My feedback on the event

At least one third of games had someone on the team get turned around and go in the wrong direction.

Yeah, that’s what I am talking about!

We muckers have gotten everyone on the warband addicted to lovely, lovely stimms!

Yeah, I tried stim-less runs, myself. That said, Hive Scum really should just have an extra slot, or at least be able to directly use Stims off the ground even if they can’t carry extras. I mean, why not? You can do that in the Outlast Trials. It would be pretty convenient to make it a basic option.

Cause it’d op stack with his own ability.

if a working stim would block the usability in the meantime that’d be fine in my book though.

Bosses add about 0.1% of difficulty in auric, so they don’t matter at all. Also it is mostly pogryns at least in all my games, so it’s even less than 0.1%.

Anyway i finished event, it was one of the worst if not worst in all my 1.6k hours, very boring, gladly arbites exist so i could ignore gas most of the games. I am going back to Vermnitide 2 again or try deadlock. Don’t want to play havoc, nothing new for me to keep going till some big patch.

Play as arbites with rebreather, it’s 99.9% chance to win this boring crap event.

I mean, yeah, if Stimms stacked. But I think a second stimm just overwrites the first.

Too much gas.

Annoying.

Even if my character was inmune to gas, I don’t like to see my screen green.

intensity-wise, it’s quite fun, but i’d like it without the green fog everywhere.

I like how interacting with stims directly affects spawn intensity, similar to that Totem event a while back.

Dark rituals was definitely the best event. Also my favorite insignia, the Nurgle-ated incense burner with tentacles coming out of it.

I enjoyed this event. For the first time, I was able to play an interesting Hive Scum build without the Cartel’s Stim. Every third room has 1-2 green Stim’s that Hive Scum can use to heal the entire team via the Stimm Supply. In most games, the team quickly understands this and gives you green stims

I gotta say, the event itself is fun (although the gas obscuring vision should be toned down, at least for the ground traps), but the PuG experience has been so miserable, it has reached a new bottom. Each match cycles through several full teams before the wipe or victory. Most victories end up with 1-2 bots in the squad as well. It got so tiresome I had to make a special event build for Zealot to solo carry because it was unbearable how absolutely dog :poop: the Auric playerbase is.

No Aquilas, no login from me.

Share the build?

Full crit build with corruption cleanse aura with heavy sword (any non-IX mark) and anti-carapace/unyelding Bolter against large enemies. Heavy sword can easily get to 60%+ crit chance and it kills several buffed ragers with a crit strikedown attack thanks to a slightly angular hit. Light attacks destroy hordes too.

Can’t launch the game atm, but I hope you get the idea. In this particular event Heavy Sword might be one of the best weapons to bring due to lack of armored enemies and maniac spam.

Stims are awkward. By design. In Helldivers 2, you activate a stim with one button (and you even carry several), and you apply it to a teammate with one button. But here, by the time you equip the stim and give yourself the injection, you’ll take so much damage that you’ll regret even trying. And besides, the moment you use any combat stim with the thought, “Oh yeah, I’m gonna wreck you now!”, that’s when a Hound pounces, or a Trapper throws a net, or a Mutant grabs you, or there suddenly aren’t even many enemies around to fight. Honestly, personally, I get by much better running the whole game with the same medical stim than when I try to use stims systematically