No more Pox Armor + Gardens modifiers

This needs to be stopped!

After playing over 5 different missions on havoc 20-25 I’ve came to a conclusion on the modifiers, put a cap on both Pox Armor and the Garden modifiers to not allow them to be in the same modifier list, its super annoying to have Crushers with more health, damage, and getting healed at a rate where it takes over 40+ attacks or coordinating to attack ONE of them. With the rate they spawn thanks to Pox Armor, they are everywhere, constantly getting healed, and having more than 5 at a time at almost all times, its really not fun to go against, and its not rewarding to have to keep resetting mission because of 2 modifiers that cant go together or else its death from the start.

P.S. I’ve set up builds on both Arbitrators and Ogryns to account for the extra armor, and I’m still having to take MINUTES to kill an entire squad of Crushers

that would be pretty fun in a gamemode that didnt spawn 200+ of them

A big part of the issue seems to be the prevalence of Encroaching Garden, too many Elites have the buff and it is sometimes hard to see which Elite actually is providing the heal in the crowd of armor.

That part could be solved by restricting Encroaching Garden to one enemy type and making that enemy a specialist - the Ritualist.

Could also assign Rotten Armor, Rampaging and Final Toll to this Ritualist. He spawns, finds a group of Elites and performs his ritual:

His ritual could heal Elites affected by it while it is being performed. Elites could be assigned a buff based on Elite type. The ritual would have a fairly distant reach, so Ritualist could hide behind corners and perform it - but the green energy leads back to his position for players.

If the ritual is completed, each affected Elite would recieve the benefits of their assigned buff immediately until death. The overall buff could be called Pestilence.

Pestilence affects Elites differently:

Rampaging Enemies - Scab Gunners, Plasma Gunners, Scab Shotgunners. The unwavering professionals.

Rotten Armor - Crushers, Scab Ragers, Maulers. Extra tanky.

Final Toll - Dreg Ragers, Dreg Gunners, Reapers, Dreg Shotgunners, Bulwarks. It goes with their Dreg design, driven by rage feeling no pain.

All Elites affected would share the same Rotten Armor mixed with Cranial Corruption visual modifier, but because each Elite is part of their assigned Blessing category players could know what they’re up against by which Elite they’re engaging.

This simplifies the visual clutter and potentially makes it easier for Fatshark by not needing a dramatically different visual cue for each individual buff.

Pestilence could also be completely avoided by stopping the Ritualist before he finishes his ritual with a bullet to the head, providing teams an opportunity to have an Infiltrate Vet or Shroud Zealot sneak behind enemy lines to eliminate the high priority threat before he alters the game - with high risk from being seperated of course.