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* PragmaticAdaptation: Several elements from the miniature game are simplified or altered to make for a more engaging video game or just to give you better elite troops. The best example: While Stormvermin are more powerful than Clanrats or Skavenslaves, that's still relative. On a model by model basis, they can almost never stand up to the elite troops of other races, and only become truly dangerous in large numbers (like most Skaven). They get an upgrade in Vermintide to allow them to serve as elite troops.
* TheScrappy: The entire Beastmen faction. Love 'em or hate 'em, nearly every other enemy groups in the game are usually fun to fight against regardless of map or your party composition. Beastmen units on the other hand, are unreasonably tough, hard to cleave, and hit for obscene amounts of damage a pop, and they don't come in small amounts, either. Not helping the matter is how they seem to have severe HitboxDissonance, giving them much further melee range than their models would seem, and their animations cancel very quickly, so there's no way to telegraph their movements. Unlike the Skaven and Rotbloods, Beastmen units are also very hard to identify visually since they're nearly all-black, so a mob of them bearing down on the heroes will quickly devolve into a blob of horns and blades that could very well hide a special unit or two. Speaking of special units, their own standard bearers are considered to be ''the'' most irritating special to fight, way up there with the Blightstormers, and the Minotaurs are incredibly unfun to play against with their tendency to focus down players one at a time, rinse and repeat. It stands to reason that many have disabled or outright ''refunded'' Winds of Magic just to be rid of them alone.

to:

* PragmaticAdaptation: Several elements from the miniature game are simplified or altered to make for a more engaging video game or just to give you better elite troops. The best example: While Stormvermin are more powerful than Clanrats or Skavenslaves, that's still relative. On a model by model basis, they can almost never stand up to the elite troops of other races, and only become truly dangerous in large numbers (like most Skaven). They get an upgrade in Vermintide ''Vermintide'' to allow them to serve as elite troops.
* TheScrappy: The entire Beastmen faction. Love 'em or hate 'em, nearly every other enemy groups in the game are is usually fun to fight against regardless of map or your party composition. Beastmen units units, on the other hand, are unreasonably tough, hard to cleave, and hit for obscene amounts of damage a pop, and they don't come in small amounts, either. Not helping the matter is how they seem to have severe HitboxDissonance, giving them much further melee range than their models would seem, and their animations cancel very quickly, so there's no way to telegraph their movements. Unlike the Skaven and Rotbloods, Beastmen units are also very hard to identify visually since they're nearly all-black, so a mob of them bearing down on the heroes will quickly devolve into a blob of horns and blades that could very well hide a special unit or two. Speaking of special units, their own standard bearers are considered to be ''the'' most irritating special to fight, way up there with the Blightstormers, and the Minotaurs are incredibly unfun to play against with their tendency to focus down players one at a time, rinse and repeat. It stands to reason that many have disabled or outright ''refunded'' Winds ''Winds of Magic Magic'' just to be rid of them alone.

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* FanNickname: [[VideoGame/Left4Dead Left 4 Rats]].

to:

* FanNickname: [[VideoGame/Left4Dead FanNickname:
** ''[[VideoGame/Left4Dead
Left 4 Rats]].Rats]]''.



* MemeticMutation: Like many other games, certain lines from its protagonists are popular from [[WelcomeToCorneria pure repetition]] after fans play numerous hours, but Saltzpyre's '''"Holy Sigmar, bless this ravaged body!"''' line from healing himself is probably edges out as the most prominent due to its [[LargeHam sheer ham]].
** The above line was even patched into [[VideoGame/VermintideII the sequel]] thanks to its popularity.

to:

* MemeticMutation: Like many other games, certain lines from its protagonists are popular from [[WelcomeToCorneria pure repetition]] after fans play numerous hours, but Saltzpyre's '''"Holy Sigmar, bless this ravaged body!"''' line from healing himself is probably edges out as the most prominent due to its [[LargeHam sheer ham]].
**
ham]]. The above line was even patched into [[VideoGame/VermintideII the sequel]] thanks to its popularity.
Is there an issue? Send a MessageReason:
None


