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Regarding the 7.0 Prestige Update and the Failure to Balance Chaos Difficulty

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11 days ago
Apr 28, 2025, 4:05:18 AM

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A few days ago, I achieved all in game achievements and prestige levels with every character, and I'm currently enjoying the game. 


However, while playing, I noticed a phenomenon that didn't feel very good. 

The number of players choosing Chaos maps was extremely low. It felt like almost 95% of players were avoiding Chaos maps.


I started to wonder: what is causing players to hesitate to choose Chaos? 

After thinking it over carefully, I concluded that the problem lies with the attacks from the cultist mobs. 

Normally, attack power should scale according to the enemy’s level. 

However, despite cultists being weak mobs that die easily, their attacks deal critical damage and cause strong knockback when they hit. 

During enemy offensives, a large number of cultists appear, overwhelming players and creating exhaustion and frustration even though they aren't elite enemies.


Another major issue is the overwhelming dominance of ranged combat compared to melee. 

The only ways to avoid ranged attacks are by hiding behind walls, dodging, or using a shield but most players don’t want to be forced into that kind of gameplay. 

If there is no clear reward for successfully dodging or blocking ranged attacks, then these attacks only serve to make the game feel tiring and unpleasant.

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11 days ago
Apr 28, 2025, 6:37:07 AM

Yup, a melee focused reward game where Chaos enemies mostly shoot at you, and where armour recharge takes way, way too long (take a cue from Halo already). Chaos additionally have no synaptic shock like the nids do, so crowd control reward for taking out Majoris + enemies doesn't exist and imbalances the game.

Further proof the devs don't play their own game...

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11 days ago
Apr 28, 2025, 8:59:10 AM

I wouldn't want to see cultists drop to the floor just because we killed a CSM but maybe become scared? retreating generally losing cohesion would go a long way in helping.


Cultists also hard to see when they can be on the other side of the map sniping you only know when the light comes on. I'd understand if we had cover mechanics to use. Chaos also don't have any boss fights, I am hoping the new unit will be an actual boss with mechanics. It is a huge missed oppotunity for me that we don't have fights against a Demon Prince, Greater Demon etc etc Chaos has soo many cool 'boss' units. For me at least I just don't find the Chaos Ops as fun as the nids and its not the difficulty.

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11 days ago
Apr 28, 2025, 10:24:25 AM

I prob voice unpopular opinion but I don't find chaos ops that bad. Yeah those small cultists are annoying but at the same time they won't get enraged (at least I don't recall them being enraged).

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11 days ago
Apr 28, 2025, 1:00:44 PM

Lol, people don't play chaos missions not because of cultists but simply because tyranid operations are more fun to play. 

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11 days ago
Apr 28, 2025, 3:46:04 PM

Naus_ wrote:

Lol, people don't play chaos missions not because of cultists but simply because tyranid operations are more fun to play. 

I'm inclined to agree. I can take on chaos missions without problem it's just that chaos missions are long and drawn out (looking at you reliquary) and rubric marines are unfun to fight with their teleport shenanigans. Meanwhile nid missions are mostly straightforward brawls and epic defenses.

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11 days ago
Apr 28, 2025, 3:46:24 PM
I don't do Chaos missions because of the disc enemies. Their weird hitboxes and funky attack timing do not mesh well with SM2's janky performance and chunky latency and as a result they're just absolutely miserable to fight.
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11 days ago
Apr 28, 2025, 4:32:33 PM

Kith wrote:
I don't do Chaos missions because of the disc enemies. Their weird hitboxes and funky attack timing do not mesh well with SM2's janky performance and chunky latency and as a result they're just absolutely miserable to fight.

These are my most hated enemies in the game by far. Good luck hitting them with plasma.

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11 days ago
Apr 28, 2025, 5:49:22 PM

Kith wrote:
I don't do Chaos missions because of the disc enemies. Their weird hitboxes and funky attack timing do not mesh well with SM2's janky performance and chunky latency and as a result they're just absolutely miserable to fight.

​I've grown to like Chaos operations (except for Obelisk), but I agree with you about those flying f*ckers. I think they shouldn't have been added to the game.

