Something that i observed but only few speak about it are Running Attack triggers, since the release of the game they seem completly inconsistent. Try it by yourself, open modded relam, spawn some fanatics/marauders and record your footage so you can analyse it while not beeing in the heat of the combat. I think that’s the main issue that makes some horde look so hard while othertimes they seem easy, running attack seems to play a big role.
CW are the ones that trigger me the most, they just spam running attack if you face-kiss them, 1 backward step is enough to trigger a running attack.
PS: backward dodge dosnt work against running attacks (in CATA) instead dodge sideways or in diagonales.
Running attacks are the most busted thing in V2 after the slot system, yeah. In fact, running attacks are one of the worst offenders at creating ‘hyperdensity’ in that they are allowed to pass through or squeeze other mobs out of the way. Especially now with people shoving I see it happening much more frequently:
1: push mobs in front of you
2: mobs gets knocked down
3: four rats with toothpick run in and stab you for 60 damage
Dude exactly this, i was doing some testing with IB 2h hammer against a pack of marauders, i staggered them away from me wtih 2h hammer heavies, made 1 backward step and here there are charging me with the most clunkiest running attack while 3-4 marauders are already attacking me at close range…
Edit: Actualy even worse, marauders that come back with a running attack are sometimes assigned a slot that is behind you on either sides ! Also just walking arround (in close melee range) around a SV will trigger running attack…
We’d forget that hordes in VT1 spawned in more locations that were actually defensible as opposed to 360 approach on almost every map in this game with the exception, ironically, of Lords maps. So if you had a horde you could actually fall back into a tight location and stay there until the storm passed. Never you mind the additional fact that if you fall down you’re simply dead in most scenarios unless somebody is running block cost or block radius. Gone are the days of actually picking somebody up in a horde with 3 other support. Now rats, curs, and goons just break right through those 4 or 5 shields de-incentivizing people from even trying if they’re now suddenly dealing with a surround. Hooray for teamwork, no?
Now you can’t. Backwards dodging was gutted which means you need to sidestep to dodge unless you’re really wanting to take damage between pushes. This means that ranged careers have a harder time laying in support which pulls us from the expert fantasy of L4D2 and the formation fantasy that people are trying to impose onto the game. Combined with the jacked up slotting, pushing, sound notification for backstabs, beastmen with spears, running attacks, broken spawns, silent specials, broken horde music, special spawn frequency, point blank rattlings, and a bunch of other miscellaneous BS as well as massively inflated stagger resistance in cata we now have a game in which every single player pays a damage tax in a level from incidental hits that may be outside of their control as opposed to incidental hits that they risk/rewarded into.
Good luck trying to snipe that one gas rat far away while triggering 20 running attacks in the process and then praising sigmar that you can actualy switch back to your melee just in time (looking at you longbow)
Snipe a gas rat? They throw over entire buildings now outside of line of sight because the ability to react or kill them in time with good spotting, like you could with spitters, is apparently just way too far over the line
I was walking forward, heard the back stab sound, turned around and saw a mauler finishing his half circle swing at the end of a running attack.
Enemies start a running attack from so far, that when you keep walking forward, they finish the attack and still cannot reach you. How much of a BS is that…
So, a partial solution could be that pushing an enemy out of a slot (or rather, any “involuntary” movement out of them) would not open that slot for other enemies at least immediately. If the slot stayed “closed” for the duration of the stagger animation (or maybe half of it for the full knocked-on-back animation) there’d be time to react, strike, push again… Or for the pushed enemy to come back to its slot without friends immediately taking its spot.
The timing for that kind of thing is probably quite hard to balance, and might need to be somewhat random to keep us on our toes and to avoid everything coming in at once after the delay.
I recall reading patch notes that said they were adjusting the strength of pushes to not trigger a “heavy” stagger (full knockdown and fall backwards), yet I see pushes still doing this consistently. Is this intended? Pushing things in a horde merely shuffles the front line backwards and allows a fresh unit to replace it
I think this was an unintentional rollback but yeah, even little pinkies have the ability to perhaps 40 degree angle spin half way through their attack animations now.