* TheScrappy: The entire Beastmen faction. Love 'em or hate 'em, nearly every other enemy groups in the game are usually fun to fight against regardless of map or your party composition. Beastmen units on the other hand, are unreasonably though, hard to cleave, and hit for obscene amounts of damage a pop, and they don't come in small amounts, either. Not helping the matter is how they seem to have severe HitboxDissonance, giving them much further melee range than their models would seem, and their animations cancel very quickly, so there's no way to telegraph their movements. Unlike the Skaven and Rotbloods, Beastmen units are also very hard to identify visually since they're nearly all-black, so a mob of them bearing down on the heroes will quickly devolve into a blob of horns and blades that could very well hide a special unit or two. Speaking of special units, their own standard bearers are considered to be ''the'' most irritating special to fight, way up there with the Blightstormers, and the Minotaurs are incredibly unfun to play against with their tendency to focus down players one at a time, rinse and repeat. It stands to reason that many have disabled or outright ''refunded'' Winds of Magic just to be rid of them alone.

to:

* TheScrappy: The entire Beastmen faction. Love 'em or hate 'em, nearly every other enemy groups in the game are usually fun to fight against regardless of map or your party composition. Beastmen units on the other hand, are unreasonably though, tough, hard to cleave, and hit for obscene amounts of damage a pop, and they don't come in small amounts, either. Not helping the matter is how they seem to have severe HitboxDissonance, giving them much further melee range than their models would seem, and their animations cancel very quickly, so there's no way to telegraph their movements. Unlike the Skaven and Rotbloods, Beastmen units are also very hard to identify visually since they're nearly all-black, so a mob of them bearing down on the heroes will quickly devolve into a blob of horns and blades that could very well hide a special unit or two. Speaking of special units, their own standard bearers are considered to be ''the'' most irritating special to fight, way up there with the Blightstormers, and the Minotaurs are incredibly unfun to play against with their tendency to focus down players one at a time, rinse and repeat. It stands to reason that many have disabled or outright ''refunded'' Winds of Magic just to be rid of them alone.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheScrappy: The entire Beastmen faction. Love 'em or hate 'em, nearly every other enemy groups in the game are usually fun to fight against regardless of map or your party composition. Beastmen units on the other hand, are unreasonably though, hard to cleave, and hit for obscene amounts of damage a pop, and they don't come in small amounts, either. Not helping the matter is how they seem to have severe HitboxDissonance, giving them much further melee range than their models would seem, and their animations cancel very quickly, so there's no way to telegraph their movements. Unlike the Skaven and Rotbloods, Beastmen units are also very hard to identify visually since they're nearly all-black, so a mob of them bearing down on the heroes will quickly devolve into a blob of horns and blades that could very well hide a special unit or two. Speaking of special units, their own standard bearers are considered to be ''the'' most irritating special to fight, way up there with the Blightstormers, and the Minotaurs are incredibly unfun to play against with their tendency to focus down players one at a time, rinse and repeat. It stands to reason that many have disabled or outright ''refunded'' Winds of Magic just to be rid of them alone.
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* HilariousInHindsight: Kerillian is an elf with a Scottish accent, which [[Blog/ThingsMrWelchIsNoLongerAllowedToDoInAnRPG Mr. Welch]] is forbidden from playing. Bardin, however, [[OutDwarvesAreAllTheSame isn't a particularly different dwarf]].

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* HilariousInHindsight: Kerillian is an elf with a Scottish accent, which [[Blog/ThingsMrWelchIsNoLongerAllowedToDoInAnRPG Mr. Welch]] is forbidden from playing. Bardin, however, [[OutDwarvesAreAllTheSame [[OurDwarvesAreAllTheSame isn't a particularly different dwarf]].

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Changed: 83

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** Victor Saltzpyre's name is frequently shortened to "Salty" or "Saltz".



