The Jobber Twins

I like the one that throws gas mines, but the berserker one can go jump. I’m no game designer, but I just can’t see how enemies that you can’t outrun AND can’t fight back against are a positive.

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Sounds like the dclaws wet dream.
If you can solo parry a DH to death you can probably do the same to him.

Could give them some mecanics to spice it up but that’s probably reserved for the next map.

I would have both always spawn and once one goes down he falls to the floor and the other gets a force shield like the normal boss and rushes into him like a plague ogryn that flings everything away.

Then he will start to revive his twin and can only be stopped if you break the shield.

If you want the hardest difficulty make it so the range summons a poxhound event and the melee summons a mutant event to keep you away.

and this is why everyone despises the Deamonhost :smiley:

There isn’t even a reward anymore.
In VT, you’d get a token Ranald die lol

I think this is a big problem with Darktide in general. Nothing we do is rewarding. Fun absolutely, but rewards are lacking. Killing monstrosities doesn’t give a bonus or anything. Not even a bundle of plasteel or something. Vermintide rewarded your performance during the mission and books actually mattered.

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Some guy once said: fun is it’s own reward
Twins aren’t fun. So no reward :smiley:

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Not getting a reward for killing a boss or whatever is only an issue because those rewards are the basis of the gear economy, and even then it’s mostly a problem because the gear economy is horrid.

Whether the boss is fun to fight or not is another issue.

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I’d take a 500 plasteel bounty per boss killed :slight_smile:

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I’m glad I found this thread! I was also confused about the ‘ninja vanish!’ they do once you’ve damaged them enough…

I assumed we weren’t doing enough DPS, and they got bored and left :slight_smile:

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I’d like both twins to turn up at the same time. Got my strategy ready…

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I don’t know about the Karnak twins.

I don’t think the situation where you encounter them in Maelstrom is funny; you’re in a shootout with Snipers, the newly buffed Bombers and Flamers, Crushers, Bulwarks, Poxhounds, Trappers and then one of those Karnak guys shows up.

On top of that, they’re giant bullet sponges, which is never fun, and I’d much rather have them as a gauntlet boss fight at the end of a new map instead of just randomly appearing and then disappearing. The latter kind of feels like a slap in the face since you don’t even have the satisfaction of defeating them like you do with the Monstrosities.

I suppose Fatshark wanted to show off their creations, which they’re proud of, but I don’t find them particularly fun, gameplay-wise or appearance-wise. They look boring to me. They’re also too small, in my opinion, which makes them blend into groups of Moebian Ogryns and Maulers.

After 1400 hours of play (I know, I know), I have to agree with @objc that it’s a shame we do not get rewards for this kind of fight.

I think the old guard of Monstrosities is much better because Plague Ogryn, Chaos Spawn and Beast of Nurgle are mostly disruptive, and there are ways to get around them and specifically have people take care of them while the rest of the squad takes care of everything else, but with the Karnak twins, it feels like everyone have to put all of their focus specifically on them; otherwise, it drags forever.

Sure, I could bring out my retired T-Hammer Zealot and bonk the twins, but that is just a quick fix for the dull encounter. Going with that build does not make the encounter more enjoyable; it simply makes the boring encounter end sooner.

Would I complain if they were part of the map as a boss fight in a dedicated boss room? No, I would not. Give them more damage and be more dangerous, but let them be a fight without anything else spawning (I know it’s coming), and it would have been really cool and fun, but in this implementation where they disappear, we have to waste resources on them, be a time-limited event, and give nothing for “winning” against them.

What was the point of adding them like this?

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Maybe it’s the kind of builds im running but every time i see them they are kind of push overs.

The mine one is just a simple dodge the shots and don’t step into the green.

Usually for the berserker if you grab attention it means your team can just beat on them. Sure solo either one is a problem but ive literally had time to just run specialist clear while others mom up because they just don’t seem challenging.

Harkening back to Warframe I think Old Stalker / Gustrag 3 was a perfect example on how to do fights like this. The enemy has a decent amount of hp, their attacks are dangerous but can be avoided with distance and readable phases, they have some minor dps resistance by having reflection abilities at specific times, and they can absolutely beat the crap out of you if you try to solo them unprepared.

All it feels like every time they show up is like “Oh it’s this A-hole again, time to just steal their lunch money”

I don’t think Fat Shark understands what a time limited event is supposed to be.

Are you trolling or is this a legit post?

You came in saying Karnak twins are “incredibly weak” with no context. What difficulty are you playing? What class/build? It takes a very reasonable time to kill them in T5A for most of the runs I had after the update. The weps and builds that I run don’t seem to do much of damage. And I think they are quite annoying when they spawn multiple puddles on the floor.

You can’t kill them i think, after they reach a certain health threshold they run away.

I tend to run flavors of Zealot and Psyker with some vet builds.

Zealot i have my icon support axe build and sometimes run the hammer buiild.

Psyker i tend to run my BB, Shriek, and Firestaff build.

Vet im either running a hellbore marksman focused build, a plasmagun shout build or rarely my jungle fighter build.

Usually im playing T5s or T5+. Most of the time I blink and they are dead. I will say all the times ive gotten them so far has been either next to med stations or while it’s relatively calm but i also pop abilities a lot when i see them since a lot of my builds have fast ability cooldown.

What usually tends to happen is an ogryn or another melee focused character grabs attention and the team’s combined DPS just evaporates them. Even then their ground denial from my experience is always somewhere easy to see / avoid out in the open.

I just don’t find them that challenging, maybe it’s because most of the teams ive been with are good at specialist managements so they don’t have specials plus the Twin to deal with but most of the times it’s an easy kill.

I find that to be situational. I don’t run heavy single-target damage builds and it takes a while considering we have to deal with adds and specials at the same time. Especially when nobody runs heavy damage builds. Instead of buffing the boss with more HP which will increase the gaps between builds even more, it makes more sense to nurf boss damage on those weapons if you want more challenge.

If what usually happen in your case is 1 person hold aggro and the rest are free to DPS, anything is easy. In my situation, the boss will lock on one person and the other 3 are busy dealing with horde/specials/elites. Until every calms down we can go help the guy and take it down.

Part of the reasons maybe because I always play Shock Troop. It’s always quite chaotic.

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