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Everything wrong with WoM in 3000 words or less
First of all a short introduction so you know where im coming from. I have 750+ hours played and am a pretty good player (im not the best but ive soloed most of the last wave on the old legend FoW). My saltz is at +327 and ive mained zealot for most of the time ive been playing. I will be speaking with legend and cata in mind.
So with the introduction out i'll start with a general overview of old legend vs new legend. I could queue quickplay as zealot and pretty much carry 95% of the games regardless of how bad my team was unless i was caught by a disabler because zealot was literally unkillable in regular games. This is not the case anymore. You need at least one more person than can play to be completely sure you have a good chance. This is mainly due to talents which brings us to the first big topic.
Overall the new talents offer more semi-viable options but there are still many completely useless or way better choices. And this is about the best critique about WoM i can give. I can speak about saltz pretty confidently but for any other character take my opinion with a grain of salt.
Level 5 - First of all lets talk about THP talents since they are common across the board. With the recent changes THP generation was severely reduced and now there are very few viable choices. Namely: THP on kill > on stagger (with high stagger weapons like dual hammers or shields that spam push)>criticals and headshots (unless youre playing shade)>>>>>>>>>>>>>>>>>>>>>>>>>>>> cleave. THP on cleave is literally useless you will probably not even notice you have it compared to the damage you take from 1 hit. THP on kill and crits is completely unreliable with a feast or famine approach while on stagger is the only THP generation ability that works "on demand" (you simply hit the other guy, kinda how cleave would work if it wasnt complete trash). The power of old zealot was based on 3 things: effective health, damage and the ability to refill most of your hp "on demand" (mainly by using your ult+cleave). This creates a situation where melee has no advantage of going into melee since the most possible outcome is they will lose hp due to THP nerfs. This is the reason a Merc Kruber is 100% mandatory for any meta team, the sustain he provides counteracts the massive THP nerf.The result is a return of ranged meta and especially flamethrowers. Noone really wants to fight slaves because you get almost 0 hp out of them (unless you got on stagger) while you lose 1/4 of your hp from a rat with a toothpick poking you once. On the other hand people also dont want to fight damage sponges like beastmen hordes, while they give adequate hp they still hit for most your hp and are impossible to handle in a horde sense. The only good THP source are elites in small numbers like bestigors and CWs. A change is mandatory to THP to make it so melee isnt afraid to fight in melee. Change it so very low hp enemies give adequate hp on kill or create a new support ability that on kill shares the hp with the rest of team.And for Taal's sake, buff on cleave a bit so maybe someone actually uses it. Before WoM ive seen people use both on kill and cleave, this is no longer the case.
Level 10 Zealot - Castigate is the biggest boost to dps/staggering enemies by a mile do not even consider the other options
Level 15 - I will speak more about the new stagger mechanics and their effects on the game later on and will touch upon these talents.
Level 20 Zealot - Crusade is good for a speed meme build./ Holy Fortitude is the meta choice. Armour of Faith is semi-viable but not as good as holy fotitude. As i said zealots power is based on effective health and THP generation. Holy fortitude is way better at generating THP and hence effective health than armour of faith. You risk though getting one shot by strong attacks though which is a big tradeoff.
Level 25 Zealot - Devotion for speed meme build. / Redemption through blood is the meta choice / Straight 10% DR is the scrub choice. Personally i get hit all the time, some times i have the highest damage taken by a mile while not going down a single time. This talent pretty much ensures you can keep pushing the whole horde after you run out of stamina and get hit (preferably only once) and will save you from getting further hit.
Level 30 Zealot - Faith's flurry, just no the dps upgrade you get from zeal is comparable if not highe Feel nothing, pretty niche and will probably not save you since you cant generate THP as easily as 1.6 and will be stuck close to death after the effect / Flagellants zeal, BY SIGMAR YES! This allows you to pretty much spam your ultimate constantly. Your ultimate is a dps boost, a small stagger on everything it hits and also a massive escape mechanism that propels you forward and allows you afterwards to clip through enemies while walking.
The same goes for most other classes. Instead of having 1 option per row now you have 1 or 2 options depending on your preference/playstyle/how good you are. You will notice a distinct lack of strong non temporary DRs without prerequisites, this along with the THP change made melee an even more dangerous job than it was.
STAGGER MECHANICS AND BREAKPOINTS
In 1.6 i knew if that if i hit something x amounts of time it would die but not anymore. Breakpoints were a thing and an important factor too. Killing something in 2 hits instead of 3 was huge. This is not the case the in cata at all. Even if you hit a breakpoint you are merely reducing the amount of hits from say 6 to 5. This makes almost 0 difference during hordes anyway because either everything is staggered and under control so dps doesnt really matter that much or you are probably dead. Specials have the only breakpoints that matter anymore.