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10 days ago
Apr 29, 2025, 1:54:19 AM

Naus_ wrote:

Lol, people don't play chaos missions not because of cultists but simply because tyranid operations are more fun to play. 

What's the main reason you think it's not fun?

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10 days ago
Apr 29, 2025, 2:35:49 AM

I'm not a fan of the chaos missions for two reasons.   


The first is the previously mentioned "nonstop fusillade of lethal small arms fire".  Shoot!, combat roll!, shoot!  combat roll! Over and over again just isn't fun. Also not a fan of disc shamans.


The second is the preponderance of "go here, hit that switch" mechanics.  Especially the times where the switch moves from run to run.  Trying to do these solo (or with players who don't really know what they're doing)  is just irritating. 

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10 days ago
Apr 29, 2025, 3:33:36 AM

Naus_ wrote:

Lol, people don't play chaos missions not because of cultists but simply because tyranid operations are more fun to play. 

YES!! the objective with any game is FUN!! 

Wish Sabre would actually realise this sooner rather than never! All the attempts so far have been detrimentally obsessive on their interpretation of balance rather than 'let the players have fun'.

A great mechanic to add to make Chaos (and Nid) missions funner would be straight from the Secret Level animation. "Shoulder Charge"  - Give it a cooldown/ recharge whatever, but straight up 'take no damage high speed sprint' across the room/ area for an unblockable BOOM/ SMASH instant incapacitation plus AOE!


Updated 10 days ago.
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10 days ago
Apr 29, 2025, 5:37:03 AM

ilovesspacemarine wrote:

Naus_ wrote:

Lol, people don't play chaos missions not because of cultists but simply because tyranid operations are more fun to play. 

What's the main reason you think it's not fun?

1. Teleporting.

2. Spawning behind your back - tyranids also can drop behind you but they do not as often as chaos. Tyranids also have simmilar mechanic of crap mines but chaos is still more annoying.

3. Chaos claims the trophy of having most annoying unit to fight it the game - which is this **** on flying pancake. 

4. I have a feeling that there is more ranged enemies which are chore to fight agaist.

5. Minoris have shields. 

6. Some weapons feel very weak vs chaos. For example, 9/10 times Heavy will go on chaos mission with plasma, 1/10 times with bolter, never with melta. In tyranid ops all weapons are viable. Which makes chaos missions not only annoying but also boring faster. 


And also positive aspects of tyranids too downgrade chaos missions. Tyranids are fun because everyone likes to be swarmed by worms and then cut their way through them in the name of the Primarch. On chaos missions when you get swarmed by minoris there will also be:

1) Terminators shooting these damn rockets at you,

2) These ****** on discs that make fighting impossible and force you to retreat,

3) Few squads of normal marines shooting and teleporting all over the place. 

+ chaos majoris have more annoying responses when you engage them in melee than tyranids ones.


I mean I like chaos missions, I did them many times on all difficulties but I think out of my 500h of gameplay I played maybe 100h chaos missions, 100h pvp, and 300 tyranid ones. 

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10 days ago
Apr 29, 2025, 1:22:26 PM
I'm enjoying the difference in fighting the Tyranids.Tzaangors Elite doesn't really bother me as I can kill him quickly with a head shot when he stops moving.
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10 days ago
Apr 29, 2025, 1:47:54 PM

My problem with them is the difference between ranged and melee weapons in this game. Against tyranids, any weapon is viable. Even then, ranged weapons are still generally better for both consistency and damage, (EX: the highest I ever see a melee class such as bulwark or assault hit in damage is just under 20k, whereas I consistently see heavy's hit 30-40k damage). Ranged weapons simply just do more damage on average and generate more contested health per point of damage on average. 


