Call it skill issue if you like as outside of weird enemy spawn moments most of these hits are from me being careless.
But that doesn’t make it feel extremely BS and unfair that I lost so much more health just because a marauder is all alone and dealt way more damage arbitrarily just because it’s alone.
I just wish something this arbitrary wasn’t present as it feels so artificial.
What’s even funnier is when you take a hit from a lone enemy because the game spawned it behind your back. Or when the skavenslave stabs you for two thirds of your HP DESPITE being in a horde, because spaghetti code game, I guess.
I think you have it somewhat backwards. Isn’t the intention that you take LESS damage when many enemies are around so you don’t end up getting absolutely destroyed during hordes? Removing the feature would mean always taking the big damage.
I am not really against this system that reduces enemy damage in proportion to how many of them there are around. But its true that an unfortunate side effect of it is that the enemies that got the “delayed spawn” gimmick end up being absolutely infuriating to encounter at times.
Like walking behind a teammate as waystalker with longbow, guy clears say a tunnel/straight line out and its perfectly empty. Suddenly there appears a mauler right behind him as he´s fighting something and drops an overhead, guy is instantly down. Not so cool. Or having the mauler appear behind yourself. Also not cool.
I have seen both far more times than i´d ever like.
Both of these and similar would indeed not be quite so painful if, well, the mauler did half his damage or whatnot. But at the same time, it would also kinda greatly reduce enemy threat levels outside very high density. So with this in mind i believe the good answer is not just outright removing the system and nerfing enemy damage, much more fine tuning would be needed.
In the best of worlds, delayed spawns would not happen, or they´d lack the ability to deal any damage for like 5-10 seconds after spawning or something.
A major problem with this system is that it’s not intuitive. Even long time players I’ve encountered are not aware of it, and get surprised often by being downed so easily by a lone enemy hiding under a ledge or corner while they’re at full HP.
This system also punishes ranged players, especially Huntsman with slower ranged weapons that have to clear space to get a clean shot. Throw in some non-host latency, and if you’re not 100% aware of what’s behind you, a lone trash mob can take up to 70% of your health or even down you in one shot.
The sound cue can be harder to notice with a lot of noise, and the latency I mentioned is common for non-hosts. if another player is close-by and moves past you quickly, the enemy targeting them can switch to you while they’re still swinging or you can just end up taking the hit instead when they block your view and dodge, but you don’t.
Experienced players will naturally attempt to avoid getting in the way or moving too close to allies to avoid such interactions, but that makes it all the more frustrating for people randomly playing with newer players who don’t understand this game’s unintuitive combat system.
I think having some indicator or feedback to help players understand how damage is mitigated while fighting amidst a horde might help, but also the way hit detection works and the way the sound cue works probably need some adjustment.
I also recommend making it so that if a an enemy swings at a player in close proximity to you, that you also get the sound cue.
About latency, I’ve suggested before some kind of “lag compensation” where the server attempts to adjust for the delay when determining hit registration making sure the players actions are processed as if they occurred in real time. Many games already do this, I don’t think Vermintide 2 does. This system only really is a controversial thing in competitive play where laggy players get an advantage, and yet many competitive games still use it, otherwise these players would leave. This is exactly what happens too, because players will often leave a lobby immediately if they experience lag.
My story is funny regarding this too.
I was told very early on that it works this way and I straight up didn’t believe it.
And then when I was randomly looking at how much damage I take when I get hit, it was always for an amount that I knew the enemy is supposed to damage me by and never a reduced amount. Confirmation bias is insanely strong in this case.
Only very recently did I notice taking 22 damage from a slave when I expected 30.
I was made aware of the mechanic before 40 hours of playtime and didn’t believe it existed until over 1400 hours later.
I already stated something to this effect but, the overall idea is not something i find bad.
The system is meant to somewhat ensure that fewer enemies are not toothless while also ensuring that a larger group aren’t extremely harsh to deal with either. A line of though i believe is practically necessary given we don’t have any sort of lag protection + peer to peer games.
It´s simply… not so great, that the specific implementation has holes in it.
That kind of exists in the form of Chaos Warriors, monsters, and a globadier.
Its fine that a lone Skaven clan rat or Stormvermin is toothless as they’re not supposed to ever be a threat alone.
The threat of the Pactsworn should come in the form of their swarm tactics…and by that virtue they really SHOULD be significantly more threatening rather than a source of easy THP.
Not to mention this all flies out the window considering the constant problems this game has with enemies suddenly spawning mid-swing behind the player’s back… without any sound cues either.
Game would truly feel exceptionally empty, even on cata, if the only enemies that did any damage even when landing a hit were chaos warriors and monsters…globadiers? Most specials got absolutely no threat level by themselves.
And they are not, they are exceptionally simple and slow most of the time so no one who knows they are there will struggle with just running them over. Which is fine. But it would be sad if they were so weak to the point that even if they hit you, it´d barely be noticed…That style is threading musou game territory.
If all horde enemies did the same damage as current iteration lone one did then this game would be absolutely impossible to play for about 80% of the playerbase. It would be a balance shitstorm beyond anything we´ve ever had.
Most people do not get through hordes without taking hits, especially not on cata with mixed hordes. I´d go play a dynasty warriors game if i wanted to go in with the expectation of myself against whole armies.
To be honest i think this and the “no lag protection” are the only major problems the current systems have. And from another perspective, if all enemies did max damage at all times these would still be the main problems.
A mauler spawning behind someone with a swing already started would still be a death sentence for anyone without very,very speedy reactions.
I have no real idea what your actual issue with it is as that message explains nothing. It just voices your dislike towards it
The only “problem” I have with it; it doesn’t make logical sense. Just because I’m surrounded doesn’t make my enemies hit any weaker. You can’t logically intuit that it works that way and for the longest time, you couldn’t even check how much damage you took from any individual hit.
I understand why the system exists but there’s nothing that explains it in-game and there’s nothing that let’s you know when it does or doesn’t work or kick in.
To be fair, this game doesnt explain much of anything. There´s a metric ton of stuff that is just not written or told anywhere that is still important.
Most newbies that do not check player written guides have no idea that curse resistance exists, or what it does. So they either grab the grims and go with max curse or they dont dare to at all because its too big a penalty. All while feeling stunted because they want the loot to improve gear. All while the solution is sitting as an option on a trinket.