20% armour reduction Less ammo More enemies A new difficulty Less creates/ pick ups They didn't just increase the difficulty once they increased it 5 times
enemies on lethal also have more health and amour btw plus nerf skill (tactical scan) and melta bomb no new Dark angle skin and new sidearm even it is ss2 HUGE L for me
Just a tip, you don’t need to finish majoris to get the full health back, finishing any enemy (even minoris) gives you the full health back on finish with banner.
When my teammate executed a Neurothrope boss, I dropped my banner and all three of us got full health back. I've only had the one opportunity so far, so I still don't know if it's repeatable.
I have been crashing a lot since the update. My Internet is fine with every other game i have, but 1/3 games just crash having 2 relic armour data and the geenseed only to crash right at the end is extremely frustrating. Im going to give the game a miss for a few days because im just getting pissed off with the crashes. Very good game, though well played im with you on the ammo crate nerf
I got the same issue, even tried to get some dataslates in campaign after crashing so much and it crashed while nothing was going on in a campaign mission too! So frustrating
I think that limited ammo and tight formation should be either randomised or optional extra modifiers, like adding skulls to Halo campaigns, or the rotating modifiers on Destiny 1 nightfalls.
Keep in mind rather than using 2 stims after being downed you can also just use banner and a single stim to get rid of mortal wound at any health level
Solid video, bro. Liked and subscribed. I didn't know about the 2 heals healing the mortal wound, tho lol I'm 20 hours in and with only a lvl 11 assault and lvl 4 heavy. This game made me love the warhammer universe.
Tight formation is a fine idea but it needs to have about 3 times the radius. So the spacing between squadmates can exist for sniper, heavy, assault, etc
Did they intend to make every difficulty even harder with this last patch? It insane some runs! And ruthless feels easier than substantial most runs! Why would the second difficulty have a.wave with a carnifax, followed by a lictor zeno spawn??? With no ammo or stims in between? Ended up with zero ammo fighting the floating nutsacks!! Team wipe. I get ppl want hard mode, UT save that shit for ruthless and above. Half the friends that pre ordered this game are over it already. And they are into 40k!!
They got enough to spare since they're in the planet devouring process.. might as well throw 3 Lictors.. just cause why not am I right? -Some Hive Mind probably
Stims heal a set amount of HP + all your contested HP. It's a janky mechanic, but if you take a good chunk of contested damage you can often get away with only spending ONE stim to heal a mortal.
The problem with limited ammo crate is that classes like Sniper and Heavy are extremely reliant on having ammo. Enemies like Zoanthropes are nearly impossible to put down without ammo and to make things worse Ammo Crates are based off the percentage of ammo you need to refill for your weapon meaning Las Fusil is good but will eat like half the crate from empty and the Heavy Plasma Incinerator will literally make ammo disappear leaving anyone else on your team who's reliant on ammo to fight for themselves. All of this isn't a problem on Lethal as it's honestly what you're signing up for but for a mandatory difficulty like Ruthless to simply get Armory Data this and the 20% armor nerf is a bit too much. Hell i'd even say Substantial's 10% armor nerf was just straight up unnecessary.
Genuinely, my only issue with the new difficulty is the grouping. Why is the range so small? Decapitation level, where you plant the bombs, if I'm on one side of the room planting and teammates is on another, we're too far away. The range needs increasing significantly
Lasfusil snipers will drop Zoanthropes. Overall Lethal is ok with the exception of tether. I agree that it’s generally a bad mechanic but I think they should keep it and just extend its range some amount. I honestly wish that instead of there just being dedicated difficulty levels that it was completely customizable.. as it sits right now every difficulty choice makes everything more difficult.. and it’s just not really fun.. it’s not steps of difficulty but leaps each change.
The main problem is the tether system, the amount of ranged enemies, and the ridiculously low amount of ammo in reserve for almost every gun. Ranged enemies suck and don’t have proper counters. Ranged Majoris in particular take crazy amounts of shots to kill, and if you choose to dive them to eliminate them before focusing melee enemies, you lose tether and can’t get armor back. On top of that, you’ve usually lost all of your armor by the time you make it to them unless you’re Vanguard or Assault.
