As someone usually play through starting out play heresy (Low, Normal, High and High-Shock) often and trying out damnation (normal and high intensity) in patch 13, I feels like in patch 14 throwing out more spawn elites and specialist even in normal heresy in which feels like i playing damnation high intensity.
My experience (in heresy):
More health to certain elites, like ragers and crushers (fits to the patch 14 updates)
Horde rush spawn with 3 ragers/maulers and more elites
Specialist spawn more than usual (2 dogs, 3 flamers, 2 trappers, 3 poxbursters, 3 mutant), which suddenly all of at once in hi-shock
Sudden spawn of elites not naturally by AI director
I know who plays Auric often have no complain for added (bugged) difficulty. But as someone wants to have normal action playthrough, this is the worst.
From a few games last night, it did seem like Gunners/Shotgunners were particularly numerous. In one round we lost (which was regular Damnation or Damnation Hunting Grounds), our team got split up by specialists, and after one pair of players died, around 8-10 shotgunners, along with all the other elites, rocked up to finish off the other pair.
I don’t remember gunner/shotgunner blobs being that dense before the patch
Totally agree… Vermintide version of ragers have clear disadvantages: they almost don’t damage your stamina and they’re super weak vs shotguns… here they’re unstoppanle monsters wich don’t let you attack… nor defend blocking, since they destroy your stamina
Yeah, since patch 14 the spawn rate of specials and monstrosities has really gone up.
With my friends we were ready to go from Heresy to Damnation, but we found ourselves thrown back by the sheer amount of enemies… especially heavy armoured ones and entire squads of shotgunners with a couple of snipers in the mix.
Last night I got killed and I was seeing the enemies being spawned next to my captured character while my friends tried to free me: it was wave after wave of specials.
The more they killed the more got spawned…
Meh, there are so many entry points in each map that it would make no difference.
There was literally a hole where they could have come out of 1 and a half meters away from where they just appeared.
The problem is not how they spawn, but how many there are.