Modifier to appease and test

So there has been quite a few people calling for balance where enemies are more individually threatening, requiring less of a mosh pit…

Whilst I actually love a full mosh pit, I would also love to try this suggestion out.

Thing is, to change the game so fundamentally across the board would be very disjointing, so why not include it as a modifier?

This way we get to live test and feedback on this more refined style of gameplay without changing things for those who don’t want it.

I also believe that if a big balance pass did happen then it would never be to the V2 levels that some people yearn for. As a modifier though it could be really extreme as it would be only a modifier.

Enemy armour hp and dmg output would be vastly increased. I’d only ask that pox hordes remain the same hp and density. All other enemies would be less densely populated but much more scary.

And please FOR THE LOVE OF THE EMPRAH INCLUDE ALL MODIFIERS IN ROTATION!! Absolutely sick of pox hounds and snipers.

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I agree. I think that sort of modifier would garner some success and enthousiasm especially in QP.
I mean, who cares about dogs or shock troops nowadays…

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This is just the mod “deathwish”

they dont need to be mutually exclusive.

the “mosh-factor” for me always have been the poxers up to ragers.
cheap, expendable and giving you that warm and fuzzy feeling when covered in their remains.

i see no contradiction having 2-3 demanding bulwarks or crushers in a sea of no-names, they get tossed away left right and center anyways like sauron swinging his mace.

but fighting a crusher teeth and nails while having some little wippersnappers at your ankle, i see that as a beautiful picture.

sadly at events i do, cause for some reasons that are far to complex for my feeble reject mind, they dont offer em in auric maelstrom.

so HISTG is literally the

meme of atoma :man_shrugging:

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They had this modifier in the game before, called like “elite resistance” or something. It’s largely boring because you have far fewer enemies in the game with the same overpowered equipment that neuters them from relevance. I think largely the only interesting modifier was moebian 21st, as it replaced horde, but without proper pacing mechanics every other modifier has been “replace trigger with dogs/ogryns/bursters/snipers” and that will always be boring.

Aside from a huge player balance update the game really needs more enemy types and enemy rebalancing. Maulers and crushers need to swing faster, bulwarks and ragers need moving attacks, the game is missing a melee dreg elite variant and several other faction special variants. We’re also just completely missing shield variants outside of bulwarks, no shielded bruiser variants or shielded non-ogryn elites.

Havoc mode kinda hap-hazardly throws a band-aid on a lot of these problems with modifiers like final toll, rampage, and garden, but play a map without these modifiers or even just 1 and its obviously still a problem.

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I don’t know anything about that. I don’t use mods.

I’d like this modifier in the vanilla build though.

Vermintide 2 modded realm difficulty mod, one of the core mods that onslaught tourney is based on, all enemies have higher HP, stagger resistance, attack faster and do more damage. I have thought it should be baseline to havoc for a while.

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That’s pretty much what I’ve been trying to say too.

Auric needs better modifier rotation and an option for lower volume, more dangerous Elites while pox hordes remain the same.

Also if a new enemy type - Plaguebearers were added, it would help make enemies more challenging and interesting without just “more Crusher spam”.

Totems from Skulls event could also be added into the Auric modifier mix pool, blocking access to map progression via some chaotic magic until they’re destroyed - weakening the link between reality and the warp.

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Moebians were my favourite modifier too. Gutted they got removed.

The one you’re talking about with the elite resistance sounds like it wasn’t cooked enough or extreme enough tbh. I’m thinking where the are seriously dangerous. Only then would reduced enemy volume make sense

All sounds pretty cool! And yeah I’ve actually really been enjoying the totem modifier. Can’t wait for them to remove it so we’re stuck with ruddy pox dogs again :roll_eyes:

A significantly more beautiful picture than a surprise party of 10 gunners and an obscene amount of disablers all targeting one player because the current answer to power creep is spam spam SPAM.

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Ah kk. I never played vt2 for more than a few hours but that sounds like a good mode.

Unfortunately I’d played DT before VT so the combat in VT2 felt like 1995 and I just couldn’t get on with it.

If there’s one thing they have literally done perfectly in DT, it’s the kinetic feel of the combat.

Yes agree! It’s why I also said that pox walker stats and density should remain the same.

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This is such a yuge letdown excluded from the upcoming map board changes, I know I say this all the time but c’mon, why not at least allow it in private matches?

By the Emprah 2.5 years and mix’n’match maps with mutators is not a thing?
I would have preferred if the Havoc resources (design, Lua coders and QA) had gone into this.

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please remove hounds theyre not a real modifier 90% of the time they’re all killed by a smyker, a zealot grenade or someone spawn camps them

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Feels like they gave all the love to Havoc and forgot about the quickplay players.

For quickplay just given dog dog dog dog.

Nothing really interesting when same tactic is group up and funnel them in from least number of entry points.

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i had such a crashout when the event brutes was up I enjoyed it a lot but 90% of the time it was HOUNDS/LIGHTS OUT/VENT

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Quickplay is almost completely neutered by the mission selection design anyway. Quickplay should select from any map if by chance there aren’t any lobbies to backfill.

This modifier lived for all of a week or so before being removed from rotation back in the day.

Difficulty by making Enemies bullet sponges is just dumb and wouldn’t be fun.

More Damaging Enemies - less Toughness/HP on your Part like Havoc and less impact of your own Talents/Blessings would be better.

But best way but which would also require most effort, to much so never going to happen, would be to make individual Enemies smarter. Like Specials / Elites able to block and roll, attack smarter, throw Grenades, Enemies who give Buffs to others, Objectives like the Dark Ritual Totem which would continue to buff Enemies and spawn Bosses if not defeated…or like the Lights Out with Gunners and Snipers…

Much better imo than just Difficulty by Enemies being bullet sponges but all else remaining the same so its just dragging Stuff on and you sit there doing the same as now with stagger/crit/movement weapon but just clicking more LMB and running out of ammo for having to dump 2 mags into an gunner