* HilariousInHindsight: Kerillian is an elf with a Scottish accent, which [[Blog/ThingsMrWelchIsNoLongerAllowedToDoInAnRPG Mr. Welch]] is forbidden from playing.

to:

* HilariousInHindsight: Kerillian is an elf with a Scottish accent, which [[Blog/ThingsMrWelchIsNoLongerAllowedToDoInAnRPG Mr. Welch]] is forbidden from playing. Bardin, however, [[OutDwarvesAreAllTheSame isn't a particularly different dwarf]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The above line was even patched into [[VideoGame/VermintideII the sequel]] thanks to its popularity.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MemeticMutation: Like many other games, certain lines from its protagonists are popular from [[WelcomeToCorneria pure repetition]] after fans play numerous hours, but Saltzpyre's '''"Holy Sigmar, bless this ravaged body!"''' line from healing himself is probably edges out as the most prominent due to its [[LargeHam sheer ham]].
Is there an issue? Send a MessageReason:
X Meets Y is Just For Fun and should not be listed on YMMV pages.


* JustForFun/XMeetsY: ''VideoGame/Left4Dead'' meets ''TabletopGame/{{Warhammer}}'', natch. The inspiration is clear, but Vermintide manages to put its own spin on things quite nicely; aside from the melee focus, each special has quirks that make it subtly different from the ones that ''Left 4 Dead'' veterans are familiar with.

to:

* JustForFun/XMeetsY: ''VideoGame/Left4Dead'' meets ''TabletopGame/{{Warhammer}}'', natch. The inspiration is clear, but Vermintide manages to put its own spin on things quite nicely; aside from the melee focus, each special has quirks that make it subtly different from the ones that ''Left 4 Dead'' veterans are familiar with.----
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* PragmaticAdaptation: Several elements from the miniature game are simplified or altered to make for a more engaging video game or just to give you better elite troops. The best example: While Stormvermin are more powerful than Clanrats or Skavenslaves, that's still relative. On a model by model basis, they can almost never stand up to the elite troops of other races, and only become truly dangerous in large numbers (like most Skaven). They get an upgrade in Vermintide to allow them to serve as elite troops.

to:

* PragmaticAdaptation: Several elements from the miniature game are simplified or altered to make for a more engaging video game or just to give you better elite troops. The best example: While Stormvermin are more powerful than Clanrats or Skavenslaves, that's still relative. On a model by model basis, they can almost never stand up to the elite troops of other races, and only become truly dangerous in large numbers (like most Skaven). They get an upgrade in Vermintide to allow them to serve as elite troops.troops.
* JustForFun/XMeetsY: ''VideoGame/Left4Dead'' meets ''TabletopGame/{{Warhammer}}'', natch. The inspiration is clear, but Vermintide manages to put its own spin on things quite nicely; aside from the melee focus, each special has quirks that make it subtly different from the ones that ''Left 4 Dead'' veterans are familiar with.
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None

Added DiffLines:

* AwesomeButImpractical: Kerillian's Trueflight Bow. The arrows do massive damage, seek out enemies and can occasionally do multi-kills...but you only start with 23 arrows. Combined with the long wait between ammo stashes, you're only going to get a handful of uses out of it before it runs out, even with multi-kills, and given that you're usually going to be firing into vast hordes, unerring aim isn't as useful as you might think (it's hard to miss). Ironically, her basic bow is often more useful, since it has 99 Arrows, allowing you to just pour fire into charging enemies and still have enough to reliably make it between checkpoints. May cause her basic bow to fall into BoringButPractical.
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--> 188. I cannot play an elf with a Scottish accent, nor a Cajun dwarf.

to:

--> 188. I cannot play an elf with a Scottish accent, nor a Cajun dwarf.dwarf.
* PragmaticAdaptation: Several elements from the miniature game are simplified or altered to make for a more engaging video game or just to give you better elite troops. The best example: While Stormvermin are more powerful than Clanrats or Skavenslaves, that's still relative. On a model by model basis, they can almost never stand up to the elite troops of other races, and only become truly dangerous in large numbers (like most Skaven). They get an upgrade in Vermintide to allow them to serve as elite troops.
Is there an issue? Send a MessageReason:
Added a YMMV entry for Hilarious in Hindsight.


