Damage spikes / unfair respawns

In the past couple of days I find myself in this strange situation where I can manage being in the middle of a horde taking the occasional damage but brushing it off yet, sometimes, while running away from a single trash mob I don’t care to turn around and shoot, it not only can lunge 3 meters to hit me, it also takes away all my armor and deals health damage. Possibly even taking down my Ogryn…

And just a few minutes ago I was kiting a horde full of armored maniacs, I then turn around to deal some damage before kiting again and they’re gone, just a couple of trash mobs are there, when suddenly I get downed by one of them, and I can see them calmly walking out of a container next to me…

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I keep encountering these situations where there’s noone around and suddenly from behind a column 2 meters in front of me appears a whole horde…

Spawns should have a minimum distance!

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Patch 13 introduced new Horde spawn mechanics.
4 new patterns were added. And at least one of them is broken. I don’t really know which it is, so I can’t tell you what to look out for. But occasionally they just spawn at certain points and if you happen to stand there, you are immediately surrounded.

¯\ _(ツ) _/¯

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No, I started playing in patch 13, this is a patch 14 thing, or a hotfix 1.2.3 thing.

I literally just saw a whole horde spawn behind our group in plain sight, not even appearing from behind a column this time: 30 people appearing from thin air.

Call that a horde? In my day… (etc) :wink:
Hordes appearing close to you I think might be a new thing. Always they came from a 2nd door in my distant memory so you could bunch as a team. They feel a lot lighter to me than they were though, but that’s not bad really as they’re mainly fodder.

But specials spawning point blank has been a long standing issue, esp poxbursters.

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Just on this specifically, I don’t think you can outrun a mob. They always seem to be just as fast and will whack you if you don’t take them out. Anecdotal btw

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Not exactly a horde in that case, more like those roaming packs full of ogryns and armored maniacs.

But I look in front of me and there’s nothing, I check behind to see if there are strugglers, I turn to run forwards and there are 4 maniacs swinging at me… that’s absurd.

Especially when they spawn in the middle of the group where nobody’s looking.

There does seem to be some sort of bug where hits are going through toughness or something. A poxwalker will hit my backside while I have 100% toughness but it completely strips the toughness, takes a chunk of health, and gives me a bit of corruption as poxwalkers will do.

It’d be one thing if there was 5 of them hitting me all at once, but there’s only one. It almost feels like the game is registering multiple hits per attack because poxwalkers aren’t supposed to have any spillover attacks and they can’t hit that many times in a second. But it’s inconsistent; it doesn’t happen with every attack, not even every backstab.

Similar things happen with pox hounds a lot. Their damage is supposed to be a progressively building stack or whatever but sometimes when they pounce and get immediately knocked off with nothing else around they’ll still instantly remove my toughness and replace 60% of my health with corruption in less than a second.

Something’s getting goofed somewhere.

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Well, at least I’m happy to know I’m not alone in noticing the inconsistencies.

Seems like spawns are bugged, hordes coming from thin air seems to be very common now.

The damage spikes also seem like a bug. The crackhead enemies shouldn’t be downing an Ogryn in 1 hit.

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Enemies tend to speed up when you don’t watch them while they target you.
Obviously, a lot of things are janky, but on the note of damage, in VT2, there was a scaled damage system, where enemy damage was reduced when there were a lot of them.
Meaning, a single Rat could end up doing 2.5x the damage when alone that it’d do if there were 10.
I don’t know the specifics, but if there’s a similar system in place in darktide, on high difficulties, the poxwalker may just deal that much damage. Or it weirdly clips through you in its running attack animation and hits you twice.

I can’t say if that’s also the case for Darktide, but I don’t think it’s the problem we’re encountering.

I just finished a game where I was killed and the Ogryn came to free me but he was stopped by a horde (the others went and pissed off a demon host, no need to say we failed the emperor).

I was looking at him killing the enemies when one poxwalker slipped behind him and downed him.

One thing to take into consideration here is coherency. Zealots can give some pretty beefy damage reduction bonuses. You can feel invincible when fighting alongside a couple of Zealots.

Unless the yellow armor buff is active (from the zealot or the veteran) the situation is what I reported. I can’t see much difference being near a zealot.
Hell, I don’t even see the difference when I’m the zealot.

The enemies from behind appearing out of thin air and doing significantly more damage than normal is over tuned. FS wants to prompt you to progress in the mission and punish people lagging behind (picking up resources) but then forces you to turn around and stop to kill enemies dealing abnormal damage. Another poorly designed mechanic. Fighting on multiple fronts, within reason, can be fun, but why amp up their damage and slow down the mission further?

50% attack speed
over 120% power from various blessings and powers
15+5+50+(idk how many more) % toughness dmg reduction
Heavy sword wielding zealot

Fighting a horde of pox and basic cultists, basic trash no other mob, on difficulty D5

Everything is going well, they are not hitting me cuz I weave dodges and blocks well.
horde is thinned out to couple (less than 10) trash mobs.
I take out a gun to kill a special that threatens my ally.
One MAX two poxwalkers hit me - 167 toughness gone, over 100 health gone too

No idea what is happening there but it does happen sometimes

Got an equivalent of “endless horde” on “it’s supposed to be a chill run” Heresy Archivum Cycorax run. Basic trash poxwalkers and moaners where spawning in unending waves though out all run. And they always were “behind” spawns. Clearly something was wrong with spawn director.

Well, it’s not just another staff, they don’t want it to be and they’ll nerf it to the ground unless an alternative use of the skill is developed.

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