The properties meta has shifted for my friends from power vs x to mainly +stamina and +block cost reduction on every single character, so you can keep everything under control.
This is the reason why its personally impossible to measure the effect of the stagger talents during gameplay. Besides assassin, everything else seems to work equally as good/bad. Ive tested smitemainstay/enchanced power on zealot and the on the end game screen i seem to do about the same damage regardless of choice with 35k+ damage on cata maps (at least on the 1/10 cata maps i manage to win while solo quickplaying....).
This makes enemy hp unclear which makes it impossible to judge whether its worth opening yourself to finish an enemy while hes attacking. This further promotes defensive plays (and thus slower combat).
DODGE DANCING, PUSHING AND BLOCKING
Dodge in 1.6 was OP. You could probably dodge dance an entire horde of chaos warriors, it made the game easy but fun since you never had to block which made the combat very fast. Current dodge pales in comparison. Ive often dodged with an attack already heading in my way before im even finished dodging. You will be forced to block way before you are out of dodges. This is why high stamina is now mandatory so you can keep pushing. It is still possible to dodge dance but it requires luck so you wont get hit by some bullshit attack you dont see and incredible timing in the same time. IMO dodge has been overnerfed. Dodge needs a slight buff, maybe in the range of 0.1-0.2 sec, in order to make combat faster.
Blocking is still as useless as it ever was. The moment you stop attacking or pushing and are forced into block you are pretty much dead because its very hard to wind up another attack to stagger enemies or have the stamina to push them away. The only uses for block is to catch the random attack you get between dodges and getting your friends up while things are hitting you. Ive tried to make a meme build on kruber with 80% block cost reduction and pushing infinitely when hit but it doesnt work. I can pretty much keep an entire horde on me yet somehow my teammates die regardless. The other option is to get a flamethrower and instead stagger and kill everything in the same time.....
This is why shields will never be the meta. Pushing is almost always better than blocking for preventing damage. Especially now that staggered enemies take more damage, pushing is even more overpowered. Not only it prevents damage it also "causes" damage. Which pretty much makes tank builds completely obsolete. There are many weapons with high stamina that aren't shields which offer damage and crowd control at the same time (e.g kruber spear).
On cata you can easily have 80+ specials per game. This is made even worse by the fact that they are spongier on cata and can possibly survive one (or multiple encounters) which essentially is like getting an extra special. This makes games very rng because good luck if you get 5 disablers spawning at once or blightstormers storming from across the map which are impossible to get. Non ranged classes are actually having trouble with ammo just by dealing with specials.
Not to mention my hate for the most broken special in the game the assassins. They are the most incosistent special with 0 tells about what they are going to do. There is no room for counter play except dodging in the last second multiple times, at least leeches have the courtesy to leave you alone for a few seconds and then they warn you before trying again.
I bet fatshark had the best intentions when they added a new faction. On the other hand i cant believe that someone high up saw the beastmen and said "yeah this is fine, ship it as is". Did the devs actually try a cata game with beastmen in it? On legend they are somewhat manageable but on cata they are unstoppable. You might compare skaven to chaos but you cant do that with beastmen because beastmen are leagues harder than skaven and chaos combined. 8/10 of my cata games end on a beastman horde and/or multiple standard bearer spawns.
Where do you start about something that is completely and utterly broken? I would rather have 2 chaos hordes than a beastman horde, i would rather have 2 assassins than a standard bearer. Mino is fine though, doesnt feel too bad except for the unblockable charge which is almost impossible to dodge. I feel bestigors are ok too, kinda like stormvermin with charge and faster swings.
The vast majority of their horde is comprised of marauder level enemies. They are damage sponges and hard to stagger in a horde.
They are way too many for the quality of their troops. You can handle exponentially more fanatics and slave rats than beastmen yet the horde sizes appear to be close to other factions.
Archers are way too annoying. They pick you off across the map, regardless if you have enemies in front of you. They damage you through block (unless you have shield). They constantly chip away at your health. They can stagger you out of everything you do, inluding ressing teammates. The only counter play is to shoot them. Since they fire individually even dodging is useless. YOU WILL GET HIT NO MATTER WHAT, especially if you are busy with something else. Make them fire in volleys all together so at least you can dodge the volley.
Ungors with spears have huge range and can hit you through the horde, it feels they even outrange some player weapons. You can't avoid damage what you cant see coming because 20 big black goats are covering your screen and the ungors are behind them.
Gor animations are way too fast compared to any other enemy. Especially their headbutt is equivalent to chaos warrior punch yet it does like 3/4 of your health.