* GoddamnedBats: The regular Clanrats and the Skavenslaves. Clanrats attack in big numbers and can attack from seemingly anywhere, sometimes even hiding on rooftops and cliff faces, jumping down when your back is turned. Skavenslaves act like the Horde from Left 4 Dead, attacking in huge numbers for weak damage. While both are easily killed, such a huge number will probably be able to get one or two hits in, [[DeathOfAThousandCuts chipping away at the heroes' health]].

to:

* GoddamnedBats: The regular Clanrats and the Skavenslaves. Clanrats attack in big numbers and can attack from seemingly anywhere, sometimes even hiding on rooftops and cliff faces, jumping down when your back is turned. Skavenslaves act like the Horde from Left 4 Dead, attacking in huge numbers for weak damage. While both are easily killed, such a huge number will probably be able to get one or two hits in, [[DeathOfAThousandCuts chipping away at the heroes' health]].health]].
* HilariousInHindsight: Kerillian is an elf with a Scottish accent, which [[Blog/ThingsMrWelchIsNoLongerAllowedToDoInAnRPG Mr. Welch]] is forbidden from playing.
--> 188. I cannot play an elf with a Scottish accent, nor a Cajun dwarf.
Is there an issue? Send a MessageReason:
None


** Packmasters act like the Jockey by grabbing and pulling a character away from the group, making them suffer continuous damage along the way before it decides to hang them and leave them to die, forcing the rest of the group to chase it and kill it. Unlike the Jockey, they're much faster when pulling characters away.

to:

** Packmasters act like the Jockey by grabbing and pulling a character away from the group, making them suffer continuous damage along the way before it decides to hang them and leave them to die, forcing the rest of the group to chase it and kill it. Unlike the Jockey, they're much faster when pulling characters away.away, and the pulled characters' allies don't have modern firearms or pipe bombs to easily cut through hordes to get to them.
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** Ratling Gunners. Once they appear, they take a short while as their [[GatlingGood Ratling Gun]] spins up, then they fire away at a single hero dealing incredible amounts of damage over a short period of time and can tear most heroes down from full to critical health before its gun jams. It's easy to avoid if there's cover, but if the area you're in is wide and flat? Get ready to be in for a world of hurt. Furthermore, they're also {{Heavily Armored Mook}}s, requiring the players to either attack their head or use an ArmorPiercingAttack if they want to do any good damage.

to:

** Ratling Gunners. Once they appear, they take a short while as their [[GatlingGood Ratling Gun]] spins up, then they fire away at a single hero dealing incredible amounts of damage over a short period of time and can tear most heroes down from full to critical health before its gun jams. It's easy to avoid if there's cover, but if the area you're in is wide and flat? Get ready to be in for a world of hurt. Furthermore, they're also {{Heavily Armored Mook}}s, requiring the players to either [[BoomHeadshot attack their head head]] or use an ArmorPiercingAttack if they want to do any good damage.



* GoddamnedBats: The regular Clanrats and the Skavenslaves. Clanrats attack in big numbers and can attack from seemingly anywhere, sometimes even hiding on rooftops and cliff faces, jumping down when your back is turned. Skavenslaves act like the Horde from Left 4 Dead, attacking in huge numbers for weak damage. While both are easily killed, such a huge number will probably be able to get one or two hits in, chipping away at the heroes' health.

to:

* GoddamnedBats: The regular Clanrats and the Skavenslaves. Clanrats attack in big numbers and can attack from seemingly anywhere, sometimes even hiding on rooftops and cliff faces, jumping down when your back is turned. Skavenslaves act like the Horde from Left 4 Dead, attacking in huge numbers for weak damage. While both are easily killed, such a huge number will probably be able to get one or two hits in, [[DeathOfAThousandCuts chipping away at the heroes' health.health]].
Is there an issue? Send a MessageReason:
None


** Packmasters act like the Smoker by grabbing and pulling a character away from the group, making them suffer continuous damage along the way before it decides to hang them and leave them to die, forcing the rest of the group to chase it and kill it. Unlike the Jockey, they're much faster when pulling characters away.

