Also expect a lot more Snipers and Hounds than usual, and way more fan favorite clown cars of Crushers/Maulers/Ragers, this time with exciting Tox Gas farts that completely block out your vision upon taking enough damage
All jokes aside, just felt the additional information might be pertinent to include in the modifier description for those wondering why the Crusher density is suddenly dialed up, and it’s not HISTG Rotten Armor or High Intensity Rotten Armor.
Anyone wondering if they’re testing our reaction to very high-health Infested enemies? Like, say, if they were thinking of adding new, tanky enemies of that armor type.
In my singular run of this modifier, the carapace armor enemies still have carapace armor. I don’t know if it’s a specific part of their body, I was mostly aiming at headshots, but body and heads were dealing carapace damage, not infested.
I honestly don’t know what exactly this modifier does. I didn’t notice if the enemies had slower movement or attack speed bc both are incredibly slow in auric, and I didn’t notice if they were tanky bc we had 2 arbites and a tauntgryn with a brittlecrusher stick and rumbler, so they were dead pretty much when they were on top of us. The only thing I do know is that there were more triggers that spawned blobs of armor in front of us, but they didn’t last long or leave an impression.
Auric is boring. I don’t know how people can play that with pubs.
Yeah, well increasing their health doesn’t mean a lot when Infested is poorly-differentiated from Unarmored. They really just gave them a weaker armor type and so I think the higher health balances it out.
The only difference I’ve noticed in practice is that you can’t easily two-shot them to the head with a Helbore anymore.
Just wanted to clarify that the ‘infested armour’ bit was more of a fluff thing to describe their extra nurgle-y status, did not mean to make it seem like the armour type was changed. They’re still flak/carapace afaik.
Apologies for any confusion! We’ll try to avoid using wording that can be mistaken for in-game terms in the future
tl;dr: 15% less move speed, visual armor overrides, varying ranged damage taken based on current health (should take less with high health, then take more with lower health), leaves toxic gas behind on death for 6s (same gas damage as Twins events) - Kuli (the goat)
Yeah the visual design is pretty good, I like the idea that Nurgle’s rot is progressively getting worse and could be building up to something bigger in the future
It seems like the rotten Crushers are more resistant to ranged attacks, but I’m not currently running mods. Anyway, hitting it until it dies is always a winning strategy