Shield mobs shouldn't have 2100HP

I know fatshark want to create a new enemy to make game not too easy, but these shield mobs HP too high, I can accept their shield has high durability, but 2100 HP is still too much for a mob. if fatshark make them were Elite enemy everything will make sense

It’s strange because if you compare them to their Vermintide 2 equivalent, the Skaven Slave shield and the Stormvermin Shield they’re basically just walking jpegs with healthbars with how uninteractive they are.

Pushing does nothing, there’s no difference in how most melees or guns interact with them, they don’t care about stuff that staggers even Ogryn enemies, even hitting over their shield towards the head or hitting their back is like hitting a pre-shield radius fix Ogryn with how little your hits will count because of their janky shield radius or their nonsensical head damage reduction absorbing hits.

So they had the template for how these enemies should function but didn’t use it for some reason.

in one game you take like 5 talents, in this game you take 30, start asking fatshark for player power nerfs and enemies might not need to be so tanky/threatening. i dont even think the shield guys were bad to begin with but oh well theyve already been nerfed and arent much of a threat anymore

ive been noticing the entire team just running past them hoping someone else deals with them now.

they are enemies that can stop cleaving from players, it’s good and it’s ok if these enemies have slightly more hp, it makes combat more interesting and challenging. they are not even that much per mission.

you don’t really have to deal with them and people noticed i think. they’ll just eventually die to stray hits, dots, explosions and whatnot if you kite them along
yet another reason players shouldn’t be moving faster than enemies in a horde game

they usually hit me until i kill them.

Same. And the guy with the slowest movement speed is usually left to deal with them.

It’s a remarkably poorly designed enemy with all sorts of weird and unintended side effects on combat.

It’s particularly annoying to psykers with force greatsword and disrupt destiny talent. It blocks melee cleave into horde, is fast enough to keep up when just running, and since they pile up in numbers when everyone else ignores them, they end up being the only viable DD targets, which means you likely start losing DD stacks since it takes ages to kill them all when they cluster up and soak attacks for each other.

I didn’t understand how FS could have made good shield enemy design in Vermintide but failed to replicate it years later in Darktide.

The shield should absorb a lot of hits, but you should be able to kill them faster from the side or back. They should also have regular mob HP once the shield is dropped.

I don’t understand how this bad design went through the chain. Does anyone at FS even have any vision or understanding of what they made anymore?

I think they’re great. Actually a lot better than Shieldvermin, who could (if stacked up) become impossible to fight. You can hit around these guy’s shields. I’ve not had a problem with them with any class or weapon I’ve run.

Do not change these guys; they were already nerfed some, and that was already more than I would have done.

Their PURPOSE is to be a roadblock. Full stop. The horde combat in my horde combat game needs to be more than just spamming wide swings.

you capitalize purpose as if it gives a pass to it lol

you could purposefully add a disconection from the server everytime you get bonked by a crusher, doesnt mean you were smart in purposefully doing that. the vast majority of people disagree with you. You could purposefully put in all kinds of things that actually end up just making the game worse.

That’s a ridiculous example.

Let me lay it out more plainly; it was too easy for players to blender hordes easily. Now, you have to actually look at what is in front of you and react accordingly. People who are hating them, I think, just haven’t realized this yet. They still just wanna unga bunga without actually earning it. The shielded enemies fixes a weakness in gameply and helps with balance.

People who keep crying for them to be nerfed want, I think, these enemies to be nerfed back until they can just unga bunga without thought again. That would be a mistake.

I disagree with you, most of players play game for fun instead of difficulty. if shield mobs very strong in havoc or auricstorm that is OK, but currently shield mobs even in N3 difficuly still is annoying and interrupt players attack ,that is unacceptable. dont nerf shield mobs is a mistake, when players play low difficulty level games they should got easy fun.

what? are you just randomly say I use reconnect with 0 evidence?

currently already have elite to stop players spamming wide swings.

yes, I agree with your opinion, I think they shouldn’t have such high HP. their shield can be durable, but themself shouldn’t be such durable

Oh yeah, the fights with them are so thrilling now, I can barely contain myself. And they’re not even that frequent maybe one in every two enemies. Or maybe we’re just playing completely different games again.

Helldivers 2 playerbase:

I wasnt even talking to you so no?

Do you play darktide dude? Ever heard of cleave values and enemy mass? stopping wide swings was already solved. Its not even that they stop wide swings that is the issue, its that they have TOO MUCH HP. High mass enemies also stop swings nobody complains about them because their HP is fine.

Please stop talking if you dont know anything about how darktide is…

theres an entire system in the game specifically to manage wide swings and cleave. The issue is that they have too much hp, not that they stop swings.