This is incredibly flawed… That’s like if FS added an energy source to Bardin’s hammers which you can turn on via alt-fire to instead have a WH40k power hammer and people complained they were OP, then someone turns around and is like: c’mon guys, the hammers have been in the game since BtU, it’s not like it’s anything new or different. You can ignore them.
It’s not a minor damage buff either. You could always ignore THP in the past too, doesn’t mean the AI director isn’t designed with it in mind. Ignoring mechanics by definition makes your play less optimal and that cannot be avoided.
Yes and yes, but for a lot of us from the beta forums the concern is not increased difficulty, it’s the balance implications of the mechanic and which weapons it promotes. Again, blanket mechanic, not great when weapons work in different ways and thus need individual balancing.
In fact back when FS did the 1st beta where enemy HP was increased to ridiculously insanely high levels the problem wasn’t that people weren’t able to beat the game then, it was that it took almost 2x as long and the enemies were tedious meatwalls. It was the tedium that was the problem, not the difficulty. Hell, most of us wanted Cataclysm and wanted it to be hard.
Anyway I’m glad they made elites tougher. On hordes I’m neutral, I kinda like hewing through the heretics and having the main goal be not to take damage from them, having them give too much THP for their strength was indeed a problem.
I don’t like that combat changes so much between the lowest and highest difficulties and with hero power (cleave, damage for the latter, enemy stagger resistance for the former), I like consistency, but at this stage I’d worried that if they took that away it’d become too easy.
I do wish you got more enemy variants and enemies (namely bosses) had more moves on higher difficulties instead though.