Idea: variable enemy health - eliminating the age old breakpoint game

This will only makes it so that there are at best two breakpoints you can reach or at worst none as you always stay in the range. Honestly this will mostly just muddle people’s decision-making and I don’t see the problem with building towards breakpoints. Min-Maxing your gear is part of the fun imo and your proposal to me just seems like it reduces the room for doing that.

I responded to the OP, as you can tell by the quotation as well as the OP being the only post that was made before mine.
Aside from smaller/taller enemies, none of the things you said, are mentioned there.

Why bring up something entirely different, in order to try and devalidate what i said in response to the OP?

You suggest something entirely different: more enemy types.
That is something i would not be against at all.
I think it would be interesting to have bulwarks that hold the shield in the other hand, Crushers that are missing certain armor pieces (or have brittle pieces that can easily be destroyed to open up a weakspot), Berserkers that have carapace on their upper body and head but naked legs, bosses with more hp but an additional weakspot…
But these things as well as what you mentioned, would mean new enemy types that you would engage in different ways.
This is not at all comparable to simply randomizing enemy health.

I really want that Stronger Faster deed from VT2, it would be absolutely crazy with the health values here. 7900 HP Reapers with double damage.

Anyway the idea to just make more random is bad and should be saved for fun mods. This is what is sorely missing from the mission scenarios right now, something that does more than put more adds and specials on the map. One with tougher horde wouldn’t be missed either, especially if it was coupled with that endless hordes bug. Imagine a run where the threat is the actual wall of rotten poxwalkers.

I’m not trying to devalue your claim in any way. As you might’ve read, i also said that OP’s claim would only shift the breakpoints in different directions to keep stuff optimal.

I just personally would always prefer “ingame” related changes to keep stuff fresh instead of playing around breakpoints, that’s all.
But i do know why it’s important for some players and that they love to theorycraft etc… so yeah, in the best case we’ve both.

Also i wouldn’t say “new enemy types”. It’s just about little tweaks to existing enemies and the whole reason why i mentioned it, is because the core idea of OP “bring in more variety through enemy - RNG” is not bad in its core as long as its not exeggerated like poxwalkers having 170-230 health permanently.
Having such stuff more gameplay-related, where the player have to hit new weakpoints etc. would clearly mix things up and offer more enjoyment to the gameplay itself and its skill-ceiling.

Just as another example… we already have 3 skins for crushers. So why not “one is normal, the 2nd has only 75% damage reduction from carapace but is way faster, while the third has 50% more damage reduction cause he wear the real heavy armor?”

I wouldn’t mind that a beast of nurgle has double HP aswell, but offers 2 additional weakspots spreaded over the body. (Or different weakspots in general than just the back as usual.)

There are possibilities. And as been said, i’m not trying to devalue your claim. Just personal preference and the other stuff came into my mind while thinking about OP’s claim.

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Apparently, i misunderstood. Sorry for that.

To me, the variations we discussed, would be enough to account for calling them new enemy types.

We have two rager types. They look different from each other, one is armored while the other is not.
Different enemies.

We have two gunner elites. They differ in looks, armor placement and health.
Different enemies.

Two shotgunner elites. Different looks, and armor placement.
Different enemies.


Want a second type of bulwark that holds the shield in the other hand?
Give it a different weapon, maybe a helmet, make it a bit faster or slower than the other bulwark and add a prefix/suffix to the name (or give it a different name).

Extra tonky crusher?
Give it a different weapon, different looking armor, make it a bit taller and slower than regular crusher, and add a prefix/suffix to the name (or give it a different name).

Berserkers with randomly placed armor pieces on their body parts?
Give them slightly different looks and add a prefix/suffix to the name (or give it a different name).

Extra roided up mutant? Give it bright glowing eyes or a cloud around it and add a prefix/suffix to the name (or give it a different name).

At least to me, this approach would be much more interesting, than having the same type of dude get some randomness in regard to health, size…

Ofc, but they´re part of a faction like scabs / dregs. I mean, monks and berserks have worked the same in V2 aswell (rager here), while the horde-rats / chaos are like the heretic-horde / poxwalkers.

Besides skin tweaks cause of hitzones / armorplates or so, i wouldn´t want to make completely different enemies out of them based on membership or names etc… . It´s just about some light-adjustments that appear here and there to mix things up ingame.

Ofc.

Dw, happens.

I get what you’re saying, but breakpoints are a vital part of weapon usage in this game, especially at higher levels. Some weapons become far more useful because they achieve important breakpoints against certain enemies–for example, I specifically built towards having high damage and the Thrust blessing on my Ironhelm Thunder Hammer because it could 1 shot a Mutant on a special fully-charged Heavy attack.

Breakpoints also create a certain degree of useful predictability. If I know I can 1 shot a Mutant with my Thundre Hammer, then I can incorporate that info to create a gameplan in my head that I can try and execute. If I know that I’ll 2 shot that Mutant instead, that’s also info I can incorporate into my plan. If it’s completely uncertain how many times I’ll have to whack that Mutant, however (and thus how much time I’ll need to spend attacking it is uncertain), then I can’t really make these sorts of plans on the fly at all, and IMO being able to come up with plans like this on the fly is a large part of the fun in higher level content.

So tl;dr: breakpoints are good because they create useful certainties in gameplay.