This is a great thread. I’m only going to discuss the ones I think are bad. The rest I think are generally good to excellent. That, for me, includes shooters. I will gloss over minor issues and focus on the key ones.
1. Bulwarks
Concept:
The bulwark provides ranged defense for incoming melee groups, and cover from flamer fire. In theory I would expect them to be hard to deal with in melee but it would also presumably be the primary means of handling them with counter strikes, or flanking manuevers.
Execution:
-Shield “radius”: the shield is so unpleasant to fight around. It is completely disjointed from its visual shape. Fully exposed ogryn backs sometimes block swings despite the shield being way out of radius. It feels horrible. It looks horrible.
-Clipping: This is made worse when enemies I might like to hit are clipping inside of the bulwark. Say a scab shooter or poxwalker is inside the bulwark. poking me while I try to time the only allowable counter swing, stunning me out of my animation, half invisible, unable to be hit itself because the shield keeps catching blows. This sucks.
-Counter attacks: You’d think flanking would work better but due to their shield radius a totally exposed flank can be made immune to ranged or melee fire. When stunned, arms wide, the shield actually protects his back, despite being nowhere near it.
2. Dogs
Concept
A fast moving disabler that is weak to melee but resistant to low stagger ranged attacks. Not a bad notion. But why a dog? And why just one? It feels wrong to have these things as clever specialists. They feel like they’d make more sense in a small pack with a handler as an elite.
Execution
Its diving through its own insides, inside out, phasing through reality, sky high, upside down, don’t bother dodging you’re already on the ground, wait reverse that it changed its mind, now its time to rise and shine. Never mind again, again, it just pounced upon your head. Shove it if you dare, it won’t care. Hit it twice even thrice, it might decide to play nice. No regs, some regs, fleeing the town. Its here to put all of you down.
3. Bombers
Execution:
My main complaint is when 3 of these dudes set up shop and just lock you at a choke. I also really hate being stunned when the bomb blows up even if I’m already actively charging as ogryn or zealot.
4. Poxwalkers and groaners
Concept:
Great. Horde enemies. One with a different behavior tree than the other. Sweet. One is a bit tougher than the other. One more mindless.
Execution:
They are visually undifferentiated enough that most of my friends, who are not familiar with the lore and didn’t bother to play in the psykhanium, had no idea there were two different types of horde enemy. This was confusing for them considering they obviously die faster or slower by a significant margin in some cases.
They also don’t match the lore very well. They look more like skeletal, classic desiccated and necrotized zombie. But they should look more bloated and infected. Less like walking corpses with a rictus and more like shambling bloated mutated beings, insane with the knowledge of the great truth (according to Nurgle) of the meaninglessness of it all. I’d lie to see a bit more color. Current walkers look grey. I’d like to see more green and yellow pustules, more purple tentacles, puffier bodies, and some that look more insane than flat out undead. More color would help alleviate the grey tide that dartide sometimes turns into.
5. PoxBursters
Concept
I love these, actually.
Execution
I can live with them jumping out of doors without warning. What I cannot stand is how they seem totally immune to stagger/stun about half the time. Sometimes I shoot them with a shotgun or shove them and they fall over. Sometimes they just ignore it and dive bomb the whole team. I have shot a poxwalker as many as 8 times with a shotgun with no discernable effect. What is going on here?
6. Daemonhosts
Last but certainly not least!
Concept
Idea: we want Left 4 dead Witch. Adds tension. Don’t mess with it or it kills you.
Lore: Daemonhosts are very dangerous beings that can wipe out whole hab sectors or planets by themselves (depending on their grade) and are extremely dangerous to groups of characters
Execution:
Proposed execution - use Daemonhosts for this role!
To me this isn’t right. Daemonhosts should be more of a boss than a weird thing you just avoid bumping in to. They should be more of a boss fight than a monstrosity spawn. I’d like to see something take their place.