Two years of player negative feedback about this undercooked enemy class, bugs, shield hitboxs, stagger issues with overlapping shields, and unresolved hyper-density issues, with enemies walking AND attacking from inside that mass. Most of the concerns and feedback remains unaddressed.
There is no free melee directional combat system in Tide games. Didn’t you think that adding an enemy with a door size shield will cause problems from the gameplay perspective?
At least the VT2 shield Stormvermin had limited stamina.
It’s gimmicky, and based on the worst base enemy in the game. Thanks.
Also I’m certain the trigger of said 50 meters doesn’t always work as intended. I had a bulwark wave at the very start of a map, when we were not able to retreat more simply because we had a wall behind us, and we waited the respawn timer for a very unfortunate guy who died instantly after a drop down. There was no 50 meters in that space alone.
Healing purple mist is dumb, lazy and cheap. It should have been a new special enemy (scab combat medic/dreg witch, etc), that you need to prioritize and make your life easier.
Also V2 bulwarks that were added after DT was released, are better and more nuanced than DT bulwarks.
Pure skaven shield while tricky, but possible, it takes 2 pushes to open skaven shield, so you just control them with shoves and kill 1 by 1.
Skaven shields blob combined with monks tho, oof. Wich is good, cause it forces you to use shout or bomb (for merc). As someone who play with exe sword merc i like it that my weapon and build isn’t perfect SSS+ tier like DS4 in DT, but has some imperfection.
1v1 I don’t mind the Skaven Shielders, but since they added damage opening shields it feels a bit silly on them imo. I think they should add that to the Bulwarks on DT, since people just run away from them. lol
Imo DT bulwarks are just bad designed. You can’t have them to be too slow, resilent and deffensive, cause it will promote infinite kite.
Your typical juggernaut enemy should have slow recovery and big opportunity windows after powerfull slam attacks and short charges so you can punish it and those turtling phases don’t drag the game on average. Kinda the same idea like the mute works.
Also KF2 did it smart. Enemies can perform taunts/enrage animations when they are vulnerable. Wich fits chaos ogryns animalistic brute nature.
That window is there, and this totally falls apart with multiple overlapping shields thanks to hyper-density nonsense.
I won’t even go into the whole “Tide has game mechanics like stagger, so we implemented a difficulty modifier which makes enemies stagger immune and attack faster”.
Yes, but even before density was increased people were mashing shield trying to open it up instead of waiting. Imo bulwark should be faster and more aggressive but with bigger window as a reward, just cause of the DT fast paced nature.
Overall high density breaks the game, because enemies were never designed to fight such powercreeps.
Those red/orange/purple Skittlestide buffs are cheap bandaids that don’t fix the problem.
and in havoc its not even normal bulwarks, they are all friggin healing
i just had game on the archivum sycorax map
we werent even backtracking, the whole team died in the second room (the room that splits off into 4 or so different paths)
so im falling a few meters back to the previous room (the long corridor) and while kiting bosses and attempting to clutch…suddenly an army of healing bulwarks shows up…yeah…gg
I am pretty sure Refinery Delta 17 has a bugged bulwark spawn because every time i play that map it spawns a pack of them at the same spot right after the first medicae station. After the elevator, where you have to drop down
Hmm you know what? I think it was the same map. We got bazillion elites mixed with bulwarks spill out from the very first door just next to the first player respawn location. Just after the very start of the game map drop down area, way before the first med station. We just stood there until the player respawned.