Daemonhost possibly needs to be tweaked

Never said that it’s the only way, or that it’s 100% necessary. I just said that Ogryn with a shield is great at dealing with the daemonhost. You shouldn’t be fighting it in the first place anyway. I just specifically said what works great, not what’s necessary. You can kill it without that. Just like everything in the game. But yes, the shield is op against it. And most likely will get fixed. Maybe the demonhost will get nerfed a lot, might just be the first “oh sh…” powerful moment for people to realize how strong it is (and it’s just a host btw). Defo made my day by how ridiculously fast he wiped out the floor with randos. Really a great experience, especially in the dark! I had goosebumps.

I don’t think it even needs to be nerfed or tweaked that much. I get that you need to avoid it, but in the times that you can’t it would be great to be able to dodge or block the attacks.

By all means keep it so it does a ton of damage and is fast. But break up it’s attacks so if I dodge the combo, I now get a chance to retaliate, or reposition and get ready for the next combo. Similar to how ragers or plague monks are.

I like the aesthetic and fear factor of the enemy, it’s super cool. I just want a more viable strategy then bring a shield(so just ogryns) or sacrifice a couple people.

Actually, I thought so as well, but when it spawned for me there were side passages each time, they just took a short time to look for them. I’m willing to bet if you look, you’ll find one.

Just had a difficulty 2 run with 3 Deamonhost encounters, two of which just spawned almost on top of us and one spawned directly in our only path forward. No chance to avoid any of them, each fight resulting in the death of two party members, at which point the host left.

All this is right now is resource eating and punishing the players.

To clarify:

1st deamonhost: spawned on a bridge immediately after we crossed it, and in triggerable proximity.

2nd deamonhost: spawned in a transit area, within triggerable proximity of one of our party.

3rd deamonhost: spawned directly in the the only path into the next area as we approached.

Not sure if we were destined to hit a fourth host before the finally, a bulwark did in the remaining two party members before the third set of rescues could be made.

Right, one last bit, the fact that the soul suck/removal thing is apparently not interruptible is awful, especially since the only way I’ve managed to kill one of these things fast enough to matter is with a full three mag dumps out of a boltgun. Which isn’t going to happen on a darkness mission until I find a boltgun with a torch strapped to it.

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Is this post a pisstake? You encounter a boss and you immediately call for a nerf? This boss is easy to beat if you understand it’s strategy, and even easier to avoid if you are even slightly careful.

I’m getting really fed up of all the snowflakes on this forum who immediately call for a nerf of anything they don’t understand, which is everything because they don’t even try to think for themselves. This is the penance bitching and the fog bitching all over again. This is why devs shouldn’t listen to the forums at all.

ROFL you encounter it twice and you think you know enough to call for a nerf? Get real.

That was my fourth mission encountering deamonhosts, having successfullly killed hosts in prior missions and completed those missions.

In a couple of those prior missions we encountered 2 hosts in each run, the remainder only 1.

The particular mission referenced above was 3 hosts in a single difficulty 2 mission.

Just fought my first one. Jesus. Who thought this was a good idea?

It made me want to just close the game before I’d even respawned. This WILL make people quit if it stays as-is. I guarantee it.

Edit:
Ok, so I fought another one and it wasn’t so bad. Seeing one for the first time, knowing nothing about it, and having it pick you as its first victim sucks pretty hard, though. It feels entirely unfair.

Until I fought one and wasn’t a target I really was just looking for an excuse to quit the game for the day.

I’ve only encountered three daemonhosts across two missions.

First encounter led to a party wipe and the thought that ‘holy **** what a f***ing cool encounter’. The darkness building the atmosphere, the whispers making you ask wtf is going on? Then it appears and it’s immediately oh **** a daemonhost! (for anyone who knows any 40k lore anyway).

Second and third encounters, it’s basically your traditional tank and spank, but you don’t always get to choose the tank. It’s fast so your dodge windows are pretty small, but with practise it’s totally doable. And why shouldn’t it take practise? It’s a boss encounter, they are supposed to be a challenge!

Like previously stated before, I said it possibly should be tweaked if the only strategy is sacrifice someone to it while the others try and kill it. I never said to outright nerf it.

Maybe try and be civilized for a second before you start going off the rails because you don’t agree with feedback based on a beta.

Yes, most times you can avoid it, except when it spawns directly in the only path. I’d like more of a strategy to beating a boss then, hold block and dodge until you die, because it has infinite attacks and you don’t have infinite dodge/block.

If it actually had breaks in it’s combo, the boss would be perfectly fine. That’s literally the only thing I’ve suggested changing.

And as to your second post, yeah it’s atmospheric and cool, but it’s a bit of a buzzkill when you need to fight it because it gets pulled and all you can do as the target is hope your party has enough damage.

I’ve encountered this boss/mini boss several times now and my opinion remains unchanged. So regardless if it was two encounters or 200. It seems like it’s not possible to use pure skill to dodge/block(without an ogryn shield) as you could with a generic boss.

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Absolutely this, though having an opportunity besides damage & kill to break it’s special “eat your soul” ability would be great.

The demonhost is a perfect illustration of how unbalanced this game is, because when you have a few people with bolters or flamethrowers it’s not a big deal. If you’re rolling with a few psykers on the other hand, good luck reducing its health bar by more than a few millimeters before it rips your whole team to shreds.

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It is both a boring and punishing “boss”. Boring because fighting it is incredibly dull, punishing because its main mechanic is to down players.

It’d be better if it wasn’t just another melee boss, perhaps some warp abilities and not this focus on downing players.

Sadly both minibosses and assassination target bosses in Darktide seem to be largely inferior to their VT2 counterparts. They’re not so much built around handling certain mechanics as just dealing damage as fast as possible. Seems to be a general trend in Darktide, less individual counterplay to encourage grouping.

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I dont understand, the deamon host is clearly the same thing as the witch in L4D but here peoples try to fight it, get wipe and whine "urh urh nerf nerf nerf. Awesome.

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We avoided most of them, but when you wake one up you very quickly learn if you have cheesy levels of firepower in your team or not.

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The key difference with the witch was that if you saw it first, you could have one person with a shotgun kill it with a clean headshot pointblank before it activated. This thing when seen your only choice is to go around.

Also there’s no extra reward for killing bosses so why bother

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Can sometimes be in vital choke point so you dont have a choice but to trigger it, also very easy to stumble into in power outages

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Difference is that the witch isn’t guaranteed a 9/10 times kill like the daemonhost is. The witch can be EASILY stopped. The Witch can’t…

Not remotely similar when the Witch can be killed easily with the most basic of weapons. If you’re going to argue that this is like the witch. Make it as easy to kill/stop. A witch can be killed in under a few minutes and is guaranteed a kill most of the time, unlike he daemonhost.

Anyone that says this boss has similar combat to the Witch clearly hasn’t played L4D in a while. The kill time and chance to kill a player are vastly different. The witch is high damage and low defense, not high damage and high defense. I can kill a witch in under 2 minutes and no one dying, this daemonhost is a whole different story that shouldn’t exist without dynamic interaction/interrupt or easier time to kill/lower damage.

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The point stands, even stronger, that it’s meant to be avoided then. Unlike the Witch’s “Hurrhurr shotguns.”

They need to get them to not block forward paths.