This is actually hilarious. The game has the same problems as Vermintide 2. NOTHING has been done to change them.
Let’s see…
- Audioless enemies if a player does not have them in their field of view. Where does this idea of not being able to hear behind you come from?
- Just like in Vermintide 2, getting your block broken somehow interrupts your dodge. Here it is made worse thanks to dodging preventing stamina regeneration. Why would my block breaking prevent me from using my legs and dodging out of the way? If you can’t block, you dodge. If you can’t dodge, you block.
- The hound has a spawn sound. The mutant has a spawn sound. Bosses have a spawn sound. Flamer has a spawn sound. Even the burster has a spawn sound and it keeps making a sound depending on how close it is to you. Then why in the everloving hel does the trapper not have a spawn sound? It just appears next to you, spawning from thin air like a Hookrat and proceeds to capture you EVEN if you are mid-dodge. If the problem is latency, then an avoidance method not relying on latency should be implemented.
- Every enemy, no matter the gun they use, can push you with their shots on full toughness basically stunlocking you, preventing proper repositioning. Why doesn’t my gunshots significantly push the enemes too?
- Enemy flamer causes direct AND area damage by leaving flames on the ground. Why doesn’t the flamer that the player can use do that?
- Sure… pretty much every attack goes through toughness and effects health. That makes toughness worse than temporary health. It especially makes “Until Death” pointless if you are not running “Holy Revenant” as a simple touch from a poxwalker will kill you no matter how full your toughness is.
Sure, you “fix” the combat knife so it doesn’t have 100 dodges anymore - which could be used to somewhat negate these bugs - in a priority patch but do nothing to the other problems… Is this inconsistency just incompetence… or is it artificial?
Do the “winrates” look a bit too high for you?