Just did a Heresy run with this condition and I really like it so far. Perhaps the sound cue for the big dog wave could be a bit more distinct from normal dog spawns? Anyway it’s a lot of fun. Hope to see more interesting conditions like this one.
Edit:
Just noticed this. I might just be dumb then. Will try to listen out more for the sound cue next time.
i’d like to say that the current hunting grounds is a lot of fun. I really like that the hounds have less hp and in generel they feel much better than the normal pox hounds.
In my opinion you should make all pox hounds like this. Less HP, glowing eyes, less stagger resistance.
The current “normal” pox hounds are a little too strong. They are the most dangerous disabler and they need less hp and less stagger resistance.
These are just my 2 cents but i just wanted to drop by.
Good job on the modifier. Keep it like that and don’t make them stronger.
Just fought a pack of 6 or so dogs in the middle of a horde, and its impossible to do anything on heresy or higher, they take the priority level of a boss but spawn every minute. The hounds individually are preferable to the normal counterparts, so a spawn level adjustment would likely solve any issues.
I very much like the idea of the new version of Hunting Grounds. Only real negatives are:
The audio queue is not quite pronounced enough. If you’re in the zone and the (albeit fantastic) score is blaring in your ear, you may miss what’s coming and get absolutely mobbed out of (by your perception) nowhere.
The hounds themselves are still a bit buggy in movement and attack, leading to pounce/pins that feel cheap.
Otherwise it’s great. Of the few games I was able to play with this modifier, it made the experience a lot of fun, if also a bit hectic when the occasional player didn’t hunker down correctly.
Well those ones to me are pretty bad. I’m a Damnation player. If I want Heresy I’ll queue Heresy. If I want Damnation 2 well then (A) that should exist, and (B) I’ll queue Damnation 2 when I’m in the mood for that.
It’s not entirely accurate to sum up high/low as moving up/down a difficulty, but it’s so close that they honestly cause me more frustration than enjoyment. I want conditions to vary the gameplay, not the difficulty.
If it was like…
Unwashed Masses. There are far more horde enemies than normal here, but fewer elites/specials.
Nurgle’s Finest. There are far more elites in this area, but fewer hordes.
…then that sounds like a better setup.
Granted, I think those two conditions in particular are among the least-interesting possibilities.
It’s much more interesting to focus on individual enemy types, like each of the specials and monstrosities, for the “low-hanging fruit” conditions which are easy to implement.
Beyond that I think they should spice things up with gameplay-changing conditions. Like one where killing enemies causes clouds of noxious gas, and it forces you to remain a bit more mobile than usual. Implementing something like that can range from fairly simple (random enemies have a poison cloud effect swirling around their bodies which does nothing, and those are the enemies that release a medium-sized damaging zone when killed) to fairly complicated (every enemy causes a little poison, but until enough enemies are killed in an area it’s harmless – but the cloud grows more visible with each nearby kill and eventually turns into a damaging zone).)
hound packs are great, huddling in a corner awaiting the onslaught is a bit of a laugh, maybe throw them in with high intensity damnation rounds too, damnation isn’t really enough of a challenge for many of us now.
Regular pox hounds are still busted or is there something i don’t know about how to deal with them?
Smashing them with a charged attack using bully club as ogryn staggers them around 50%ish of the time (slightly better than the game was before latest patches), the rest of the time they just keep running on through like nothing has happened or stop and leap. Ping to game server is 50ms (75 inc server process time), and there is no packet loss occurring at these times either.
New and updated Hunting Grounds is my new favorite modifier by far.
I play almost exclusively on Damnation+High Intensity and Hunting Grounds on Damnation is just pure chaos. Sometimes you get 16 Pox hounds come at you in total. Is so damn fun and chaotic. It’s a nice change of pace from the other modifiers because once you hear the howling you need to adjust to it asap and prepare to handle it. Hunting Grounds alongside Power outage are without question the 2 best/fun modifiers. The pure chaos of Hunting Grounds and the sinister threat of the Daemon Hosts lurking around every corner in Power Outage is damn thrilling.
It’s just one thing the heretics forgot. There’s something horrible in the dark… ME
Please keep this in the game in it’s current form. It’s much more interesting then Low Intensitywhich quite frankly is a useless modifier and should just be removed. Because if you want and easier challenge just play on a lower difficult setting.
I wish the modifiers weren’t all or nothing. Why can’t one map be hunting grounds, another power outage, and so on. I don’t understand why it always ALL hunting grounds and none of others. Brings more variety. Also, the dogs still feel unavoidable at times. Whether I push before they pounce or try to side step the pounce, they always pull me in.
I wish the modifiers weren’t even one per mission, but rather random events that happened during the mission. Oh no, the heretics cut the power halfway through! (Zola radios you a panicked update that the heretics have cut power to the upcoming section.) Oh no, the heretics have loosed a bunch of dogs in the upcoming area! Oh no, there’s reports of a huge number of enemies in the upcoming area! Etc. Would make missions feel much more alive imo.
DT has embraced RNG in ways that are mostly counterproductive, but imo this is one way that RNG could really spice up the game. (“Random modifiers during the mission” could even just be a separate modifier – perhaps marked with a “?” symbol on the board.)