As i was playing earlier today, i encountered a daemonhost. on the penultimate difficulty. the second to last easiest difficulty and it near instantly wiped out 75% of my team, and then as the final remaining member opened a door, my game crashed. there wasnt even a hoard of enemies as far as i could tell. my main point is that the daemonhost is way too powerful.
It is kind of a bad mechanic yeah, its basically just a hazard you need to walk around most of the time.
If you decide to try and kill it for whatever reason, having an ogryn with a shield tends to make the encounter negligible on easier difficulties. On heresy+ its probably better to just leave it alone.
I disagree. It acts as a less punishing witch from Left4Dead. The witch in L4D would hunt down the entre team, while screaming bloody murder. The daemonhost leaves after killing 2. The purpose of the mechanic is to use space correctly. Blindly walking around or not listen to sound cues or teammates highlighting the Daemonhost deserves a teamwipe (IMO). The crash is unfortunate and unrelated.
The Daemonhost is the first enemy where Ive started to see the team STARTING to work together. People will chat, âgo leftâ âavoid daemonâ. This mechanic is actually helping teamwork.
Should you be so careless, or ignorant, to aggro the Daemon you should be punished.
Itâs something youâre meant to avoid.
I was in a team of pubs, my team went ahead while I went back to use medicae, I accidentally tripped it, and was able to dash my way to my team and with some clever blocking and dodging, they were able to kill it before it had a chance to finish me off.
The Witch in L4D:
- Didnât have as much HP as the Tank.
- Didnât move around while attacking.
- Didnât damage anybody but the one she was clawing into.
- Generally did not harm more than one player before retreating.
In what universe is the Daemonhost less punishing when:
- It has just as much HP as any other boss enemy.
- Constantly teleports around while attacking.
- Inflicts everyone with corruption just by being near.
- Will kill half the team before retreating.
The Daemonhost is just badly designed. Either its attacks need to be more avoidable so a skilled player can kite it more consistently without resorting to being benny-hill-chased around a pillar. Or the HP needs to go down so it can actually be focus-fired by the team to decent effect.
She sprints full speed! Since youâre comparing to the DH, youâre right, she was far easier to hit. Her time to kill the player was almost instant, you had no ability to block/dodge her attack. You have to ask yourself, in a close combat fight, who would you rather fight the witch or the DH?
My answer is the DH. 100% everyday of the week. Donât even need no Ogryn with a shield. Sure Ill die as I wonât be able to clutch a daemon host. But my first mistake would be to even try to fight them. The DH wasnât designed to be fought solo, nor the witch.
The staying power while in close combat is actually higher on the DH, you can block and dodge. The witch, you dead if she starts landing hits. And I would say she is far more satisfying to kill if she was triggered. The reason the DH is harder to hit is because he is levitating, and players are kiting him different. You could kite the witch, you had to kill he before she got in melee range. So thatâs what players learned to do, if they could not avoid.
She could most definitely hit multiple teammates at the same time if they were standing next to each other.
Ive never usually see her run away because her HP was a lot lower, she would be killed, the threat was far greater and teammates actively worked to kill her. Oh maybe youâre right, she would just go back to sobbing and walking away if you didnât attack her or were near her when she was triggered.
Youâre right, she could be deleted before standing up with focus fire, even on the hardest difficulties.
Agree to disagree. I love the immersion it brings and the design, decision making, as well as the dialogue.
Now that youâve shed some light on the subject, maybe the witch is less punishing. The DH applies corruption to anyone in melee range,
All im saying is nobody in L4D tried to melee a witch, thats forsure.
The Witch. Because she has actual counterplay beyond âjust donât aggro her broâ.
You could attempt to burst her down before she even attacked, or your team could focus-fire her and take her down before she did any serious damage.
With the Daemonhost 95% of the time you just write off the aggroâd player as a death and then pray you donât roll the lottery to be the second target because itâs unlikely that youâll be able to kill it before the first target dies.