Just finished mission 1/2/3 and 6 on leathel and i find it very hard even with a full team. I like the challenge but there are a few point they need to improve: - remove tight formation or adjust it by at least 10 meters, it is very hard to play assault or vanguard lile this. - armor regenaration: the armor regen. Is way to long. I hated the ammo change at first but it is not so bad. At least in a group i never finished a ammo crate before moving to the next section
Just completed all the new lethal difficulty missions with randoms and honestly the tight formation wasn't too bad. Almost unnoticeable even. If you're playing with friends then it's a breeze since you figure out the meta and everyone changes their class perk for more team support. I've had so much more fun with lethal difficulty because it made me think and fight more strategically while in intense combat. But for Solo gameplay? Nah, I can't win at all and pretty much die midpoint of the mission almost always. I noticed vanguard class, bolter and melta weapons struggle big time in lethal difficulty, so I wish vanguard to have some perks to reliably fend itself outside of tight formation, and the bolter desperately needs a buff. I kinda wished the new lethal difficulty would spawn more boss enemies, maybe spawn two at the same time. And decrease the encounter of zoanthropes and neurothrope. In my opinion, the new tight formation debuff reminded me of Halo's Firefights skulls, so we could leave it and have it toggle on or off during the mission. Or have the option to toggle on or off before the game, and gain additional rewards for completing the challenge.
Heavy, bulwark, tactical are the best classes for this difficulty right now. Vangaurd and assault are not in a good spot... Though thats really always the case, lethal just made it more apparent. Bulwark has crazy contested HP potential. He might lack in damage but he can completely heal friendlies back to full hp. Tactical with auspex is an absolute powerhouse. Grenade launcher is absolutely busted as usual, and makes chaos missions a cake walk. Heavy with bond of brother hood makes it so you never have to worry about mortal wounds. The heavys primary weapons are all very viable, in addition. Sniper is a strong substitute for heavy or tactical IMO but he needs to play at 120% to make sure key targets are gone. Its just easier with tactical GL since no thinking is required, but i guess that bit isnt any different. Dont try vanguard or assault unless youre very, very comfortable with lethal. Overall ive completed every mission, chaos or tyranid, on lethal. This team setup will be the easiest IMO.
i find playing bulwark on lethal harder with teammates than with bots. Because the bots almost never die you don't need to heal them, only myself. With teammates i struggle with timing the banner right so they get the heals from it. Also many people don't understand that if you have mortal wound and a stim, i can banner so you get full health + mortal wound healed
What is it with live service co-op games making the same mistakes that obliterate your playerbase? Helldivers did the same thing. Don't introduce bad mechanics that make the game unnecessarily harder on the player's side. Make the game harder by making enemies tougher. Don't nerf players. They can and will leave.
Your sentence on unnecessarily harder on players when the new difficulty is SUPPOSED to make things harder on players is contradictory and doesn't make sense at all. That is the entire point of a harder difficulty, to introduce upgrades and new mechanics that makes it harder on players. I swear everyone complaining about the new team huddle mechanic are just bad.
@@moalex6617 Your philosophy on this is exactly why people leave negative reviews and leave games in droves. There's a few ways to make moving a box harder. Make the box heavier, or handicapping the mover, for example. Devs need to stop handicapping players in search of higher difficulty. Because that's when they leave. By the way, i haven't been able to play because the game crashes so damn often now that i'm waiting for a hotfix.
@@mjtheko Is it a handicap on the players? Or do you just not know how to adapt and play better around the hard mechanic that's on the harder difficulty? All you're doing is complaining, and not thinking about how to play better. Filthy casual.
@mjtheko I have to fundamentally disagree with you with how increasing difficulty should be handled. Easy to medium difficulties can get away with just being bigger numbers as it can be assumed that the player is still trying to get to grips with the game mechanics. However, the highest difficulties need to pose new problems for the player to try to manage on top of the game would otherwise demand from the player. The worst sin that higher difficulties can commit in either approach however is being boring, they need to disrupt 'meta' or 'safe' strategies, not reinforce them
@@almachizit3207 Handicapping the player is the easiest way to force a meta. By the way, because this isn't *really* a pvp game. (the PVP is... not the point really. It exists but it's not what most people play) there is no need to "balance" the game. Only make it fun. There is no real need to disrupt any meta, nor is there a need to get rid of "safe" strategies. I'm not saying you can't get rid of blatantly OP stuff. Stuff that makes the game look like it's on easy mode, (the grenade launcher build in this game is one of them.) But you shouldn't be making normal gameplay painful. It should not be frustrating to play the game due to incredibly low resources. Like ammo. You should not be forced to skip bosses over ammo concerns. You should not be forced to play with your teammates, full stop. Not in a game like this. a Cross platform co-op? No. There's simply too much variance in who you'll get as a random pub player, and especially given how the levels are, you often won't know if the pubbie on your team is just totally useless until you get a difficulty spike, often 5 or more minutes into a mission.
