Anyone else feels that "double health" should be wave 31 not 11?

Hey

Personally I think the extra health is what makes the game the most challenging… The biggest problem is how underpowered our weapons are, relative to their health… The whole “bullet sponge enemies” thing…

TC has, partially, addressed this in several classes with perks… BUT perks are expensive, and take time to level up…

Throwing in double health, on wave 11, when most players will have very few perks up, drastically increases the difficulty level of the game…

In fact, I’d argue that waves 11-20 tend to be more difficult than waves 21-30, because the increase in “difficulty” after wave 20 is more than compensated for by the higher perk level which players are able to buy…

So it feels like the ‘real difficulty’ of the game is not a non-decreasing function, which makes no sense… It jumps up at 11, then it drops between 15 and 25, then is increases again later…

In the old days,before Perks, it didn’t make any difference, but now I’d like the poisons to take into account the perk progression… Plus this health increase at 11 means that people are likely to invest into damage perks early, instead of donating towards the base… because they HAVE to…

IMO, we should have:

11 - double accuracy
21 - double lethal
31 - double health
41 - same as now

@AmicableWall421 ? @Hu1k_Daddy ? @Lambent_Lail ?

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The lethal and accuracy poisons should straight up go. The artificial difficulty inflating of health, accuracy and damage is already bad enough as is, it does not need poisons at all. And TC needs to look at some BS enemies which do too much damage even when the damage poison isn’t on like the Juvie ■■■■■.

And I’d rather not spend almost the entire match getting insta downed by Hammerbursts or Claws.

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If you focus on 1 perk and keep the tap alive you’ll be at 10 when the boss-wave starts. And correct me If I’m wrong but most characters heavily rely on 1 perk (Keegans expl. resupply or JDs Ult recharge) or don’t even need them to wreck havoc (Kait, Fahz).

And why do you people not lower the difficulty if Master isn’t for you? Master is easy enough already, when does the cry for nerfs stop? When everyone throws cotton balls at you?

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haha, can’t say I disagree, I think the whole poison thing could be made a lot more fun, my post was more about “if we keep the same existing poisons, maybe re-order them a bit”…

Sure, of course… keegan won’t deposit, he’ll keep leveling up his explosive resupply… gunner won’t deposit, he’ll keep leveling up chaingun ammo… Nomad won’t deposit, will keep leveling up his ammo, rifle, and crit damage… pilot won’t deposit , he’ll keep leveling up ammo and damage… Sure… no one will deposit, everyone will keep leveling up their perks…

That’s kinda my point…

the question isn’t “can we work around/with this?” of course we can, we have been…

The idea is, does it make sense to do them in this order? And my suggestion is no… It would make more sense, and make the game more enjoyable (less annoying) to re-order them…

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No, you can’t. Keegan would still need his perk to get his ammo back, even if enemies would have double damage/accuracy at Wave 11 instead of double health.

Are you one of these “don’t perk up before wave 20”-hosts?

I don’t think we need wave modifiers and regular game mutators that stack. I’d like to see the accuracy, health and damage mutators go and be replaced with more creative ones.

We straight up need better difficulty modifers
Faster Enemies-Enemies have 50% increased movement speed
More Enemies-Earlier waves could have more imagos/juvies/rejects
Elite Enemies- Juvies/imagos are replaced by regular drones, grenadiers, or those diaper drones from the campaign, if you want to go further; half of the drones are replaced by scions.

Nope, keep the poisons as they are.

Masters difficulty is supposed to be hard, frustrating, and have cheap shot enemies. It’s meant to be the hardest difficulty in the game and, if played with even a halfway decent team, it is very easy to complete.

And if anyone says anything about not having people to play with… I’m sorry but this is a team based shooter, and the emphasis is clearly on the team aspect.

Very few people have been able to solo Master horde, and even then it was with some sort of exploit, like using the fabricator to block enemies. It’s always been designed with a team in mind.

Those poisons were there is Horde 1.0, 2.0, 3.0, and now 4.0. They are part of the DNA of Horde. Gears 5 has ramped up the difficulty even more with mutators, but they have also ramped up the player’s ability to kill the enemy with skills, perks, and ultimate abilities.

If you are repeatedly losing on Master Horde, there is only two solutions:

  1. Drop the difficulty down
  2. Get a better team
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Except some of the more ridiculous modifiers like enemy damage and health start all the way down on advanced difficulty.

This isn’t a complaint thread about Master being “too hard”(it isn’t really), so why do you have to bring that in here? And you’re literally advocating for the enemies to continue being badly designed with tons of cheap BS to punish players for not making mistakes. So much fun when you fail because the Swarmak immediately makes a beeline for the base, and no, players shouldn’t have to have a Demo or whatever on their team every time just because TC thinks cheap BS is difficulty… well, it is, but in a ■■■■■■ way.

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Your fault if you play pub lobbies. And every mutator adds increased damage+health in the background.

Master is the only difficulty that matters and balancing should always be made with the highest difficulty in mind.

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I don’t see how this relates to what I said.

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Bird Mutator - Replace every enemy with Wakaatu! :sweat_smile:

I would switch lethal and health IMO.

But yeah, I can agree with this as well.

Because the complaint boils down to “waah game too hard nerf pls” instead of gitting gud or lowering difficulty.

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Uhhh… sure, ok. Not gonna bother arguing otherwise, your mind is clearly set.

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Is that how horde works, thanks because I’ve never played a Gears game in my life. The point that you’re missing is that overlapping mutators and modifiers, extra health in particular, are annoying and it would be better to increase the difficulty in other more creative ways.

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Go ahead then. Suggest something more “creative” that could be applied on every map.

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Faster Enemies-Enemies have 20%-50% increased movement speed
More Enemies-Earlier waves could have more imagos/juvies/rejects/drones
Elite Enemies- Juvies/imagos are replaced by regular drones, grenadiers, or those diaper drones (even the elite drones from 4) from the campaign, if you want to go further; half of the drones are replaced by scions

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I have been enjoying the “aggressive enemies” mutator on the daily horde as a good challenge.

Escape mutators like reflective shell grenadiers, shielded scions, shock rifle drones and freezing peacemaker bullets are also fun when they come around. Probably they can be grouped as one “special enemy types” mutator.

These are already built into the game and can make masters more dynamic and challenging.

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