New enemies to keep the game alive

Just as the title says, here are few ideas to for new enemies that could be added to keep VT2 going and challenging. Two things I want to say right off the bat. FIrst, some of these ideas are simply adding variants to already existing enemies in-game, tweeked for extra challenge, so apologies in advance if that does not sit right with you. Second, I think it might be best for everyone’s sanity that IF these enemies get added in-game, they are restricted to Champion and above, and their spawn rates lower than that of other specials and/or elites.

First idea: the Death Wind Globadier. You think the Poison Wind is bad? Get a whiff of this stuff! Dramatically increased damage and the dehabilation effect is even more pronounced, with potential spinning and hallucinations.

Second idea: Warplock Jezzail. Just as they did with the Rattling gunners and warpfire throwers, clan Fester has started fielding one rat prototypes of the Jezzail. Bad news first, the shot from these things could break your shield block open and knock you back hard. The good new? It would take a while for the rat to line-up the shot, and once taken, the sheer recoil from it will cause said rat to being flung onto their backside, giving you a perfect opportunity to close the gap and finish them in melee, or for someone to pull out their own ranged weapon and shoot them back.

Third idea: Harpies. I know that the Winds of Magic DLC and the beastmen in general were not well received by some, but since we have them, might as well see if we can improve them. Now how would the harpy work? Like the gutter runner or packmaster, these nasty ladies would be disablers, trying to pounce you and drag you away from your friends. What makes them different is that they would be arial enemies. This would be both beneficial and problematic. Benefit is that they would easy to spot since they hover above the mob. The problems? They would not constrained by map obstacles like gutter runners or pack masters are. Once a harpy has managed to grab you, it would then pick you up and drag you a short distance before dropping you, since it’s just a mite difficult to hold on to someone weighing several kilos, and wearing heavy armor and weapons.

Now these are the ideas that I have the most worked out at the moment, but here are a few others: Night Runners with shuriken and maybe snare nets. Plague monks with their infamous censer bearers. Wolf rats. Warp Grinder maybe? And either as a new elite of monster, centigors for beastmen.

Please feel free to comment and add to this discussion, and point out any major flaws you can see with these ideas.

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Yeah, there’s a lot of stuff missing. You suggested Harpies, and Chaos Furies could be cool too, if they added flying enemy types.

Variants of Chaos that are non-Nurgle specifically for Chaos Wastes, based on the other 3 chaos gods. At the very least on the maps cursed by the other chaos gods have reskinned Chaos Warriors with different voice lines that match their patron god.

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Time and experience with other games have shown that in all Left 4 Dead-like titles, special enemies added long after release tend to stand out too much and never quite fit into the game’s original balance

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Flying enemies wouldn’t work well on like 80% of the maps.

Minogor could be a cool basis for an elite, Skavenslave with Slings, Norscan Whaler as ranged/Special, some Bray Shaman as caster elites…

Otherwise still would love to see a Skin Wolf as a Monster for the Norscan

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Cool stuff! As for the flying enemy dilema, maybe limit their spawn to very specific areas of maps. For example, the Hunger in the Dark map has several caves that are large enough to accomodate something with wings, including the final event arena. Also, what do you about a forsaken as chaos elite?

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Bad suggestions. Fliying enemies are an awful idea on a melee combat focused game. No ammo or melee only careers and that team is screwed.

Beastmen faction however need more units, they lack Berserk type enemies and I would like to see at least another special. Standard Bearer aka Wargor feels more like an static Elite to me.

Also another Monster, a Beastlord. I would love to see that.

Centigor as Berserk, Bray-Shaman as Special, etc.

Also adding another map for Winds of Magic where you have to fight a Beastlord… damn more people would pay for that DLC, which, by the way, is the most expensive one.

Another Skaven Monster idea would be an Aberration. Fighting this bizarre and grotesque creature made by Clan Moulder would be so f****** cool. Or the Brood Horror.

For Chaos I already love too much the Chaos Spawn, so maybe another deformed variant? Idk.

Other than all this the next big paid DLC should be another faction. Something that could fit into some of the existing maps or in the Chaos Wastes. Greenskins raiding the Empire maybe?

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Duly noted. What about a razor gor then? You know the mutant pig with spikes?

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I forgot to say both Skarrik Spinemanglr and Gatekeeper Naglfahr need bigger health bars.

These two Lords are a complete meme of how weak they are. Maybe spawn 2 Chaos Warriors along with Naglfahr, so his fight can last a bit longer and be more interesting. Bödvarr is also weak and easy. Personally, I would buff him a bit.

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Sadly quadrupedal enemies don’t work in the Vt2 version of the engine.

They wanted to do Giant Rats back before launch.

If you REALLY need a new enemy, Beastmen have been lacking second boss for a long time.

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They managed to get the dog to work in DT, so maybe they can go back and give it another shot. Besides, you are assuming that it has to be a full size monstrosity. But based on the way the maps are, they may need to cut them down just a hair

How about skeletons on the vampire maps, ghouls and Cyrpt Horrors! maybe a wraith or two.

Just change the color to purple I would like this as a modifier! less vision with that color as well.

IMO it would be hard to play against when the majority of classes can’t shoot that far.

True, but FS hasnt fallen into that trap. They just added the CW with a shield last year, or was it this year? still thats 5+ years after launch.

True, but every map has a big open area. If they’re only in those areas as roaming enemies, would be cool.

How do you figure that? Nobody said shooting flying enemies. Obviously, harpies and chaos furries will swoop down and get in a melee fight.

good point, and we don’t neccesarily need to have the Harpy as another disabler.

Oh, I didn’t read your full post. Wouldn’t work as specials or disables. Probably as lightweight elites that harass you in open areas.

Just when i start thinking i have seen all the terrible ideas over the years i see this thread, top 3 worst ideas i have ever seen OP.

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Feel free to add to the list lol.

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That’s just nonsense. Have you tried?

That’s just more nonsense. Ever played Skyrim or The Witcher 3? You know the predominantly sword based games with dragons and such?

Flying enemies could have a cooldown where they are forced to land for a bit. They could also have a height cap relative to the terrain underneath them.

There could also be a parry that the players can perform to deflect projectiles shot from the flying enemies back at them which knocks them to the ground, and a parry could be performed when a flying enemy performs a swooping attack on the player which could stun them as well. The flying enemies could also pin the players like the gutter runners can, which would provide other players ample chance to swab it.

There is plenty of ideas to make this work.

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It’s funny how every time a thread with some bizarre ideas pops up, it only takes a few replies before it devolves into “this HAS to be in the game, prove it shouldn’t”

No, you prove why flying enemies are absolutely necessary for the game in the first place. Or, for that matter, any new type of special enemy. Do you even realize how much a single enemy type like that can mess with the game’s balance?