you can manage to jump over that ledge trigger but it is quite precise and can be hard to do if you don’t have the triggers visible with a mod or something. I thought it was weird they added one there as well
Thank you, i’m assuming green and blue here are for the hanging portions. I dont think any part of that ledge should be hanging the drop is no larger than the one at the end of the platform just outside it
Every time they’ve tried to do verticality it’s broken on them in hilarious ways, from enemies shooting through floors/ceilings, enemy player detection and ground effects (like bomber grenades) being a giant/infinite cylinder that ignores ceilings/floors and as this thread shows, jank and/excessively sticky ledges. The Hourglass’s vertical section, “The Climb”, is one big showcase of all the verticality issues the game has.
I remember in an older version of Hab Dreyko I thought the way around the Daemonhost in one section was downward, so I dodged off a ledge to a lower level of the map, getting stuck and having to reconnect to rejoin my team.
You are asking Fatshark, a game developer where, in Vermintide 2, there used to be a 100% crash rate related to either equipping a specific portrait, or giving Bardin bots a specific ranged weapon.