to:

** Packmasters act like the Smoker Jockey by grabbing and pulling a character away from the group, making them suffer continuous damage along the way before it decides to hang them and leave them to die, forcing the rest of the group to chase it and kill it. Unlike the Jockey, they're much faster when pulling characters away.
Is there an issue? Send a MessageReason:
None


** Packmasters act like the Jockey by grabbing and pulling a character away from the group, making them suffer continuous damage along the way before it decides to hang them and leave them to die, forcing the rest of the group to chase it and kill it. Unlike the Jockey, they're much faster when pulling characters away.

to:

** Packmasters act like the Jockey Smoker by grabbing and pulling a character away from the group, making them suffer continuous damage along the way before it decides to hang them and leave them to die, forcing the rest of the group to chase it and kill it. Unlike the Jockey, they're much faster when pulling characters away.
Is there an issue? Send a MessageReason:
None


** Ratling Gunners. Once they appear, they take a short while as their [[GatlingGood Ratling Gun]] spins up, then they fire away at a single hero dealing incredible amounts of damage over a short period of time and can tear most heroes down from full to critical health before its gun jams. It's easy to avoid if there's cover, but if the area you're in is wide and flat? Get ready to be in for a world of hurt.

to:

** Ratling Gunners. Once they appear, they take a short while as their [[GatlingGood Ratling Gun]] spins up, then they fire away at a single hero dealing incredible amounts of damage over a short period of time and can tear most heroes down from full to critical health before its gun jams. It's easy to avoid if there's cover, but if the area you're in is wide and flat? Get ready to be in for a world of hurt. Furthermore, they're also {{Heavily Armored Mook}}s, requiring the players to either attack their head or use an ArmorPiercingAttack if they want to do any good damage.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FanNickname: [[VideoGame/Left4Dead Left 4 Rats]].
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** Ratling Gunners. Once they appear, they take a short while as their [[GatlingGood Ratling Gun]] spins up, then they fire away at a single hero dealing incredible amounts of damage over a short period of time and can tear most heroes down from full to critical health before its gun jams. It's easy to avoid if there's cover, but if the area you're in is wide and flat? Get ready to be in for a world of hurt.

to:

** Ratling Gunners. Once they appear, they take a short while as their [[GatlingGood Ratling Gun]] spins up, then they fire away at a single hero dealing incredible amounts of damage over a short period of time and can tear most heroes down from full to critical health before its gun jams. It's easy to avoid if there's cover, but if the area you're in is wide and flat? Get ready to be in for a world of hurt.hurt.
* GoddamnedBats: The regular Clanrats and the Skavenslaves. Clanrats attack in big numbers and can attack from seemingly anywhere, sometimes even hiding on rooftops and cliff faces, jumping down when your back is turned. Skavenslaves act like the Horde from Left 4 Dead, attacking in huge numbers for weak damage. While both are easily killed, such a huge number will probably be able to get one or two hits in, chipping away at the heroes' health.
Is there an issue? Send a MessageReason:
None


** Stormvermin Patrols. Stormvermin are already EliteMooks with a good amount of health, wear armor that protects against most attacks that don't hit the head, block attacks often, and deal a great deal of damage (6 hits and you're down). Each Stormvermin Patrol consists of at least 6 of these, which can easily overwhelm a character in no time. The best way to deal with a patrol is to avoid their detection... or throw a grenade or two at the lot.

to:

** Stormvermin Patrols. Stormvermin are already EliteMooks with a good amount of health, wear armor that protects against most attacks that don't hit the head, block attacks often, and deal a great deal of damage (6 hits and you're down). Each Stormvermin Patrol consists of at least 6 around 4-6 of these, these depending on difficulty, which can easily overwhelm a character in no time. The best way to deal with a patrol is to avoid their detection... or throw a grenade or two at the lot.
Is there an issue? Send a MessageReason:
None