The limited ammo is.. limiting x) but my real issue is with the coherency diameter! it ruins, the otherwise awesome diff mode, so much and you feel forced into a certain way of playing. I get that they want the player to feel that we need each other but this is not the way.. Its like they chopped off my feet and asked me to run home as fast as i can
Did 9 flawless games in a row with my sword man. All great teams start with a grenade launcher tactical and a Bulwark. Have good teamwork and stay together and you will be fine. (Not applicable to solo I guess)
5:34 how is he doing that overhead slam after the 3 light hids after the dash opener? this doesnt work for me nd ive tried the +1 combo ender with both light and heavy
How do you deal with the parry delay on Bulwark? It legitimately keeps me from playing the class, especially on higher ping lobbies. Often Ill try to parry and just get staggerlocked, because it will block and my whole rhythm will get thrown off.
For me dodging toward attacks are intuitive, dodging towards attacks can get you behind your attacker, which is a good position against a lot of moves. Then again maybe its my close to 1000 hours of playing souls likes training me to dodge into those swings.
IDK who was asking for these changes. If you look on steam less than 2% of people have the achievement "Beat any operation on ruthless". The armor only on proximity is just such a dumb mechanic. You want difficulty to be challenging but still fun. With that and the armor reduction + more enemies and less ammo it just feels annoying now, not challenging and fun. Imagine if Halo made it so your shields can't regen unless you're close to your team. Its just bonkers how dumb it is. The enemy spawn and balance was close to perfect too. Maybe you could of had some more enemies but I think they went too far with it now. To me the game was close to perfect before the update, now its like they took 2 steps back and 2 points off from the score I'd give it before. Really sad man they ruined it. They need to scrap most of these changes and new mechanics. Awful awful balancing. They don't play their own game.
every one was shitting on bulwork cause nobody need him for help now hes s teir and every one is coming out saying you need a bulwork in the team just like tactical
I hate the melee loop in this game, you basicaly are not allowed to hit enemies. I tried balance and block weapons and they are unplayable on high difficulties. I like parries, but I don't want to play passive. I'd say nerf parry, buff regular attacks (like x10), make melee actually stunlock enemies, or at least make it so they can't combo you infinitely if you don't parry
I would put down my banner before executing a major yet I didn’t get any contested health after placing it down so no full health for me. Anyone else had this issue before?
Is it just me or warriors with barbed stranglers gone wild this patch? They just fill entire area in a matter of seconds with that annoying green shit. I dont remember such productivity last patch
Lethal is very fun if you have a good primary weapon so you can stay with your team and still be effective, sucks to be me tho cause i love my Jump Pack.... It's weird to me that they gave Assault the Non-lethal Gun Strike perk that is supposed to help us survive while being separated from the team after using Jump Pack (which will happen from time to time), and then just essentially removed it for the sake of "Promote teamplay". At least the big shield boy can still help his team by healing them. What is my purpose then ? What is my role in a team ? I love my Hammer i love my Jump Pack, is that bad ? Why do i feel like I'm getting punished just for picking a class... This Coherency BS needs to go, or has its range increased massively, or just GIVE ME MY DANM PERK BACK I SPENT A PERK POINT FOR THAT DANM IT ..|..
Maybe adding the armour regain range thing and lesser armour as a modifier players can choose instead and lethal difficulty as a limited time event so people could feel it out first could've been nice.
If you play solo on Operations, why do you even care about the team huddle mechanic? Your bots are always going to be by your side unless you're intentionally running from them. Even then it's hard to escape them since they're always following you.
We asked less bullet sponge enemies but in larger swarms. We got nerfed armor for ourselves, less ammo and endless waves of bullet sponges instead. and triple extermis or 2 packs of f'ing Zoanthropes. God Emperor i hate those witches. They cast like machine gun with aimlocked beams and tanky af. like wtf they made of eldar dna, they should've been sort of glass cannons not some f'ing armored gunships. Also i noticed if you miss a hit its very hard to recover because your character staggered and don't do shit when you push the buttons. And tight formation needs to go. its not fun to hold each others dicks and its ruined half of the classes. They really should take notes from Arrowhead and accept that the division like mag dump not fun at all
I personally think all the changes were actually good. I mean this new difficulty is meant to be hard and all these changes expect the teammate proximity one make this difficulty very fun.
This is on the nerf list next Then they will need the grenade launcher Then they will nerf the auspex scan Then they will nerf the melta gun Then nerf the melta ammo Then nerf the heal from melta Basically anything that shores up their lack of content and elongates the playthrough through mindless grinding will be taken into account and nerfed.