There were some people on the discord who reduced this argument to “uhh just get better” so it’s nice to see someone agree with me.
However some of those people did give me the feeling they didn’t play the game at CBT difficulty, haha.
There were some people on the discord who reduced this argument to “uhh just get better” so it’s nice to see someone agree with me.
However some of those people did give me the feeling they didn’t play the game at CBT difficulty, haha.
I don’t know if that would be a thing because it takes away from the self-imposed challenge. Plus, I imagine the 150% and 200% options are so that players could also make longer intervals, but the intensity of stuff when it does come would be more severe. Or the players could keep it short intervals and spawn the increased quantities anyways. Could also take it to Legend so stuff dies faster but you still get lots of stuff. 150% will result in a single boss spawn but still 50% more of everything else, so that’s a thing too.
Exactly. Regardless who “is right”, just saying “get better”, is the death of every smart discussion that could give an useful feedback.
So enemies having moon shoes, and sliding at you is intentional? I get what you guys are going for, but it feels unnatural.
The entire attack tracking business is a big joke.
All enemies still look stupid while they try to do their overhead smash and with a dodge and 2 steps you’re already behind them, smashing on the head the entire time, while trash enemies are so numerous that you can dodge 3-4 of them, but as soon as your dodge ends, you get hit because someone else started to track you a fraction of a second later than the others.
And then you get to see the embarrassing pinnacle of berzerkers sliding backwards while in a mid-air flurry or chaos warriors doing a moonwalk Michael Jackson would be extremely proud of.
Fatshark listens to the feedback you know. Have faith
How would it take away from challenge if we just got option to dial it down. Like 50-100% range.
Right now, it’s taking away from challenge, because boss spawns are much harder to deal with than other ones. I can snipe some specials quick with 200% spawns size, but nobody can deal with double Mino or double Spawn, especially not in some nasty area… in short amount of time. Which leads to need for playing relatively long vote times, otherwise it’s praying that run won’t get ended by two boss spawns in a row.
There is no Shade that can insta pop the boss, so there is no way to really counter play this.
When I played the Rev. Twins a lot before, we had to adjust Boss/Lord hp also, because otherwise it would be unplayable, either the rev. spawns would be too rare = boring, or you would sometimes get 2-3-4 lords/bosses and it would be game over.
It’s not really fun if u get crapload of super buffed bosses in some tight area, that’s just end of the run.
While getting like unlucky quad boss spawn (2x2) with half HP is mostly doable and interesting.
Also it’s always bosses on top of the other hordes, spawns etc.
Perhaps just an option to tune boss spawns that’s separate from normal twitch vote spawns? You could put it on 150% though right? That would only spawn 1 boss? Or does it round up and give 2? I’ve been dead in bed with the flu and was down in Stockholm yesterday so I haven’t had a chance to play.
150% spawns one boss, yes.
But 2x bosses are fine, I would like to try even 3x, it’s great, it’s just… there needs to be option to reduce the HP, it’s major roadblock. Other twitch-spawns are fine, except for some mutators.
Btw, they even tried playing it on friday on stream… got absolutely demolished… so they experienced it already also
And as for mutators, for some reason it’s not possible to extend the mutator time past 2x, which is pretty sad, I don’t see any reason why I couldn’t be allowed to go higher.
On the topic of monsters: I’ve always wanted to try a situation (in normal games) where their base HP is gutted heavily, like to 40% tops of what is is now, but then compensate that by spawning them a lot more often per map. They create such interesting combat scenarios, but it’s such a bore to hack away at one for a few minutes if you have it controlled anyways but didn’t bring a burst damage career. This change would keep the awesome, keep them dangerous since their offense is unchanged, but reduce the unfair feeling damage-spongyness.
That’s what we ended up playing with Reverse Twins and it was the most fun mod of them all from my perspective, played it a lot with boss/lord dmg @ 300% so basically 33% boss/lord HP.
Yeah, that sounds brilliant.
Just like someone said in the new difficulty topic, that “how do you raise difficulty without scaling up”.
This is how.
This is the thought train FS should be working along.
Existing thing shaken up, twisted out of their intended purpose to create new scenarios.
This is why ONS was so good and they tried to copy it, but in a broken system they scaled it down too much and they will never return to it how it was in the first iteration. FS only knows how to nerf.
You could even make a version where there is only one wave of enemies, slightly bigger, where everything is present from slaverat to CW and it ends in a boss or patrol.
I kinda agree. Cata was supposed to be hard with no reward to allow only those motivated by difficulty to do it. But it has been nerfed so hard that now you take grims and tomes. So it is at a weird spot where it is not really appealing for difficulty nor reward. So either add reward to it or I would rather prefers them to had more difficulty.
Stagger is way to high, horde are back to a joke again. And it often resume to the number of disabler you get.
Cata 3 is not an answer, because it only allow one boring Playstyle.
Bring back more shield and elits in hordes. Maybe add one more special, but prevent 6 disablers to spawn.
Prevent special spawns slot manipulation.
And ofc tune down BW…
Fortunately, we got exactly that , but it was presented as kinda minor side thing… the new Twitch 2.0
It needs a little tweaking, but it’s amazing, it sure provides a lot of new unexpected scenarios and there are new and old mods/mutators.
LOL
And when you step back into reality, Quickplay Cata is nearly an utter ghost town and most pubs wipe consistently with any sort of difficulty spike at all. It is still plenty hard. I have yet to play any PUG where someone actually took a Grim.
One of the groups I was playing with this weekend decided to queue up some Twitch mode with moderately fast voting periods. This was/is a group that is perfectly capable of beating vanilla Cata without too much difficulty. We didn’t complete a single run with Twitch queued.
Granted that isn’t entirely related to your point but my point is that eventually you will adapt and improve to the point where even the hardest vanilla difficulty feels easy. It is inevitable if you play long enough and have enough skill. But even right now without the Deed rework there is still plenty you can do to increase difficulty.
This s*** gets thrown around every single patch that has any sort of effect on difficulty. The changes to Beastmen were absolutely needed.
Changes to Deeds ( soon I hope) will hopefully alleviate your whining about everything being too easy.
Change to beastmen were needed… To a point. I m doing a lot of qp Cata and it is usually well. Ironically, better than legend qp…
Twitch is great even if you are more fighting against an ever growing horde of boss. I wasn’t playing twitch with shade before so having to fight 4-5 boss isn’t new. But they were dying faster. As you said. We have to adapt to that
And the possibility for a double boss spawn
Is there going to be patch this week? Or anytime before Season 2 hits the fan?
I don’t think we have one this week, but no doubt we will before Season 2 starts.