This is not usually a problem for tyranid maps as they have enough of a focus on melee combatants to let melee classes still perform well (though I would still love to see massive buffs to melee damage and/or contested health regen, for christs sake im risking everything by playing a slow af power fist assault only to end the match with half the damage of the two ranged classes on my team). The big problem is when it comes to chaos maps. Melee simply is not designed to be used against chaos, there is near constantly 30+ cultists spread around the map which if you take the time to range them with your pistol are time consuming, annoying, and leave you very open to getting ranged by everything else. The majoris very rarely can actually be killed before they teleport away, cancelling any stagger you had on them and instantly shooting at you again. Chaos majoris have an affinity to teleport on top of you and instantly do an unblockable, which if you were in the middle of a melee attack animation is just guaranteed damage (and guess who doesnt get locked into animations, RANGED WEAPONS). The Tzaangor enlightened will often times float just above your actual melee hitbox, making them even more annoying to engage with than normal. And simply just due to the nature of having to be up by enemies to do damage, you are more open to having the tiny amount of armor you can generate through executions consistently be ripped away by enemies shooting you in the back.

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9 days ago
Apr 29, 2025, 10:04:12 PM

Most if not all Nids are heavily melee focused as many have stated, while Chaos is 99.99% (a 100% accurate statistic here XD) ranged. And ranged in this game is seemingly treated as chip damage. Which most of the time is unavoidable when you are neck deep in melee combat. The enemies that you are supposed to chunk down for executions/counters to keep yourself topped up are fewer as well. Nids have (only speaking of the 5 majoris and 2 minoris here) 7 primary enemies, of which 3 of the 7 are solely melee focused with 4 being ranged, you can:


  1.  counter leading straight into an execute (Gaunts)
  2. reducing their health to X amount which lead into their execution state (Gants, Bone Sword, Whip, Venom Cannon, Barbed Strangler, Devourer)
  3. A successful gunstrike that can either outright kill, stagger or place them into their execution state (Gaunt, Gant, Bone Sword, Whip, Venom Cannon, Barbed Strangler, Devourer)
  4. Parrying outright kills them and grants armour based on number of enemies parried successfully (Gaunts) 

To break it down, 1 can be counter killed. 1 can be parried and outright killed for armour. 5 can be put into the execute state with enough damage. All 7 can be gunstriked either via a parry, dodge or a heavy attack leading into a gunstrike.


Now, what about Chaos? Having 5 minoris and 2 majoris respectively. Still 7, of which only 2 are melee focused while 5 are ranged. Here's how they break down: 

  1. counter leading straight into an execute (Tzaangor, Tzaangor with shield)
  2. reducing their health to X amount which lead into their execution state (Rubric with Boltgun, Rubric with Warpflamer, Tzaangor Enlightened)
  3. A successful gunstrike that can either outright kill, stagger or place them into their execution state (Rubric with Boltgun, Rubric with Warpflamer, Tzaangor Enlightened)
  4. Parrying outright kills them and grants armour based on number of enemies parried successfully (Tzaangor, Tzaangor with shield)

To break it down, 2 can be counter killed. 2 can be parried and outright killed for armour. 3 can be put into the execute state with enough damage. 5 can be gunstriked via a parry, dodge or a heavy attack leading into a gunstrike.


Notice anything? Chaos has 2 primary enemies that cannot grant armour back in any way. Cultists (both regular and Sniper), cannot be Gunstriked, They cannot be countered. They cannot be parried for armour and outright killed. They cannot be executed. They can still chip you down with ranged attacks. They can knock you down with snipers and chunk your health and armour down. Come in large numbers and generally spread out at range (duh) and are hard to get to. And to boot, if too many enemies die before they do. They all can turn into those chompy projectiles that act like heat seeking missiles to chunk and stagger you even more. The only saving grace is they die even walking into them. But also, no enemy is stunned/staggered/killed when a majoris is unalived to give you a leg up. 


Conclusion. In my eyes is that they need another minoris/majoris enemy that has a ranged and melee variant. But, it can be parried to be outright killed (melee minoris variant), put into the execute state (ranged and/or majoris version) and be gunstriked (all minoris and majoris variants) in some form. This I think will help Chaos become a more fun faction to fight by giving another enemy type where you can get armour back. While also having another possible melee unit to it's enemy pools. Also, change Tzaangor blood to be bright and glowy blue like in the Secret Level episode. This affects nothing. But makes them stand out more when they die. Also keep in mind. Chaos doesn't need to be a 1:1 of Nids. But as is, their primary unit roster, has massive gaps in how they interact with us, and us them.

