New Easy To Add Enemies/Nurgle Sorcerer

So here is my idea for how a chaos sorcerer could work in Darktide I want two variants, the first of which would be an actual boss similar to the Karnak Twins with it’s own dedicated arena and for this they can just copy pasta the Boss Sorcerer from Vermintide 2 with a little bit less health and prettied up visuals.

The second one would be an elite level enemy with no armor and a tiny health pool but the capacity to wreck a party via a reskinned flame staff/scythe that has had it’s fire exchanged for flies and maggots similar to the Burgle spew and a melee attack that hits like a truck. Make it have relatively slow movement speed with the ability to teleport to the next zone if you don’t kill it in one hit which if implemented correctly wouldn’t be that hard.

Please Obese Megalodon give us some new enemies already for the love of the Emperor. :warhammer:

like the nurgle enemy type and abilities, but a chungus like that shouldnt be a oneshot, even more so with everyone and his mom aoe-ing nukes in every direction.

make him chunky

Need an enemy that increases DR based on the damage the attack does. So if say Boom Bringer does some ridiculous number - 20k on hit, the enemy gets 90% DR to that attack or even counterattacks the player (dodgeable attack) with an attack that puts that damage back on the player.

A sorcerer could do that with warp magic, or a Plaguebearer could fill that role…

Damage in smaller increments and proper dodging/blocking would be the way to beat such a foe.

kill nurgle with kindness basically :smile:

Or, I would say, what if a sorcerer enemy could block projectiles and nullify them? Even Boom Bringer. Not to say they should be permanently immune to them, but say . . . if it at least took skill to bring the enemy to the point where you could hit them with your (literal) big guns, it would be satisfying. But despite that defense, they have no defense (or more limited counters) to being melee attacked.

Yup exactly lol. On a serious note, most bosses just get insta-gibbed by Kraks, Inferno, Boom Bringer etc. The Voidshield kind of counters this but it’s a total bore to fight that boss.

Or the Plaguebearer, hurting him with ranged could make him faster and stronger for a duration, the scale of his buff could be determined by the damage he recieves by a single attack. Melee wouldn’t have that effect

I think what we need is enemies who are somewhat reactive to what we do, but in a way that doesn’t just completely invalidate our actions. A good example is how monstrosities like Chaos Meatball and Pogryn have a leap/charge to catch up with you. You know that if you get distance on them, they will try to close it and you can play around it.

A bad example is with the Karnak twins, the melee one’s instant-teleport to your side is predictable, but other than knowing she’ll instant-transmission to you there’s not any counter-play. It’s not fun, it doesn’t even seem to have a range limit. The other day I had an H40 game where we got twins during the “ambush” event in Dark Communion. We were two players down, and the other guy leads the twins away while I go for rez. The doors were glitched open so he led them way outside the arena - but as I was getting the rez, he died. Instantly, Rhona’s aggro went to me and she teleported to me in less than 1 second.

Yeah, and I think that the Plaguebearer has a lot of potential to help fill in problems, to the point where I’d like to see there being several types of Plaguebearers, differentiated from each other with modified models. I see this as being a (relatively) easy win, because FS can get more mileage out of their model and animation assets for a Plaguebearer.

What those abilities would be be, I don’t know. But the point would be that they each do something notably different. And they could have differently-shaped heads, be slightly different shades of green, or have some random accroutements, etc, so you can tell them apart.

Just to throw an example out, maybe one has a big mutated arm that it uses like a shield to get close, taking massively reduced ranged damage on that arm. It wouldn’t have to bully in melee like the Bulwark, so it’s kind of different, but when approaching players it would shield those behind it like a Bulwark. Admonition could use that.

I know there’s not lore on varieties of Plaguebearer, but it doesn’t seem like it would break canon, either, and for a video game variety of enemies makes sense.