just changing one to another, IMO.