Scab Capitans, in both of the Assassination missions we currently have, die way too quickly, even after the health buffs they received. I think they need buffs in many aspects.
So I propose these changes:
Give Scab Capitans 100% more hp across all difficulties (yes, in Auric it would be 100k hp).
Make their charges way faster and more impactful but dodgeable. Any reject, that would get hit by their charge, would get knocked away and if they were blocking, it would take away all their stamina. Only dodging out of the way should allow the players to not suffer any consequences of their charge. Their charge’s speed should be faster than the charge of the Dreg Champion but slower than Rinda’s charge.
Make the Capitans with maces have a quicker swing speed, and give the mace overheads a knock back radius that launches the rejects standing in it into the air.
I will say this just in case: I only want buffs for the Scab Capitans we fight in the end of the 2 Assassination missions we have. No one wants the same to happen with all the Scab Capitans and Dreg Champions that spawn in the middle of the mission, in things like events and Havoc.
I only wish for the final fight to last much longer than it currently does. As of now, the only way to actually have a real fight with Scab Capitans, and to hear that sweet Disposal Unit track in its entirety, is to be on a team with at least one bot because then the poor arch-heretic is bullied by a smaller squad and, in-turn, it takes longer to kill them.
If you have your own suggestions as to what other buffs the Scab Capitans in the Assassination missions could use, leave them down below.
Generally more interesting end-boss fights would be really nice. Would like to see some new mechanics as well like the psyker walls from the carnival mission.
I don’t know if you made this idea yourself, but if you did, it’s pretty hilarious (in a good way) since Vermintide 2 has almost the exact kind of bossfight you suggested. You fight the Gatekeeper Naglfahr for the key to the Skittergate and halfway through the fight he transforms into a Chaos Spawn.
Then they can just make them not be permastunned when the shield breaks. Capitans can just do their fall animation, get up and not stand around while the team goes wallop on them.
Oubilette needs to have the rager horde spawn with the boss so it’s not just the lone Captain for a few minutes. More special spam is also needed to keep players from camping the wall.
Chasm Station horde spawn needs to be moved up so you’re fighting the horde by the time the Captain appears. It could also do with some more elite spawns rather than just specials+chaff horde.
If you want to make things even harder, remove some railings and walls from Oubilette boss arena forcing players to fight in the center and watch their position or risk death. For Chasm Station add in random pit falls with a long run up so that players have a chance to be isolated by shield knock back.
I’d rather not have that. More Elite and Special spam are the last things Darktide needs right now. Though when it comes to specific enemies spawning to assist the boss, it could definitely be adjusted.
For instance, in the Magistrati Oubilette mission, we could have 2 Crushers jump down before the Capitan does, so we can’t just immediately focus on him the moment he touches the ground.
Armored, or just tough, psykers at the top floor that channel their power into the captains shield, making it immune to damage untill the psykers are killed
Staggered spawns with their own retinue of ragers/maulers would be a nice change-up.
Have it timed so you’re on the clock not to get more than one active at a time
Not really a fan of this. It sounds good when you’re actually good at fighting them, but imagine trying to fight this for the first time on damnation. That is more of a chore than anything.
I can’t really imagine a player who got Darktide and has never played an assassination mission before getting to the Damnation difficulty. You need to play like more than 20 missions to unlock the Damnation tier. There’s almost 0 chance that there will be people who would be caught off guard by how strong the Capitans would be. I mean, in the campaign, your first mission is to kill one in Chasm Station.
I’ve always wondered if Oubliette is just bugged or if they intentionally made the rager/shotgun horde show up after he dies. Having Havoc spawn like 2-4 a map also lowers the impact a bit. They could be lazy and slap a modfier on him like havoc red or nurgle’s blessing but it’d still be lame. Aside from the undodgeable sword string, the biggest danger captains and melee twin pose is the instakill shield blast bug.