Corruption
This zone has been completely defiled. Whenever you take damage, 50% of it will always be applied as corruption damage. On top of that, Medicae Stations will hold less charges than normal. Can you last to the end?
Low resources
Continuous combat has left this zone stripped of resources and you are unlikely to find additional ammunition along the way. Operatives are supplied with extra ammo at the start of the mission to compensate, but you will have to be conservative nonetheless.
Resillient heretics
The heretics in this zone are particularly resilient. Any non-weakspot damage you deal is halved. Aim for the head!
Armory Shortage
None of these karkers are armed with firearms, that don’t mean they can’t kill ya
(No ranged enemies, increased amount of melee elite enemies)
Patrol Routes
Enemies are patrolling the area with some special gear, avoid them or kill em. Just get the job done.
(Groups of enemies will patrol areas, with them, a special like pox hounds or trappers.
Stealth Tactics
Elite and Special enemies operate under low profile orders. They will spawn less frequently, but they will be quieter and make less noise, trying to ambush you and catch you by surprise. Keep your head on a swivel!
Nurgle’s Pestilent Glory
This area has an ominous presence. Perhaps it is watched by the Dark One himself.
Everyone who enters feels the boons and burdens of the Rotfather’s mark.
(Makes everyone and everything tankier and slower and adds some miscellanous properties, details below)
Summary
Effects to enemies:
+100% max health to basic enemies (50% to specials/elites and 25% to monstrosities)
+15HP/sec health regen to enemies (35HP/sec to monstrosities)
+15% attack damage for melee attacks
All attacks apply some corruption
Attack animations slowed by 15%
Movement animations slowed by 15%
Effects to players:
+50% max health
+50% toughness
+5 stamina
-15% attack speed
-15% movement speed
-50% effective dodge count
0,5% of max HP as background Corruption / sec (affected by Corruption Resistance Curios)
I don’t feel like simple number changes should be turned into modifiers. I want and expect more than that. A few is ok, but you can endlessly clutter the list of modifiers with mediocre tripe doing that.
Love these, especially the corruption one. Anything that incentivizes more aggressive play.
Here are my ideas.
Boss rush
Monstrosities come in pairs and are much more frequent.
Lights-Out Normal
Lights-Out as a standalone without the increased demonhost spawns. Can be mixed with other modifiers such as Specialist Gauntlet.
Honestly, the reduced visibility range on enemies is so great that you can actually stealth on it if you don’t shine light everywhere. Should be made a stackable difficulty mod together with ventilation purge similar to how high and low intensity works.
Hunt the Wicked
There are 2 demonhosts spawning on the map instead of bosses. Their AI is slightly tweaked so they don’t just attack the same player until it’s dead.
Killed demonhosts drop grimoires that you can pick up and discard to clear some corruption (you can already do this in the game) or bring it with you for greater rewards…
Unpredictable Circumstances
At certain parts of the map (broken down by no returns or events) different other modifiers become active. One might be lights out, the other part starts to spawn a lot of specials and then a double boss spawn.
I like the Unpredictable Circumstances idea, but I would make it so every five minutes or so a new modifier would become active, with a voiceline from Hadron etc. to give you a headsup that the mission parameters have changed.
It was my proposal for what to do with dogs and snipers since they’re kinda bland when they happen over and over. But your Unpredictable Circumstances is a superior refinement to the idea. As a modifier It solves the balancing issue some players complained about in not wanting to have to deal with this in any mission.
Reading through this thread is super fun. Here’s an idea. It sounds complicated since I have to explain it in detail but its really simple mechanics actually.
Uholy Rituals Cultists are holding unholy rituals around the area enhancing their warriors with unholy powers. Defeat them and destroy the grimoirs to weaken your foes.
At the beginning of each misson 2-4 Ritual Sites are spawned. For each ritual spawned the enemies receive a buff at random from the below list.
Rituals are made up of 10-20 scab and dreg troopers guided in unholy prayer by an Apostate Preacher (Dreg shotgunner for now). They pray at an alter hidden a bit off the normal path. They may bee defended by several sentinel Crushers and Bulwarks. A grimoir is placed on a pedestal. When the grimoir is picked up a Beast of Nurgle or Plague Ogryn may spawn. Once the player destroys the grimoir the mission buff it is imbuing is eliminated.
Enemy buffs:
Quickening: poxwalkers and Groaners move 2x as fast but have 1/2 the health.
Bloated Bodies: Scab Assault and Dreg Assault troopers (bruisers) have 25% more HP but move 25% slower and now deal 1% of their damage as corruption.
Flies, Flies, Flies: clouds of fat, chitenous, flies descend on enemy concetrations, making it hard for weapons to penetrate. Reduced ranged damage by 10% to targets more than 30m away.
Ennervating Maiasma: Within 1m of infested enemies players have their attack speed reduced by 5%
Perverse Unlife: On weakspot kill enemies have a 5% chance of reanimating as a headless corpse
Gestetional Pus Sacks: On killing an ogryn 3~ tiny Beasts of Nurgle spawn and scurry away. They can be killed with any damaging attack. If 20~ escape a beast of nurgle spawns and attacks the players
Wretched Wreching Slimers: On kill all Dreg and Infested enemies spawn a small pool of Beast of Nurgle slime. This slows the player but does not inflict corruption.
Squads of trappers will spawn during the mission, but players can find and free the bots from captivity during the mission. they are equiped with lasguns and they have only one wound, they act as normal bots and will follow the player that freed them.
The map have ever changing micro environments that randomly occur throughout. List of conditions:
Acid rain - Pure acid drips from the chasm above. While in its aura effect players will be drained of their toughness then their health.
Methane Gas - pockets of highly volatile gas waft in the area. Shooting inside or setting them a flame will cause them to explode and/or burn.
Choking Gas - corruptive clouds pervade the area. Passing through them causes corruption damage.
Ash layer - thick layer of ash and clinker cover the ground. Players are unable to run, slide, dodge or jump while in the ash.
Electrical discharge - pools of electrical discharge and arc turn gantries into death traps. Player on these area suffer stagger and damage.
Hive quake - the ground rumbles and falling rubble scatters the entire area for a short period. Player will find it difficult to control there characters. Additional hive quakes will cause 2 of the above conditions to appear together after the shaking is done.
Flash Missions
You four player stack can join one of the failed mission game wide… Picking up the slack at the exact point where the prev team wiped… For completing flash missions the cleanup team rewarded the full length mission payout…
Ohh BTW failed mission now have a docket/plastel/diamantine penalty
This one needs a little more thinking through. Lets say am meleeing a poxwalker horde, as zealots and ogryn tend to do, do they just randomly explode causing me damage and/or corruption? Now I’m disinclined for the rest of the mission to melee poxwalkers. I’ll just shoot them instead.
Ok but that’s not very fun, so do poxwalker corpses have some kind of visual warning so I have time to react? That seems a little tedious instead of fun. I’m wondering how we take this idea and make it fun. It kinda reminds me of Back4Blood where the enemies could die and leave a pool of acid on the ground and that just proved super tedious instead of a good time since it slowed you down constantly all mission long. As if every infected was a little bomber dropping grenades on death.