Alright well…
The new weapon marks range from interesting to dull to why bother.
That’s fair, we have ten new weapon marks. Id really like to see some new NEW weapons though.
The new consumables are a nice addition.
The twins is probably the most dissapointing lacklustre thing you guys have ever done; They have yet to last longer than 4-5 seconds on my games, do little to nothing but pop up then run away. What was toted as a boss battle is less threatening than a trapper or a flamer. Dropped the ball on that one.
All in all I can thoroughly say this update was just very mediocre.
I feel like the twins are meant to be fought together and this is a teaser. I can’t tell if their spawns consume tickets meant for monsters but damn they are dull. So maybe if they fought together and had a bunch of adds it would feel like a thing.
Map is great, yet another one that has hugely stark contrast between the forgettable blur of not-early access servo slog tours. So much more fun. Unlike Mercantile it doesn’t toss tempo for a lousy anti climax. Breaking stuff is exactly what I wanted to do back there.
There’s clearly something more to the fight. They have the empty “health” bar up top where the shield goes on the regular captain. For now it does nothing but I suspect it will have an effect when they are together.
Maybe they get stronger by proximity. Maybe they have their own version of toughness and coherency like we do. Maybe they’ll work like the twin dreadnoughts in DRG. I expect them to have some sort of peculiar mechanic.
Today i was just hanging out on a bridge in chasm logistratum and i think a twin spawned. I was casually using voice of command and ended up killing him by throwing him off the bridge, or so I was told. Pretty funny my first encounter with one of the twins was an instagib unbeknownst to me.
There’s a short grace period where you don’t receive much damage while the ‘flame’ debuff is filling up. It’s like half a second, maybe. If you’re still in the flame when the debuff is filled, you start receiving a shitton of damage. It happens every time; it’s not just a random bug.
Before the patch, if I spent two seconds in the flame, and it was the only thing that was chipping at my health, I’d lose around 1/3 of my hp bar. After the patch, I’m down on my fours after two seconds in the flame. So that’s a pretty drastic change, I would say.
I am not sure because I am still not utilizing a keystone, which may or may not be correct. I play a shout Vet with three distinct builds: VIIa Lasgun, Agri Brauto, and the new Revolver.
So far it doesn’t feel like having a keystone would improve my play experience that much on the Veteran while they are essential on both my Psyker and Ogryn.
I don’t think they do. And you don’t actually kill them. I had around six games yesterday after the patch. And four or five of them had traitor captains. Before the last game, I only had one monstrosity. The rest of the encounters were captains, usually 1 per map. The last game had two monstrosities (chaos spawn and beast of nurgle), and I think it also had both captains. And I’m still at 3/4 for my weekly contract.
It might be a new thing or a bug then, because prior to this patch, the Traitor Captains at the end of assassination missions did count towards that contract. And you very much kill those Traitor Captains (and rifle through their pockets for their wallet).
Edit: Referring to Traitor Captains as the assassination mission targets, not the Twins. The Twins are the Twins.