Beastmen do more damage than scaven or chaos
They track you and 360 no scope you. Not limited to beastmen but relatively most important for them due to their fast attacks and high damage
Im not racist but the gors are way too black and cant tell what they are doing as they meld into a black splotch.
They spawn out of thin air behind you (i dont know if this is a bug). Both skaven and chaos can come from behind you but beastmen are always spawning so theres someone behind you.
THE DAMN STANDARD BEARERS. There are 4 reasons why standards are way too OP. Firstly, they count as specials, which means that you can get multiple standard bearers at the same time and you can get them at any time including a beastman horde. Secondly, the effect of the standard, which increases the difficulty to survive against beastmen exponentially by the amount of beastmen affected by the flag. Thirdly, it is impossible to destroy standards in narrow spaces, leaving no counter play other than surrendering to your fate. Lastly, each standard bearer comes with a small retinue which causes you fight a small beastmen horde when multiple standards spawn. I had a game on hunger in the dark where we had a horde then 4 standards spawned and then another horde spawned on top of that, instant wipe. Nerf any/some of those 4 points to actually make them manageable.
On top of the broken beastmen you get the special spam anyway. If you're somehow lucky enough to not get standards you will get clomped on by the other 6 specials that will spawn during the horde
HOLY MOTHER OF SIGMAR THE BUGS. These just compound on top of all the other grips and simply make the game unplayable. There are so many old bugs reintroduced and a bunch of new, i'll list what ive personally seen and remember.
-Silent Specials. teleporting leeches with no sound, packmasters with no jiggling etc etc.
-Silent Patrols. Completely silent patrols or patrols that in order to hear them you need to be right next to them
-Enemies spawning next to me even while im seeing the spot they spawn at. I've seen both skaven and beastmen hordes keep spawning out of the spot im melee attacking. And i dont mean like they spawn out of a hole but literally out of thin air. Ive had an entire horde spawn around the corner. It also feels like enemies are spawning behind me too. I may be paranoid but the amount of enemies behind me with people next to me has increased dramatically.
-Specials spawning out of thin air right next to me
-A few phantom hits on Kruber Spear
-Entire party disconnecting from host and having to reenter game with the game still going fine
-Enemies and specials not getting knocked back by bardin ult
-Backstab sound delayed or missing entirely.
-Assassins jump, do the vanish animation and instantly appearing in the same location and pouncing immediately at mach 69 across the map
-Getting one shot on zealot from a single strike even though my passive is available
I left weaves for last because they are a joke. Noone cares about them. Leaderboard with a reset for an annoying game mode that scales way too much for 0 gain? Someone was paid to come with this idea? "we'll make them do the same maps but backwards and add a filter on top" Fatshark pls. The "new" weave maps look nice but thats about the best thing i can say about them. I tried doing weave 74 and killed most ambients and we still needed more essence. In the end we lost from time, we wasted 3 minutes because we had killed everything and had to wait for 6 slave rat waves to spawn. So much for scripted spawns.
I won't bother to play anymore if fatshark won't bother to fix this game. I don't understand, didn't fatshark beta test this DLC? There are so many glaring issues. It feels like they are completely out of touch.
It takes like 15-20 minutes to get a full group in cata from quickplay and its almost impossible to find people for high weaves. Even when i find someone its the same 10 people. This tells me that noone is playing cata and weaves and i would like to think that all the reasons above have something to do with it. Even on premad
I am not even complaining about how hard cata is, my problem is how unfair the game has become and how lazy the dlc design is. The game is riddled with bugs, completely overpowered beastmen and the slowest combat in maybe ever.
At this point cata feels like a chore, even on premade groups.
Fixing the bugs should be #1 priority and fixing the beastmen #2. Just those 2 points will probably make cata fun.
If you read through this entire rant congratulations!
The agents will slowly but surely be accepted by the competitive community, and here's why.
Transitioning from 1.6 and source, we saw a massive jump in map detail. At the time the competitive community hated it, claiming visibility was awful compared to 1.6 and sources flat and bare textures in maps. Now we applaud a maps' detail despite lower visual clarity in comparison to the maps of old.
New maps have a million tiny details that nades and player models can get stuck on. An issue pretty much non existent in 1.6 aside from a couple cases. Now people claim it makes throwing nades more skillful because you need to know where you can and cant throw a grenade to be randomly bounced off of a weird angle.
Player agents will be no different. We hate them now, but I will put money down that in a while we will eventually accept them as part of strategic planning for maps. Picking the right models on certain maps will provide advantages. There will no doubt be spots like headshot angles where a certain player model will blend in perfectly. But we will eventually accept it as part of the meta and more game knowledge to set apart new players from the veterans who know all the player model tricks in the game.
As with most things force fed to us by valve, time will prove that we learn to accept it.
Not saying I want this to happen. But it will.