Is this a joke?
Secondly. End game? What is L4D2’s endgame.
Oh
That’s right
Fun.
Over a thousand hours and I just got my second pickaxe. I still don’t have the hat I want. And if I want to avoid rerolling hell for trying out new builds I need to maintain my copies of charms, necklaces, and weapons. Because our just absolutely stellar equipment system is the most fun the least amount of time you have to spend engaing in it.
I’ll say that again. 1k for 2 (TWO) red pickaxes.
Didn’t require a time investment they say!
So create two difficulties
Actually increase the rewards for them as well
I can think of 100 alternatives than mucking up the established game feel and you can too.
Furthermore
It’s not as if Recruit teaches you crap all for Veteran. Or veteran into champ. Or champ into Legend. And if we’re going to be clear, You don’t learn crap all from Legend into Cata either. Besides how to use the specific builds that FS wants you to use and special exposure mitigation techniques that were already useful but are now mandatory because Gutter Runners have inconsistent as hell jumping speeds again.
My word.
Lastly
You think this took skill?
I have hundreds of these things at this point. I started making them just as soon as somebody responded to my “my win percentage is back to where it was no matter what room I join and I still dislike the changes” with a git gud.
Sure there was a learning curve with throwing axes! Because of that god awful delay, the relative level of skill necessary to hit max range blight stormers and tokyo drifting hookrats required a fundamental change in mentality “hey this accuracy impact is kind of awful, play awful to fix it!”
Oh, don’t get me wrong! Actually playing around these awful talents did take a bit of a learning curve because it’s basically a whole bunch of crap you’re not allowed to do
Edit: And no I’m not going to 2h QQ
- Don’t fight side by side to allies because hits they dodge are hits you take
- Assume they’ll get jumped, leeched, hooked, or stormed and adjust your strategy
- Always take all specials and elites, you need the temp hp more than they do even if they’re dying
- Dodging is inconsistent in hordes and therefore should be minimized to a certainty
- Elites are jokes no matter the group or competition, rush ahead to take them
- Grimnir’s Focus is inconsistent and therefore has to be completely gained around. Delay your swings to ensure your DR
- Hits are guaranteed at least at some point in the relative majority of your encounters, ignore them
- Revive allies because they can be special fodder
And my absolute personal favorite!
- Take a hit before you swap to throwing axes as your DR doesn’t apply to them while Barkskin does.
Naturally these rules change slightly in cata. Due to the threat of banners surrounded by cata damage beastmen
But…
skill?
Conforming to attacking like a monkey nonstop forever because that’s how they’ve designed these new traits and this stupid crappy awful passive
and actively seperating myself from my allies so I don’t take running attacks meant for them? That’s skill?
I have to play the most selfish I’ve ever played in this game just to guarantee my near 100% QP winrate. You think that’s healthy? You think this (which by the by, none of those downs were me) was healthy? I’m sure nobody enjoys these games. But I sure as hell bet nobody enjoys losing either.
Back in pre 2.0 days
I’d play anything and field anything under the sun. Yes even pre 1.3. I’ve taken dual 1h hammers, dual 1h axes (because why not), 2 x Axe x 2, etc etc because the game didn’t have this crappy as hell damage tax that seems to be involved in everything.
When they changed temp health it massively improved the game. For melee that is but, the temp health on top of the dodge changes were too much, and I said as much. And in this 2.0 they didn’t change that that much. Chaos patrols are now complete jokes. Storm patrols are now complete jokes. Beast patrols are less dangerous than actual entire Beast hordes and are complete jokes. Elites that aren’t berserkers are complete jokes.
What kind of game is this?
- Why are chaos warriors jokes
- Why are elites jokes
- Why does playing like a selfish ass give me guaranteed wins?
- Why does every enemy still ice skate
The changes brought on by 2.0 in my opinion for cata and cata alone are nice and all. I like cata in the few times I’m able to actively engage in it. But for the rest of the game?
They changed way too much under the philosophy that the punishment for not playing in an arbitrary way is to get hit. And the only dial they used to change this complete mess was how dangerous hordes are.
The real zinger of any of this is
There are plenty of ways you could have changed this game besides just throwing numbers up
-
A complete rework to elite AI for one such that they have different attacks with distinguishable windups that require different dodge directions to avoid.
