Its difficulty is a bit too high. I think it should be excluded from Havoc maps, just like the Twins. The boss’s survivability is too high—sometimes it takes over ten minutes just to kill the boss. On top of that, when fighting the Sorcerer boss, other bosses constantly spawn as well. The bigger problem is that the safe zones are unreasonable. Sometimes the safe zone is extremely far away—for example, right after dodging an attack, the new cover spawns on the opposite side, giving players no time to get behind it. This situation only leads to failure, with no way to salvage it. This kind of unavoidable death caused by randomness leads to severe frustration.
Ah yes. Let’s remove the difficult boss specificially from the mode designed as a ballbusting hardmode.
Riveting.
Should be easier once people figure out not to stand in bad and that they can shoot him even while stuff’s hitting the fan since his shield is down near the end. Still gonna be a big skill check.
It’s your kind that is ruining the game btw. Fatshark only listens to you and Mister E and Hank, all 3 of you are to blame for the current state of the game.
Did someone die in a pve game?
Out of curiosity what would you like to see changed?
The Twins weren’t added to Havoc mode either. I think this kind of special, extremely difficult boss fight should be a standalone special mission like the Twins, rather than being mixed into regular missions. This one mission’s difficulty far exceeds all others, just like the Twins.
is Nurgloth from vermintide 2
copy pasted
just avoid poison and shoot him
It’s really not that hard, especially for current player power level. This is about how hard I’d like to see other missions be on Auric. What currently qualifies for a finale in this game is a joke.
But they are easy, kite sister back from brother and whale on her, before brother comes.
Oh please do elaborate on how the game is currently ruined. Be specific now. Precisely what is ruined and what feedback was it that I gave fatshark that made it the way it is?
you told them to not put aquilas in havoc, i have a reputable source that told me so
The boss in the new map is what I would consider a true “boss.”
With the exception of the Twins, most of the existing bosses don’t really have anything unique about them. They can be killed almost instantly by DoT damage or a Thunder Hammer, and disappear before you even have a chance to properly fight them.
They’re basically just Crushers with a bit more health.
The new boss is similar to Nurgloth the Eternal from VT2. It has multiple mechanics, such as explosive ground hazards, and is a genuinely engaging boss fight.
Considering how little damage it takes from the Thunder Hammer, I suspect it may have some kind of damage limiter or damage reduction mechanic.
One of these things is not like the other
One of these things just doesn’t belong
Can you tell which thing is not like the other
before I finish this song
I have it on good authority that you’re the one that convinced FS to buff DS4 and give it to Zealot and Vet.
It’s not difficult (esp. for V2 andies), but Fatshark should make the safe zones clearer, and I say this as someone who has beaten the boss multiple times for event completion.
The problem here is that Darktide already has a primarily brown and green color palette, and anything green and brown tends to smear into the terrain, making safe spots hard to see sometiems.
Also the “hide-behind-pillars” mechanics tend to spawn the pillars far away from the previous one so if you’re not playing Hive Scum like me you can end up taking a lot of uneccessary damage just because you need to lug around so much.
There is also an issue with the purple wall animation not rotating, but you are still hit by the wall because it does still rotate even when the animation does not.
I also miss Nurgloth’s frantic scythe attacks between the mechanics in his Darktide version.
I very much doubt that Fatshark listen to the playtesters (Mr. E isn’t one) as much as you think.
You need to bring Ranged Boss Killing.
Friend tested Helbore with a wonky none-MMF build and it went way faster than a full melee party.
So you dont know about fact FS hardly listen to fanbase or testers and go on their own way?
Well now you know.
So quit this yappin.
People need to be aware of the reasons of the current challenge.
Currently the boss is way too difficult because the signposting is all but non-existent. Even knowing the mechanics, it is easy to die in the green or purple goop because it’s hard to see where the zones are.
That is not a valid way to add challenge. Not being able to see safe zones is not a skill issue.
So once they fix that then we can reassess if it’s too hard or not.
The only people who think it’s OK are VT2 players who have played this boss in a previous game…so you have years of muscle memory to aid you. I didn’t have that and can tell you the boss is a mess in terms of signposting.
I have beaten this boss 3/3 times i’ve faced it.
Yes it’s challenging, but it’s not THAT hard. Bosses should be challenging and I think they nailed the difficulty.