Salty Feedback

Venting a bit, rather salty, but there are also some points in here.

So I’m playing Convocation of Decay with 3 bots, come to the sewer tunnels. after the drop down, you know the elbow curve section. Get a horde, so I pull back a bit - it’s Beastmen. In fact, every single part of the map was Beastmen. Every. Single. Part.

After the horde, I quickly hurry back towards the elbow junction. I know there’s a good chance of a boss, and I wanna hurry and potentially trigger it before the next horde. A Chaos Meatball appears, and I engage it. Before we’ve done half its health - this is like 30 seconds from the end of the last horde, which was a quick 2-wave affair - another Beastmen horde spawns. So I’m trying to finish off a meatball, because you cannot control Beastmen hordes, and the bots will just get themselves killed instantly trying to fight it and getting stabbed in the back. The combination of their stagger recovery time, their insanely high damage, and their quick attack speed means that you cannot protect your bots from them when they’re distracted. They just get shredded.

We actually survive that, though it used every single resource we’d gathered (basically just bombed until the Spawn and most Beastmen were dead). Moved on. I notice that, while I can effectively control Maulers with the 2H Axe, Bestigors recover from a hit (even a headshot) so fast that they can start an attack before you hit them a second time. Fun balance.

Proceed through the map as carefully as I can. I know the only way to get through Beastmen areas is to cheese as much as humanly possible. Drop down the hole into the cesspit, don’t actually get a horde OR a million archers, thankfully, as I was playing Slayer. Go into the next area - silent horde! Beastmen come from literally every single direction in that room, but okay, kill them all. The horde dies quickly, it’s a close-range fast one. Run down the steps - another Chaos Meatball! I pull back, hoping to get it off the steps. Bots of course all stop to fight it, clustered together so that every overhead hits all of them. Nothing I can do to help them except go get aggro and try to lead it away.

Then, another Beastman horde. Now, one of these was probably an ambush, I’d guess the silent one, but the thing is with Beastmen - you can’t tell. They’re all just as beefy and numerous.

The point is that there literally was not time to progress before I got another horde of these broken enemies. There is no useful downtime - I couldn’t make it even a third of the way down the spiral staircase before getting another attack! - and literally nothing I could have done in this situation to salvage it. There’s no skillful play I could have pulled off, because 2H hammer would not allow me to control the horde and dodge the Chaos Spawn. Bots will not stay with you (even when running improved bots mod, it seems), so my only option would have been to leave them alone and go back to the open area to kite - except I got a horde blocking that path before I could even get there.

I guess I’m just adding to the incredibly massive list of issues with Beastmen right now in saying that they need a longer cooldown between their big attacks (ambushes/hordes), or their numbers just slightly tweaked down. And they need their stagger recovery time made a little slower.

Just make the tweaks already! If you fix some bugs later that make them become too easy - then revert the earlier tweaks!

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If they haven’t changed it the ambushes consist of Gors and Beastigors. Smaller units, but yes quite numerous as well.

When I was playing the other day, every time we got a beastmen ambush, a huge bunch of these guys just spawned literally round the next corner. It wasn’t even out of sight - we actually saw a crapton of beastmen pop out of thin air by a dozen on a spot. Other ambushes seem to work as before, but beastmen ambushes need tweaking.

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Had a whole patrol of beastmen literally spawn 10 ft in front of me at the beginning of athel yenlui, beastmen are pretty stupid right now.

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Worth noting that the normal beastmen units with a 1hand weapon deal like 40-50 damage on a single quick hit if you do not have damage reduction.

I just played waystalker and i went to attack like 3 of these guys+beastigor, quickly killed 2 of them+the gor but the third jabbed me and suddenly i m down to like 4% health after having been nearly full (although grim-cursed).

They are scary as hell for real just because of how hard they hit+high stagger resistance.

The smaller guys with spears and the bigger units the beastigors i dont have a problem with, its just these middle tier beastmen with 1handers that i am super scared off.

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Since you killed 3 enemies, and took a single hit from the remaining enemy, it’s likely he only did full damage due to the game’s Horde Damage system. Where, the more enemies onscreen, the less damage you take from a single individual hit. Where as, if you take a hit from even a chump stain skaven slave, it can damn near kill you even at max health. The devs wanted you to maintain caution even against a single trash mob. So it’s all normal actually.

The Gors do the most damage of any non-elite unit per hit, for some reason.

Not sure why it was considered a good idea to make them the most numerous mid-tier enemy, with the widest variety of attacks, with much higher attack speed, and the highest damage, of any faction.

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I know that much but even such a skaven “only” does like 20-30% of my max health (post grim reduction).

Those Gors near damn 1hit KO me though, and even with several of them around they deal metric tons of damage given how fast their attacks are.

This feature I despise completely.

Enemies should deal X damage regardless of what they are doing unless they are specifically buffed like by a Wargor (who I don’t think gives a damage buff).

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So, basically, there are several issues with beastmen horde processing (according to OP post and my personal experience):

  • Once you meet them, they’ll be with you until the end of the map

  • Beastmen hordes show up much more frequently. I mean, like every 30 seconds there’s another wave

  • I might be wrong, but rotblood and skaven hordes start from one position and then, after this wave gets more or less destroyed, another one runs at you from other direction. On the other hand, beastmen attack you from all sides at once

Correct me if I’m wrong, but that’s a bit too much even without the rest of the issues beastmen have.