In this way when there are more than a few of them, it’s scary because you have to do these dances in sequence and likely to the threat of hordes or specials.
-
Changing approach angles for hordes such that back to back coverage of the entire team becomes more important than ever to avoid getting poked and introducing a more consistent stream of elites to make both clearing and armor penetrating important
In this way you can mitigate some of the frustration of just spamming specials nonstop by introducing controlled aggresion factors like the approach of elites who will suddenly tune your cleaving down
-
Tuning up the health of elites and introducing a system of poise for them so that all weapons can stun them but so you can’t do something stupid like stagger an entire chaos patrol with one Sienna with a flag staff or knockarounds Stormvermin that have sneaked into a horde endlessly.
Faster weapons can now stun bigger targets without crits, elites are more dangerous because they only take light interruption at best, and teamwork is more essential because multiple allies on one elite speeds up both it’s incoming stagger and the speed of it falling. Obviously making exceptions for crits
Oh and while I’m at it:
- Change temp on stagger to provide more temp when assisting targets that others are attacking. Change cleave to flat out not exist anymore, it’s awful. Change temp on kill to “contribution” on kill so that everybody gets something and nobody wants to hog any of it.
And wallah. We’ve now created a system where you’re actively rewarded by fighting next to other people in the form of your own survivability
Speaking of. The stagger changes are good. But only for bosses. Being able to throw a single axe at a chaos warrior, or crit him once and just see him ragdolling into the air from 2 bonks is ridiculous. In no universe should Chaos Warriors be as much of a joke as they are right now.
For bosses the changes are great!
Pre 2.0, fighting a roger or a stormfiend or a Spawn and you’ve got it in an AI loop and then here comes some Pyro stunning the damn thing and forcing it’s aggro on them, which they can’t take. Now stuns are great! Bosses explode fast as hell with fast enough teamwork and exploitation of the new system. So credit where credit is due.
And bam. Without even touching the core game feel you’ve increased difficulty, increased the requirements of teamwork, made players more wary because they need each other to guard each others back.
So what’s my biggest problem?
Well aside from these changes being shoved universally down my throat and absolutely stonewalling player freedom and expression through build diversity. Besides enemies just getting free hits depending on their attacks or if they just fabricate into thin air behind you and bonk you. More than the awful talent changes.
I’ve touched on this before! But let’s talk about
Multi disabler combinations
So the other day I did expert. A smoker grabs my friend, I get jumped on by a jockey, and a charger barrels onto the scene. Hey different specials coordinating their attacks on different people! That’s awesome!
Go back to VT2. Boot up some Legend because I’m going to have to remain sharp if I want to keep making points on how counterintuitive these new designs are when applied to Legend gamefeel (they’re great on cata)
And a hookrat grabs a Kruber, a gutterrunner jumps at that same kruber and misses, and another one does that stupid run thing towards Kruber when it’s tracking is broken in the middle of it’s pounce. I axe the hookrat almost immedieatly because I work on the assumption that my allies will ALWAYS be hooked now, the hookrat drops, and both pounce at him again.
What
The hell
Is this?
So as opposed to interesting designs where you have pounces on two different targets. There exists targeting in this AI where two things will try for the same person? THis isn’t strategical and it isn’t fun. It screws over one person and likely makes him frustrated. Whoever adjusted the AI for these combinations should feel ashamed of themselves.
A mouth full. But skill? Yeah right.
Healthy? I very much doubt that. (except on Cata. Cata is great)
The game needed to be harder. I wanted another difficulty for a long time. And they certainly gave that. But then they introduced a whole lot of baggage that I absolutely loathe and broke the game again with all of these crappy bugs.
What a laugh.
Oh and for those who skipped to the bottom.
P.S: That waystalker walked into the room past the warehouse and immediately dropped dead on the spot. I haven’t seen that bug since the beta! Bravo!
And let me edit this in. You’re not wrong in liking the changes. Just as much as I’m not wrong in disliking them. We have two very different ideas on what the game should have ended up as and you just happened to be on the same page as FS. I voice my dissatisfaction out of frustration and absolutely nothing else. So don’t feel inclined to feel otherwise. Through either a blindness of obstinance or just a difference of opinions I could very well be wrong.