Great mission, love the fight also the hard mode is really damn hard. Thanks Fatshark.
you mean the fart cloud is a good fight? its kind of everything I hate about the game; visuals disabled, enemies appearing less than 5ft away. I really hope the next boss levels aren’t more fart n darts where you don’t actually get to fight them for like 1/2 the round. that is the worst trope in boss battles.
Its great. I agree.
Its been a really interesting experience for sure. I’ve met some cool people while doing the Hardmode, and the process of learning the mechanics was fun!
As a sort of seasonal event, I think its great. I hope they have other things like this planned in future.
Also, curious if they intend to have a terminal where you can play “out of season” assignments or something? I ask this, because the Emblems specifically state they were awarded “during the event”?
I’m just glad we didn’t end up with some weird raid or something.
I never want to go through the experience (from Division 2), of standing there waiting several minutes for the raid leader to say “okay Crayvun, hit your switch now! BoogieButt, run into the furnace area!”
We could’ve gotten so much worse than the Karnak Twins!
I’ve just beat hard mode with pubs. It is so satisfying!
No. No they are just sponges that spam attacks. The adds are the only thing that make hard mode “hard” because it just spams crushers, maulers, and ragers at you while the ranged twin liters the arena in mines.
No, it is not a good fight. It was fun the first few times but it is becoming more and more apparent that pubs just can’t handle it. It requires at least 2 people to bring very specific builds otherwise you jsut lose instantly because of the sword twin spamming AoE attacks that hit 360 degrees.
If at least two people don’t have chain weapons, forget it and just quit because those shields come back so fast if you have no answer to them (chain weapons are the best answer sing they shred shields) it is just going to be a struggle the entire time.
I kid you not I have tanked both twins and a pack of maulers for the majority of a fight with a shield ogryn and somehow the other players just keep going down. It is painfully obvious pubs just don’t know what to do in this content. The first day, yeah whatever it is new, but now?
The twins have too much health, their shields replenish too fast, and the ranged twin spams his grenades far too often (I feel like surely he shouldn’t be dropping 3 every single time he throws them right?)
It’s me (3rd) on Xbox and three randoms. It took us 5 attempts. I was the only one with a voice since I don’t have keyboard to communicate.
One dude died halfway.
I have no idea what they are carrying and we all were singles.
Exactly
That’s completely fine, I don’t expect winning this event all the time. And I failed it multiple times before that with many other people.
But I just wanted to say that you don’t need chain weapons or premade groups.
No, just need to fail way more times than one would in any other damnation match.
Obviously the bosses are sponges that’s literally every boss in every video game. And just like 9/10 bossfights the biggest threat. This is an objectively good bossfight.
- Hard enough that even extremely experienced players with a bajillion game hours tend to wipe at least once (i got it my second try)
- Hard enough that players cannot easily carry other players (its possible but very hard if even one player is performing badly).
- Has interesting syngergistic mechanics
- Rodin chucks mines that litter the playing field and must be cleared or risk taking damage
- Rinda batters you around, locking down a player and potentially shoving you into the mines
- Dangerous enemy spawns keep you occupied
- Interesting movement and positioning based time-gated mechanics that keep you busy between boss health phases
- Boss only has one real “phase” which happens if you kill one of the twins. Allowing you to skip the rage phase with strategy
- Ample resources are always provided at the start yet as an attrition battle proper allocation is required to win
- Can be beaten by any class. Though its not 100% fair for all classes or builds. Variability is just a fact.
Sure, like many things, there are ways to cheese it. Not even accounting for filthy shroudfield exploits. But played fair its a fun game.
It makes it feel like an actual Boss Fight, unlike the Assassination missions.
I fundamentally dislike health-gates. They are the only thing that make the bosses feel spongy.
I think it sounds well made on paper, but sadly its just not fun, in play though it feels like you are a literally inside a pinball machine, every single little thing in the fight bounces you around. Whether you have a coordinated team to beat it or not, its genuinely an unfun fight as getting bounced around is probably one of the worst experiences in the game
–The gas bombs shouldnt knock you back and stagger you out of any action
–Ronda’s kicks shouldnt send you half way across the arena
–Ronda’s plasma gun shouldnt push you back 10 meters
–The aoe shield pulses from them shouldnt send you flying back, especially not when behind either
–Breaking their shields shouldnt send you flying back
–The scab shooters shots shouldnt push you back with their shots
Getting knocked back/pushed back in the way fatshark has designed it is one of the worst game design choices you can make and this fight is literally entirely based around it. If you take any game design class or study it at all one of the first things you learn is taking control away from the player feels awful and is generally frowned upon in a design space and thats exactly what all these knockbacks are. Its on the same level of adding doors that are inaccessible that look the exact same as the doors that are along the main path of the game.
Fatshark has never been good at boss designs before but this takes the cake for one of the least fun boss fights entirely because of the knockback spam. Its like taking the knockback from Bodvarr in Warcamp when he slams down his axe and then multiply that 10 fold and have it hitting you every 10 seconds.
Knockback poor game design and has no place in most games, especially not this game but its riddled with it
I enjoy it, but I maintain that it needed a separate queue for hardmode. It was not a super fun experience when half the group wanted to ring the bell and the other half did not. Don’t get me wrong, I used the discord for groups mostly, but my point is you shouldn’t have to do that.
It’s an ok fight. Not spectacular, not horrible, just ok.
I think all the gas and smoke filled arenas are played out now. I don’t want to see any more of them for a while.
I also agree that hard mode needs a separate queue. There’s certain classes/builds which are almost mandatory in pub runs and choosing not to play one of those when you QP into it is just rolling the dice.
Also, the melee spam bosses that teleport to you need to gtfo. Pure unfiltered c4ncer.
I love it when Rinda Karnak choke-slams me into a wall and I can’t do anything about it - because both my Toughness and Stamina are depleted! I’m completely at her mercy…
Under other circumstances that might’ve been very welcome, but this just hurts…
i love when rinda goes entire battlefield with me on lots of stamina + katachan special block to deplete her and her brothers shield (if she takes me to him) fast
though she has some attack that can break your block, damage your health through toughness and stun you for half a second, but yet its a fun ballet