Not hoping any of those will be addressed, but needed some place to let the steam out. Others are welcome to share theirs.
Barrels (or other things that can blow up from a hit), too many barrels, especially in places where they easily can send you flying right to your death with one blow. Such amount of those add nothing interesting to gameplay imo, except from endless frustrations.
Trapper’s shots from inside a crowd where you can’t even see them, despite not even having a line of sight to you
Uninterruptable animations in a high-speed action game, it’s just wow, whoever thought it would be a good idea to add a bit of realism here is probably never tried to play what they created
The way the game deliberately spawns chaff right behind your back. Like, fine, I could understand a wave from another direction, may be a specialist or two - but it just sends one-hit mobs in small batches after your to never let you reload or snipe a few targets in peace - the moment you look down the sights somebody is already poking at your back with a rusty sword. No idea what kind of fun it should add, it’s just endlessly irritating
it’s not about not seeing them (it can be a problem in a big fight, when that “woosh” sounds they play when you are attacked from behind is just lost in the general sound mess of it), but the fact game just never let you breathe freely with those little pricks it generates. I tried to play for an range-focused Veteran for a change, it was miserable experience. I’m supposed to sharp-shoot priority targets, but in most cases the game just won’t let me do it, I can’t focus on shooting for more than a couple seconds without somebody starting assaulting me from the back.
I think that’s the intended design though. flanking units spawn behind to keep you on your toes, whether in melee or fighting ranged. Sitting back and sniping with no risk isn’t supposed to be a thing here
Granted, it makes more sense from a lore perspective in Vermintide, because the rats are sneaky little bastards so of course they send flanking backstabbers
#3 is my biggest gripe. I think if they just added a visual indicator to the crosshair (or elsewhere) that your inputs are blocked, it would alleviate at least some of the frustration. I’m okay with some of clunkiness as a balancing matter (see: quell cancelling), but what we have now just feels bad at times. Played a lot of Weapon Specialist Vet with a lot of quick switching to revolver and at least once a round I fire my revolver twice+ instead of once when I have input a weapon switch to melee and then a block push. This playstyle never had an issue when I would do it in VT2, so it isn’t like Fatshark needs to reinvent the wheel here.
You pretty much listed all the things that urk me as well, beyond ‘difficulty being a thing of the past unless I subject myself to submitting job applications in party finder, and I don’t want to do that in a fast paced game where I want to get back into the action quickly’. Otherwise, I know mutants aren’t a ‘problem’ but the fact they knock me out of the gameplay flow state without generally killing me upsets me, dogs and Trappers are even worse and confuse me why they still exist/haven’t been turned into a QTE/button mash, especially with the rest of the difficulty in the game being removed so why not remove the ‘literally worst elements’ that result in a unfun experience. And Barrels chipping my HP/knocking me off cliffs will never not aggravate me, and got me so paranoid I’ve memorized their locations at this point and blow them up myself as to not get haphazardly sent to pylon by an random explosive/grenade.
Things that I’m not sure if they will ever get fixed, and are just the ‘small annoyances’ that continue to plague every session.
Usually that’s true, but aggressive ambush spawning is fairly obvious in Havoc. Mobs spill over from behind an object, or from around a corner you just peeked few seconds ago and there was no mobs there.
Also with doors and mobs dropping down from walkways above its often pretty cheese, and comes with no warning, thanks to how broken audio can be.