Game mechanics that feel somewhat unfair or simply not fun

I really enjoy this game but its definitely not perfect and thats okay, the only issues i’d say it has at the moment is how fire based damage and lingering fire works, pox bursters and chip damage.

for the fire i think its kind of ridiculous that it instantly removes all toughness and then starts hit stunning you per tick of damage, at higher levels like difficulty 4-5 i would not mind fire being this deadly since being more aware of your surroundings is key but for all the lower levels and learning the game it feels absurd being punished to such a length for stepping in some fire you might not be aware of. I think it should do significant damage to toughness as the threat its meant to be but in a fair way, like one third of your toughness per tick in the lower levels could be an idea?

for pox bursters i find them annoying as they run at you with no sign of stopping and you’re supposed to shove them with a melee but that doesnt really work that well and half the time they blow up before you can reach them doing major damage to the player and again removing all toughness, for this i felt having them be more susceptible to stagger through headshots with ranged weapons or something along those lines would be in place, with the higher difficulty giving it more stagger resistance.

For the last portion is chip damage where i believe many players have voiced their dislike to the concept and I am not a fan either but can see the balancing they were trying to go for there, I just think in its current state toughness feels almost redundant for melee centric classes like zealot or the close ranged ogryn, zealots whole kit feels like a rip from vermintide but with new game mechanics that cant support it properly. I do think chip damage could have a home in this game but not as a lethal damage, you can drop to 1hp from chip but as long as your toughness dont break you wont go down, I feel this adds more incentive to manage your toughness and in a scenario where it breaks you tried your best but didnt do it well enough, would feel like a more earned death than having 1 health from chip with 98% toughness remaining and 1 stray dreg hits you from the back and you go down instantly. when in a low health full toughness scenario as it is right now, toughness feels like it might as well not even be there.

These are just my thoughts to what I think would need some readjusting for a more enjoyable time playing the game

2 Likes

I think you hit the nail on the head with these being the outliers in anti fun mechanics.

For the flamers: I’m fine with them instantly stripping toughness, it’s the jittery stagger that’s a problem. Stop the flames from causing stagger and this will probably be fine. Anything that takes control away from the player is frustrating. The instant toughness removal is already punishing enough to prevent people rushing through the fire.

For the melee bleedthrough: This is really frustrating, especially if you want to use bigger slower weapons. It’s fine to keep some bleedthrough, just please not on poxwalkers or potentially also the basic melee dudes. If a mauler or rager hits me hard enough to rip through my armour I’m fine with that. This is especially frustrating with enemies literally appearing out of thin air behind you. I know some of them are dropping down from platforms, but this isn’t the case all the time.

For the poxbursters: The biggest issue with these guys is when they spawn in a door right beside you and fly out with absolutely no warning. Yes there is some jank around pushing them but I feel like this is mostly to do with elevation. If we could test against them in the psykanium it would be nice to figure out what weapons stagger and what don’t. Also if they could damage us in there we would be able to test our defense perks.

2 Likes

only problem with poxbursters is when they spawn next to you, the rest is fine, they can easily be dealt with.