She could most definitely hit multiple teammates at the same time if they were standing next to each other.
But she doesnât. At most she might swipe at someone who is directly in her path but not the target. Outside of that she didnât harm anyone but the target.
All im saying is nobody in L4D tried to melee a witch, thats forsure.
Because L4D wasnât a melee-centric game with an intricate blocking and dodging system.
In Darktide, every single enemy has a specific song and dance that you can learn in order to beat them while minimizing damage through combinations of dodging and blocking.
The Daemonhost doesnât ahere to this at all and is basically just a DPS check that is set way too high unless you explicitly cheese it (Shieldgryn, Peril-blocking Psyker, find a pillar).
I donât mind that a Witch clone was plopped into the game. But it needs tweaking because it feels straight up unfair compared to the rest of the game - particularly when one spawns in an unavoidable location.
Iâm not sure if you missed my post, but I did mention a group of randoms were able to kill the demonhost before it could finish me off.
The one being attacked has to dodge and block a lot, but itâs not a guaranteed kill, just takes a little more effort.
But you can kill the DH before he stands up, the skill of the pubs just isnât there yet. the DH can get deleted just as fast as a witch. And no you dont write stuff off 95% of the time, you try and help and keep that homie alive. If the homie counterplays (dodge and blocks efficiently) you can 100% kill the DH during his fatality animation.
Not getting into the whole thing, but DH can be oneshot?
It needs to be tweaked thats for sure. But it can be killed pretty fast with the right configuration. It takes about 3 heavy hits special with TH on my Zealot to kill it on Malice. 4 to 5 on Heresy. (Didnât try it on Damnation yet). But Iâve +25% Unyielding dmg on my TH, an awesome boost againts DH. Itâs by far the highest dps dmg Iâve seen, even higher than bolter on my Veteran with the same perks. (since its way easier to hit with TH + Zealot Ult Crit).
But, aside those two, and without an Ogryn Shield (particularly I hate playing with Shield on my Ogryn, as a lot of other people do, so you have to get lucky to have an Ogryn with shield in your group all the time), it can be really difficult to kill a DH (and you canât always avoid it!).
So yeah, it needs to be nerfed a little or redesign/tweaked for it to get to a good place. That being said, I really like fighting it. Once you learn how to kite it, it gets easier, but if your are the one kiting it, you canât be the one shooting it, which is pretty boring. It also means that if you are playing with bots you are dead, and/or if your teammates are dead there is no chance to beating it and save the day.
No but if you play on malice the DH can be killed in like 4 charged TH heavys.
The DH only seems OP to people who forget you can block in this game.
Bingo
Just stop deliberately poking the demon.
As an Ogryn main daemonhost is a joke, daemonhost canât even hurt me.
The problems I have with the demonhost are twofold:
-
Way too often a demonhost is just sitting in a giant pile of enemies at the edge of the map and gets woken up before anyone had any chance of even spotting it because you were shooting at the giant mass of enemies standing right next to it.
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Whether or not the demonhost encounter is winnable depends entirely on who it attacks. I can tank it for minutes at a time on my knife zealot, Iâve seen Ogryns shut it down for long enough for it to die, but on my Psyker I canât dodge its attacks and it just kills me outright.
Also as a side note, I really wish that stabbing a demon host with a force staff did some serious bonus damage to it, because thatâs how Eisenhorn kills a demonhost, and it would be a fun if the staff bonk had a hidden power like that.
Itâs a Daemonhost. Even space marines have difficulty with these things.
The main difference between the witch and the daemonhost is that the witch was placed in areas that you had to traverse, and it was difficult to pass her without agroing her. I only played l4d2, but the witch also only ever took out 1 person from the team, then skedaddled. In darktide, you just take an alternate path- thereâs no real immediate threat, and sheâs usually just there as an optional fight.
So, considering that itâs not treated as a dangerous obstacle like in l4d, and instead is treated as an âoptionalâ fight, then there ought to be reward for the risk of taking the fight option, right?