It seems there’s a stagger overwrite issue similar to what Vermintide 2 had for a while with foot knight and the rest.
When my Ogryn charges an elite, such as a Rager, they will get knocked fully to the ground and take a fair amount of time to go through the animation of standing up again. However, when I smack them with my weapon they will flinch (the normal level of stagger from normal condition). This creates a situation where heavy stagger is getting overwritten by the lighter stagger; in particular the Rager will stand back up and begin attacking immediately (animation swap) where if I hadn’t attacked they would be stuck in the standing up animation for another 5+ seconds.
Feels like it should be fixed where stagger can only increase.
Yeah, I saw this as well recently. Really kills the usefulness of knockdowns when they’re instantly invalidated by an inferior stagger. Enemies will basically get lightning fast recovery time from knockdowns. It’s particularly noticeable with Ogryn enemies.
console-2022-12-01-00.48.37-7871eb1e-87fb-45e3-9ad5-adac4adf8fb2.log (271.4 KB)
Attached is the console log that was made after playing one round. In that round I had at least three instances where I attacked specifically a Rager (Dreg I think) that was in a full knockdown with an attack that had it instantly snap to upright flinch animation.