Updated 9 days ago.
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9 days ago
Apr 29, 2025, 11:43:11 PM

Naus_ wrote:

ilovesspacemarine wrote:

Naus_ wrote:

Lol, people don't play chaos missions not because of cultists but simply because tyranid operations are more fun to play. 

What's the main reason you think it's not fun?

1. Teleporting.

2. Spawning behind your back - tyranids also can drop behind you but they do not as often as chaos. Tyranids also have simmilar mechanic of crap mines but chaos is still more annoying.

3. Chaos claims the trophy of having most annoying unit to fight it the game - which is this **** on flying pancake. 

4. I have a feeling that there is more ranged enemies which are chore to fight agaist.

5. Minoris have shields. 

6. Some weapons feel very weak vs chaos. For example, 9/10 times Heavy will go on chaos mission with plasma, 1/10 times with bolter, never with melta. In tyranid ops all weapons are viable. Which makes chaos missions not only annoying but also boring faster. 


And also positive aspects of tyranids too downgrade chaos missions. Tyranids are fun because everyone likes to be swarmed by worms and then cut their way through them in the name of the Primarch. On chaos missions when you get swarmed by minoris there will also be:

1) Terminators shooting these damn rockets at you,

2) These ****** on discs that make fighting impossible and force you to retreat,

3) Few squads of normal marines shooting and teleporting all over the place. 

+ chaos majoris have more annoying responses when you engage them in melee than tyranids ones.


I mean I like chaos missions, I did them many times on all difficulties but I think out of my 500h of gameplay I played maybe 100h chaos missions, 100h pvp, and 300 tyranid ones. 

Oh my. Seeing how you bro laid it out like this, there are quite a few disgusting aspects to it. Given how the balance has been handled so far, it’s no surprise that the majority of players avoid Chaos. What’s even more concerning is Saber’s indifference, despite clearly being aware of these issues.


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9 days ago
Apr 29, 2025, 11:56:06 PM

ilovesspacemarine wrote:

Naus_ wrote:

ilovesspacemarine wrote:

Naus_ wrote:

Lol, people don't play chaos missions not because of cultists but simply because tyranid operations are more fun to play. 

What's the main reason you think it's not fun?

1. Teleporting.

2. Spawning behind your back - tyranids also can drop behind you but they do not as often as chaos. Tyranids also have simmilar mechanic of crap mines but chaos is still more annoying.

3. Chaos claims the trophy of having most annoying unit to fight it the game - which is this **** on flying pancake. 

4. I have a feeling that there is more ranged enemies which are chore to fight agaist.

5. Minoris have shields. 

6. Some weapons feel very weak vs chaos. For example, 9/10 times Heavy will go on chaos mission with plasma, 1/10 times with bolter, never with melta. In tyranid ops all weapons are viable. Which makes chaos missions not only annoying but also boring faster. 


And also positive aspects of tyranids too downgrade chaos missions. Tyranids are fun because everyone likes to be swarmed by worms and then cut their way through them in the name of the Primarch. On chaos missions when you get swarmed by minoris there will also be:

1) Terminators shooting these damn rockets at you,

2) These ****** on discs that make fighting impossible and force you to retreat,

3) Few squads of normal marines shooting and teleporting all over the place. 

+ chaos majoris have more annoying responses when you engage them in melee than tyranids ones.


I mean I like chaos missions, I did them many times on all difficulties but I think out of my 500h of gameplay I played maybe 100h chaos missions, 100h pvp, and 300 tyranid ones. 

Oh my. Seeing how you bro laid it out like this, there are quite a few disgusting aspects to it. Given how the balance has been handled so far, it’s no surprise that the majority of players avoid Chaos. What’s even more concerning is Saber’s indifference, despite clearly being aware of these issues.


Mhmm, I second these issues. Granted Chaos has been greatly improved for sure. But these points as well as he ones I made, seem to be the biggest pain points when it comes to fighting Chaos and why they are less enjoyable to fight against long term.

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