Sup
Thoughts about armor
Unarmored enemies (Dreg Stalker, Dreg Gunner, Dreg Bruiser) are weirdly tanky. Don’t mind it much, but the perk vs unarmored only exists to help already high damage weapons hit Dreg Gunner breakpoints. Dreg Stalkers are, imho, rocking about 100 more HP than they should for what they are in damnation.
Infested armor accounts for only dogs, poxbursters, and pox walkers and the only thing noteworthy it ever did was make all of these nearly unkillable to bolters at launch. The only reason to take the perk vs infested is so the worst weapon in the game (Paul) can have a microsecond faster TTK against hordes.
All Flak armored enemies are weaker than their less armored counterparts. Very weird, but at least some weapons feel good against Flak enemies. The soul exception of an enemy that isn’t in breakpoint range of all weapons is the Mauler. The perk vs Flak is a staple on almost everything.
Unyielding has its weaknesses, but it’s very clearly only on ogryns and bosses so no one is confused about this armor type.
Carapace is meta defining. It was good when Flak ragers were given a carapace chest piece, because all flak enemies are weaker than their less armored counter parts, but there’s an overreliance on everyone in the team being independently able to deal with carapace enemies at all times. But at the same time everything and everyone is overloaded with anti-carapace tools so Crushers just exist as a DPS check. Crushers are, honestly, the most dangerous when they’re hiding a Mauler or Trapper, but they’re not spawned as auxiliary troops to support other enemies, they’re spawned in groups of 4 with 4 bulwarks.
I don’t feel like there’s a lot of choice in build diversity right now for several reasons: The gap between high-damage weapons and mid weapons is huge. Or you make up the difference with rending/brittleness and damage over time. You get into a game and everyone has to be responsible for their own Crusher blob and that is how the game is played. And I truly believe if every OP weapon got nerfed into the Earth’s core today, the dominance of carapace would stay the same.
The division of armor damages in weapons is out of touch with the whole game. Everything needs a big buff or a nerf.
If you read all that, cool, if you didn’t, whatever I want new elites.
I want a Dreg Mauler with infested armor and regening HP to bully flamer builds, counter Dots, and punish teams that can’t meet a simple DPS check. That make sense? He’s the fat zombie archtype the game is missing and flamers can work but only if you focus fire and out dps his regen before he gets to you. Like, if he’s 3,000 HP and regens 250 a second, and if you play around trying to kill him with passive dots, he’ll resist max burn/bleed stacks long enough until they fall off and he’s back to full HP in 12 seconds. Unless my math’s wrong but that’s the gist.
I want a miniboss class of elites. 8,000 to 12,000 HP, uncommon, lots of aggression, phases, openings, and room for skill checks. The most fun I have in this game are on Monstrous Specials which happens maybe once a week. I want more of that in regular Auric Damnation gameplay.
A miniboss elite can be anything… as long as it’s not a base level human. Not an enemy in every room but more likely to appear than a boss. Give me a really intimidating Ogryn Berserker or a traitor Sentinel. A flying blight drone, even. I mean look at these dudes! I bet all of you already have an idea how these two would function in game together.
All they need is some yellow clothes and a coat of pus and open wounds from papa nurgle.
We just need something.
And also, lastly, I want roamer variants. I think scab shooters and dreg stalkers should have a 1 in 30 chance to spawn with a plasma gun. They shoot as fast as the player, will sometimes charge a shot for more damage, and shooting their gun directly causes them to explode because why not.