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There are supposed to be hordes.
its pretty fun
Which is the way Darktide does patching. 2-3 patches down the line they reintroduce stuff they already fixed.
Like say, for example, the Poxhound Space Program. Believe it or not, there was a brief period of time when Poxhounds wouldn't launch into outer space on death.
Sundays are the worst because you get both combined with incredibly bad players, it's why I stopped playing on the weekends.
It can be fixed but that relies on someone actually acknowledging that it exists in the first place. An additional issue they've NEVER touched is it relies on server tick rate and because they use AWS Scalable, the tick rate is never stable... ever.
Server based gameplay will never not be trash.
Pls give us options for 500-1500% roaming enemies
And maybe triple the special spawns with half the cd XD
i've seen low intensity T5 missions where there must be a freakin dreg gunner career fair scheduled or something
cause by the end of the map there ends up being almost as many dead ranged elites as total lesser enemies dead
That's neat theory except when you can hear two daemonhosts jabbering at each other like apologists at a golden daemon awards convention.
Daemonhosts are separate from the normal bosses.
I don't think what I said is really controversial as far as theories go though.
For example on hourglass after you turn off the giant fan, there's a drop down before you climb up through the vertical residential area. If a boss is going to spawn, it'll do so as soon as someone drops.
Or in hab dreyko, there's the stairs down to the med station followed by a drop down, followed by stairs that lead you up two stories. There's actually a boss spawn right before the stairs to the med station and a boss spawn right after the drop down. If you're rushing, this is a common place to end up with multiple bosses at the same time.
Or on one of the torrent maps where you ride up the elevator before crossing the bridge. The boss spawns at the end of the bridge.
Every plague ogryn, chaos spawn, and beast of nurgle spawn based on these invisible tripwires. Every map has a handful of them but they aren't all active each time.
only one boss can come out of each one, but they can come from in front of your team or behind your team as long as they still fall within the required distance
the monster pacing template verifies that on the highest difficulty tier
(maelstrom or HISTG modifier, I assume?)
without any bugs, it is indeed possible to have a theoretical max of
2 monsters + 2 (sleeping) daemonhosts
all spawned on the map and active at the same time
never seen the 4 count myself...
but there have been a few times on lights out maps where i have seen 3 of them at once: either 2 monsters + daemonhost or monster + 2 daemonhosts