With numerous health stimms you barely feel in danger with this modifier. I propose that instead of health stimms there are Pox Resistance stimms scattered across the map. These stimms would make you immune to the effect of the pox gas for a short while. I think it would solve two problems: make the modifier not feel like a cakewalk and give people the opportunity to run through the gas without standing around and waiting for the gas to end. I’m not sure if you would want these new stimms to appear a tad less frequent than health stimms appear currently or not though.
I think this would cause more problems than it would solve.
A person who has such a resistance stim, might use it to run through the gas, but the teammates either don’t have one, or they are not using it, so they won’t follow.
Now the party is split.
Even if multiple people had such a stim at the same time, it would be difficult to coordinate their use with a pub team.
With the health stim, you can run through the pox gas and then heal yourself after.
You do not need to have the stim on you, while running through the gas. Which means that the entire group can run together and then everyone can heal themselves as needed.
Especially as an ogryn.
Corruption damage from pox gas should be health percentage based… ogryns have so much buffer from danger with their massive… Health pools.
how about making corruption resistance universal instead of vs grims and vs “in general”?
Also, beacon of purity aura on Zealot is underrated.
I think it would be cool if it didn’t have more stimms of any kind. Why introduce an obstacle but then also introduce a way to ignore it? It would be even better if the gas mechanic was more thought out than “this random area gets gassed every so often”
Maybe the gas should be permanent in those spots? It would basically softlock you out of being in some areas and might actually be interesting for forcing you out of them completely other than running through, which seemed to be their intention.
I’m reasonably certain that corruption resistance does affect corruption from grimoires as well as from other sources, since I always take three curios with 15% corruption resist and never take grimoire resist and I always seem to have less grim corruption than most other people when a grim is carried. The tradeoff being that the resistance vs grimoire corruption blessing has a higher number. Not by a whole lot though, so one wonders why you’d bother spending a valuable curio blessing slot on it.
But yeah if it were me I’d get rid of the extra health boosters and just break up the pox gas emitter zones a bit so that like in the Karnak Twins fight there’s always a safe zone not too far away, and the challenge becomes not getting stuck in the gas while a horde is around. Gas zones can also be placed in all the places people usually hide or hunker down during crescendos like around the best cover and in the best choke points, to force people to fight from disadvantageous positions.
Corruption Resist stimms might be nice though, generally. Could be one that just reduces corruption damage taken by like 90% for a minute, so you CAN run through the gas, but you still definitely shouldn’t hang around in it, and should probably still avoid running through it at all if you can.
Maybe split health boosters into two stimms, one that clears corruption but doesn’t heal, and one that heals but doesn’t clear corruption. Then the health booster wouldn’t be the clear winner among all stimms. Might make people actually pick up the other ones once in a while.
An easier fix would be to just remove the gas condition altogether, and remove the new tox bomber as well while they’re at it.
The condition and the enemy aren’t interesting or fun, just annoying. In the case of the condition it’s even worse - it’s actively boring. You either wait around which is boring, or you have a team that groks the map has infinite healing, making it incredibly easy and boring.
I don’t hate the gas condition in the way I thought I would. Once I realised that it’s just yet-another visibility inhibitor and that the damage effect is negligible, I stopped caring about it as a run-stopper and started just running through it like I run through vet smoke grenades.
If anything, it needs to do MORE damage. Longer warning, slower toughness damage, faster corruption damage. Then it’d at least have an identity of its own. As it stands it’s literally just vent purge with different coloured fog.
Pox grenadiers can go and get f-d though. They’re the area denial of fire grenadiers and the visibility denial of vet smokes wrapped up into one. Unfun garbage.
why is there a separate stat for it then? makes no sense…it was called curse resistance in VT2, and did its job , simple and effective…
Funnily enough, I actually just got this condition on a map for the first time last night. We of us in the Discord call spent most of it bitching about not being able to see and decided it wasn’t a very compelling modifier to the game. It was more annoying than it was ‘interesting challenge to overcome’. We spent the other five minutes of the map saying ‘health over here’ and ‘might as well, there’s tons of them’. So it turned into the easiest run we’ve ever done.
Yeah, as others have said, it’s really just yet another visibility condition. With added corruption. Clearly at some point they began to realize how dreadfully boring and annoying it was to wait in every single bloody area for gas to clear… so instead of scrapping the condition they tried to ‘fix it’ by stuffing it full of health stims.
I don’t want to play it without the health stims, and I don’t want to play it with them, either. The gas condition should just be scrapped, it’s actively unfun and there’s nothing they can really do to make it any interesting at all.
At the moment I think the only reason anyone would ever like the condition, is that it makes for laughably easy auric maelstroms whenever the condition is active.
I think this is a cool idea and a lot more interesting.
FS disagreed however.
I think something fine is if there were a lot of the vents that permanently spewed out the gas, but if you got close to the vent and had a somewhat lengthy interaction you could permanently close them.
“hot take”, sorry cant pass up the pun, who says the gas itself isnt flammable?
it could spice things up to get rid of the health packs and make gas pockets be ignite-able by grenades after reaching a certain size.
a little gamble with your teams coherency lest they get their butts crispy as well but if pulled off right blasts a whole lotta heretics back to papa nurgle
I foresee a whole lot of butt-hurt (pun forcibly intended) happening if that happened! Interesting for sure, but… huh, actually? Maybe that’s how to get those solo runs!
barrels? pffff those are rookie numbers, whole map’s a barrel
Minority camp here but I like tox gas. If there wasn’t so much hitmass skipping on melee it would be quite impactful for trash enemies. Buff conditions are cool, his lines are funny and he makes Unarmored more valuable with his Damnation HP of 1000 (scab bruiser/dreg gunner heads were about the only other notable enemies of this type, with how frail Sniper is by design).
Tox gas the map condition, yeah its awful and I literally held my breath and speed ran through 50 missions of that. It didn’t help that it was mostly appearing on Auric where people decide to fight in tox gas zones and all die quite regularly. But this is because in some giant dangerous rooms the areas that are safe are quite difficult to figure out when the gas isn’t up. And you’re in a race against time in gas, generally, unless you are like out for blood/max toughness veteran or are just an ogryn. Not interesting, but it does make the visuals change which is more of a mix up than most mods. Looking at you, the abundance of wasted Maelstroms that are just already boring condition + dogs or snipers.
Health stim spawns should be fewer. That modifier should force players to find the next safe space quickly and fight bunch of enemies in a tight space and maybe with bad positioning. That’s the whole challenge.
With stims it doesn’t feel different than a normal game. Also the enemies who got buffed by the pox gas should rub corruption on you if you are too close.
Played a Pox map recently where there were way fewer health boosters than usual and it was quite enjoyable.
It was still more than on a non-pox map, but there wasn’t like 2 in every chest. It was around 4-6 or something, felt about right.
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