That’s exactly it. Its time to recognize Hi and Low int are difficulties. Not modifiers.
oh lawad. it actually IS just a bunch of basically prison garb recolors. I guess you can do prison garb with better shoes too if you want. There’s also only like 3 of them. They’re deeply uninteresting too. The original penance cosmetics at least had some flavor to them. There aren’t any new ones in Brunts either. I guess I shouldn’t act too surprised but this is a pretty small patch from a player perspective.
I beg to differ, hi & lo int affect the number of enemies, difficulty affects the health & damage of each one, they make for drastically different gameplay experiences.
I think they should have more modifiers like were in VT2 where elites just have double the health as normal, that sort of thing, more modifiers that affect the enemy difficulty next to the mission difficulty, that’s what makes it interesting.
On an unrelated note, my Zealot has lost his shirt. Investigating further, the penance “Up Close and Personal” (finish a mission on malice or above without firing a shot) no longer has a cosmetic attached to it, and that was the one I was using. Is this a bug, or is this intended?
Gonna have to wait another billion years for cosmetics i want to show up hell id take anything that would make me look 1:1 like a last chancer or catachan jungle fighter
turning enemies into bullet sponges makes me cry. There’s nothing fun about it. But my point was modifiers where you buff the spawn rate is a method of increasing difficulty, a method I like and many like me like. Modifiers where you buff some enemy behavior or healthpool or do something fluffy and transformative like turning off the lights…those things are not “difficulty” those are “modifiers” and are very fun.
I want access to Hi-Int as a matter of course because the reason I play it is for the challenge. I want access to other fun modifiers because that’s where the interesting permutations of normal gameplay could exist. If such mission modifiers did ever exist. Because spamming the same thing over and over (dogs, snipers) is not an interesting permutation of anything.
Totaly agree !
Did it with randos cause we had shield ogryn + deamon host.
I had to ask politely though and that may be what qualifies it as antisocial …
Pick’n mix adjustment is great as I was stuck at 4 ^^.
I love updates!
But honestly, we don’t need to make the game any easier when it comes to bosses. The bug fixes are a warm welcome and there are lots more to do when it comes to that.
Fixing many bugs like ghost hits and ranged enemy aimbotting would ultimately make the game easier already.
Just looking over the Ogryn feat balance I feel that Fatshark just checked on what feats people are not running and just upped the numbers on them without thinking why people don’t use them… but we got new cosmetics, so… yay?
Pick n mix was ok as long as there were enough targets to keep going, I just kept trying on hunting grounds missions and eventually it completed in the middle of a fight.
Going out with a bang is way too easy now, 3 was frustrating because you almost never find 3 elites close enough together in a fight for it to work before a veteran takes one of them out, but 1 is just a joke now, betting most new psykers will complete it be accident without even realizing it was a penance.
2 would be a decent number, still take some work and planning but it’s perfectly doable.
i always enjoy seeing new patches.
i always get sad when i see bloodletting feat not giving crit chance stacks when you deliver a killing blow to a bleeding enemy not getting fixed.
i know it’s probably some annoyingly problematic to remedy server/client issue but maaaaaaaaan.
ps: it works in the meatgrinder, but not in missions so don’t reply saying it works if you only tested there.
1.) #breakthelocks (brutal RNG crafting)
2.) Siloed resources
3.) Character edits on name, height, etc. after creation
4.) Map selection changes so people can play what they want.
25-3 stacked damage is still too low, and the negative effect of deducting 90% of the blood limit, the effect of this skill is still no way to fight with 25-2 …
I propose to change 25-3 to:
Players lose 15% blood, stacked 8% damage, stacking cap of 6 layers → players lose 10% blood stacked 8% damage and 8% damage resistance, stacking cap of 6 layers
Change the passive skill:
Player loses 15% blood, stacks 8% damage → Player loses 15% blood, stacks 8% damage and 8% damage resistance
Did you really plan this on a sane Design? In a game where there aren’t many people, it’s like telling people who don’t have friends not to clear the challenge.