Vermintide 2’s Chaos Waste monsters came with a random set of additional buffs. Many end events would greatly improve with some of these implemented. End Events like in Silo Cluster where you’re fighting endless waves for 4 minutes after taking out the demonic infestation isn’t inspiring. Instead give me a buffed monster amongst the horde to add some spice.
Consignment Yard was improved by having a scripted monster spawn at the end of the event, most maps would also benefit from this. You could even add in some randomness, sometimes you’ll get 10 crushers and 10 trappers, sometimes you’ll get 2 monsters at once.
I think that to most players, it is not fun to wipe at the end of a mission.
If more extreme difficulty spikes were to be added, it would probably be more reasonable to add them earlier in the mission, like in the mid map event.
I am not saying that there are no missions, which could use a bit more action at the end.
What i am saying is, that your suggestions are probably a bit extreme and would likely be a net negative for general player experience, if added to the end of missions.
I don’t think adding an additional monstrosity to an end event will kill most runs. The root problem I have of boring wait timers can be addressed in other ways like how Smelter Complex ending was made more dynamic with a shorter timer.
Yes, adding in two monsters at once or a large pack of strong enemies will kill teams so that might be reserved for only high shock auric or the like.
Adding in the monsters could also work for middle events but those don’t suffer the same problem of twirling your thumbs while batches of enemies slowly approach.
Monster buffs could at least be added as a different mission type the same way Nurgle Blessed enemies appear in maelstroms.
I think that is very wise. And yes, auric maelstroms should be peak difficulty. So its okay to do insane things there. But anywhere else we need to be cautious because players will complain. Even, weirdly, auric maelstrom players got really mad at the last round of shooter buffs.
The current modifiers are stale, Monstrosities with different effects could be interesting.
Here are a few ideas off the brain chip:
Pox Sacs Monstrosities are covered in Pox Sacs which can burst if targeted, dealing huge damage and stunning the creature. (AoE acid will stain the ground once burst)
Tougher Hide Monstrosities are resistance to range damage, move in close quickly to confirm the kill (Melee damage increase against monstrosities , Range Damage Decrease)
High Priority Transport- We have word of a heavily guarded patrol containing valuable materials. (Patrol carrying a special reward idk guaranteed Curios, once patrol is triggered 2 bosses and horde will spawn)
Monstrous fatality - Being downed by a Monstrosity is instant death
Yes, I love the idea of a non-infested boss returning mutated, you can hear its cries and mutations and stomping behind you as you progress, potentially even being able to finish the run before it catches up.