This is sadly what this condition ends up as in most situations. The same with sniper modifier. Camping corners until you clear the specials wave. It’s extremely static, not fun and just time consuming. The only new modifier so far I like is the specials gauntlet, even if in many pub matches, squads tend to fall apart like a cheap cardboard box.
Also the special gauntlet mod just highlights the long term issues with the game: poor visibility (thx FSR and colour pallet), poor performance (fps), issues affecting specific specials and special audio cues not playing, the whole door system silliness.
Basicaly this, dogs with horde or with nurgle beast are a noticeable thing.
These things feels connected to each other for me. I like that kind of “claustrophobic” design when you are at a dead end against waves of enemies and there is nowhere to run. And it’s just nice to have one more pacing variant for diversity. This condition also works well as some kind of a sudden alarm, when everyone must stop sucking plasteel all over and gather as a team. But like it was already said dogs waves not a threat on their own, so it feels like unjustified waste of time
Another note:
i don’t like the pushback, but i get why it’s there
i would prefer more if there will be no pushback but dogs deal more corruption damage. I think this is much fair to be so. Pushback is like a gimmick to make low hp dogs work.
Just a thought but for hunting ground instead of a waves of dogs what if it spawn 1-2 specials per special wave and these specials either spawn waves of dogs or individual dogs on a short countdown so instead of having to deal with doesn’t of waves of dogs by staying in 1 room or area. players would be encouraged to move out onto the map and find this specialist and kill them? thoughts.
Just to tie this into another thread about melee/ranged:
I think the lack of specialists let’s players throw away ammo on hordes… so they do, because why not? There’s a lack of priority targets in games without Shock Troop Gauntlet/Sniper modifiers.
The main problem which has been mentioned is that it becomes a game of whack a mole. They all spawn from the and door, they all take the same path, and they all arrive at the same time.
A simple fix is spawn pscks in multiple locations and then swarm the players from multiple angles or directions so we can’t just hide in the corner and shoot them as they all come in the door 1 after the other like lemmings.
Did one hunting ground earlier in the day after one month or so not playing it. I’ll get right back at not playing it x)
Funny thing is at launch the “hunting ground” modifier was a pack of 2 normal poxhounds sometimes spawning and attacking at the same time. It was muuuch better then than the never ending whack-a-mole BS we have to deal with now in hunting grounds :')