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I’m pretty sure the devs made the excuse of having so little variety among the Beastmen when it came to elites/specials because they wanted them to be more of a threat when it came to Hordes/Ambushes.

Perhaps for this reason Beastmen have a higher chance of getting a Horde/Ambush while also having a higher frequency.

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Apparently in the recent Q&A it was stated that ambushes in general were made more common; given that at least some Beastmen attacks (presumably the silent ones) are ambushes, that seems a likely cause of the problem.

Due to their increased threat compared to other factions, and the increased overall tankiness of their groups (as they seem to have more mid-tier units than other factions in their hordes), they take longer to kill, which will make the time between groups of them seem shorter.

I think the threat of the silent ambushes is also increased by the attack speed, variety, and high damage of Beastmen units, plus their combination of high close-range threat and longer-reaching attacks.

On top of that - it is true we are not as used to them as other factions, and this can make them more dangerous. Especially when you start getting Banners into the mix.

I know FS are hard at work on a solution, but I think some simple tweaks that would help control them:

  1. Reduce high-end damage of Gors. It does not seem to make sense that they deal so much more damage than other factions.

  2. Reduce the effective tracking of Ungors with spears significantly. It’s not just the reach, but it looks janky as hell when you clearly dodge a spear thrust and still get hit. The threat of Ungors should be that they have reach, that alone is enough of a unique quality and danger from them, it means they are much harder to kite in a straight line than other enemies. Plus; these are chaff. They shouldn’t be that dangerous except in very high numbers.

  3. They seem to spawn in the same sort of locations as Skaven. This should be changed to the same spawn points as Chaos - at least, I’ve never seen Chaos enemies spawn in the weird spots that Beastmen do. With Skaven it’s always felt related to the fact that they burrow and aim to surprise enemies by coming from unexpected directions; that’s fine. Seeing huge goat men pour out from behind a single tree is just bizarre.

  4. Slightly increase the ambush timer. I get that it’s to drive up difficulty, but the tension of the game also derives from peaks and valleys of tension. Right now there doesn’t feel to be much of a “valley” at all on higher difficulties. This was my biggest complaint about Onslaught; the actual tough hordes were great, but there was never any downtime to speak of.

  5. Tweak Ungor Archers to spawn in fewer numbers. That you can get a dozen or more spawned at once in large open areas is too much, compounded massively by the weird spawn bugs. I’ve checked open areas visually and via the ping button to see if there are archers, found none, and then as I advanced I see multiples spawn in my vision. I know that’s gotta be a bug, but in the mean time just reduce their max count.

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Oh, adding one:

  1. Make a max of two banners able to be spawned at once (outside of the finale of Dark Omens).

It’s possible these nerfs might make Beastmen too weak. It’s possible. I still think it’s worth trying, though, and if that’s the case - well then we’ll know a good balance lies somewhere in between this and the current.

It’s 75 damage btw :joy: those lads hit hard. But as people said, the horde slot system plays a role as well. A clan rat can hit 50 damage on its own too.

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I’ve heard that the Beastmen don’t get their damage reduced properly in a horde setting, either. Not as many steps as the others. I can’t confirm that, personally, though.

THis game is awesome I love the gameplay its so unique… even the competetors like skyrim dying light… dont have the pieces put together like this game does. I grinded out this game 600+ hours then came WOM and the adjustment was easy but not everyone is like me, this game relies on team play and its kind of a gimme on how things are done. Now that the beastmen are here and almost 2x the special spawns the game is almost impossible. Mostly because the play style gap between the original content and the WOM content is so big the casual player is unable to hang.

I have noticed that this is getting better weekly but it shouldnt have to take that long. Thanks fatshark adn I am looking forward to vermintide 3

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Damn i thought i had taken damage before or something so didnt think it was that much .-.

Then i really had a case when i had full (grim cursed) hp but a single hit got me down to ~5% on legend…too scary :scream:

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Yea, I’ve actually had NB save my life. As it stores that HP if you’re at full health, so when you take damage, it ticks it on. Like if you take a overhead, you’ll be standing there with 1HP :joy: But yea, gors hit way too hard. Without 20% hp on neck and Curse resistance on trinket, you are dead in 1 hit. And if there’s around 3 gors near your body when you go down, you’re instantly dead. Not even CWs kill you that fast when your downed.

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I thought that was considered a bug that had been fixed, the NB +1 HP thing.

That’s another thing about Beastmen, how they can kill downed players so fast. That might be okay as a unique property of “culling the wounded” or something, but I think it’s just a result of their damage being so high.

I noted a number of their issues here:

This being one of the things I mentioned:

They don’t get reduced damage in hordes or around other enemies. So it’s like getting a Chaos horde of marauders, but even marauders don’t hit quite as hard. They’re a pinch less than gors.

The problem with “ambushes” is that the beastmen are basically magicians. They spawn right on you or right next to you because you “aren’t looking at them”. It’s silly. There won’t even be a “climb in point” like a hole in a wall/ground or something like Skaven have. They just “poof” in because you weren’t looking at that spot at that exact moment. There also shouldn’t be 50 beastmen on top of you that can’t even have the decency to breath before they hit you. Any audio would be great. They have like the most soundproof, softest hooves known in their world or ours.

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