** Stormvermin Patrols. Stormvermin are already EliteMooks with a good amount of health, wear armor that protects against most attacks that don't hit the head, block attacks often, and deal a great deal of damage (6 hits and you're down). Each Stormvermin Patrol consists of at least 6 of these, which can easily overwhelm a character in no time. The best way to deal with a patrol is to avoid their detection... or throw a grenade at the lot.

to:

** Stormvermin Patrols. Stormvermin are already EliteMooks with a good amount of health, wear armor that protects against most attacks that don't hit the head, block attacks often, and deal a great deal of damage (6 hits and you're down). Each Stormvermin Patrol consists of at least 6 of these, which can easily overwhelm a character in no time. The best way to deal with a patrol is to avoid their detection... or throw a grenade or two at the lot.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


** Stormvermin Patrols. Stormvermin are already EliteMooks with a good amount of health, wear armor that protects against most attacks that don't hit the head, block attacks often, and deal a great deal of damage (6 hits and you're down). Each Stormvermin Patrol consists of at least 4 of these, which can easily overwhelm a character in no time. The best way to deal with a patrol is to avoid their detection... or throw a grenade at the lot.

to:

** Stormvermin Patrols. Stormvermin are already EliteMooks with a good amount of health, wear armor that protects against most attacks that don't hit the head, block attacks often, and deal a great deal of damage (6 hits and you're down). Each Stormvermin Patrol consists of at least 4 6 of these, which can easily overwhelm a character in no time. The best way to deal with a patrol is to avoid their detection... or throw a grenade at the lot.
Is there an issue? Send a MessageReason:
None


** Packmasters act like the Jockey by grabbing and pulling a character away from the group, making them suffer continuous damage along the way before it decides to hang them and leave them to die. Unlike the Jockey, they're much faster when pulling characters away.

to:

** Packmasters act like the Jockey by grabbing and pulling a character away from the group, making them suffer continuous damage along the way before it decides to hang them and leave them to die.die, forcing the rest of the group to chase it and kill it. Unlike the Jockey, they're much faster when pulling characters away.
Is there an issue? Send a MessageReason:
None


** Ratling Gunners. Once they appear, they take a short while before their [[GatlingGood Ratling Gun]] spins up, dealing incredible amounts of damage over a short period of time and can tear most heroes down from full to critical health before its gun jams. It's easy to avoid if there's cover, but if the area you're in is wide and flat? Get ready to be in for a world of hurt.

to:

** Ratling Gunners. Once they appear, they take a short while before as their [[GatlingGood Ratling Gun]] spins up, then they fire away at a single hero dealing incredible amounts of damage over a short period of time and can tear most heroes down from full to critical health before its gun jams. It's easy to avoid if there's cover, but if the area you're in is wide and flat? Get ready to be in for a world of hurt.
Is there an issue? Send a MessageReason:
None


** Gutter Runners are very fast and can incapacitate a character by jumping on them and stabbing away like the Hunter. If they're damaged during this period and survive, however, they SmokeOut and turn invisible for a short while... allowing them to do it again.

to:

** Gutter Runners are very fast and can incapacitate a character by jumping on them and stabbing away like the Hunter.Hunter for great damage. If they're damaged during this period and survive, however, they SmokeOut and turn invisible for a short while... allowing them to do it again.
Is there an issue? Send a MessageReason:
None


** Ratling Gunners. Once they appear, they take a short while before their [[GatlingGood Ratling Gun]] spins up, dealing incredible amounts of damage over a short period of time and can tear most heroes down from full to critical health. It's easy to avoid if there's cover, but if the area you're in is wide and flat? Get ready to be in for a world of hurt.

to:

** Ratling Gunners. Once they appear, they take a short while before their [[GatlingGood Ratling Gun]] spins up, dealing incredible amounts of damage over a short period of time and can tear most heroes down from full to critical health.health before its gun jams. It's easy to avoid if there's cover, but if the area you're in is wide and flat? Get ready to be in for a world of hurt.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*DemonicSpiders: Like the Special Infected from ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'', the special Skaven can bring lots of grief to the team if not dealt with quickly:
** Stormvermin Patrols. Stormvermin are already EliteMooks with a good amount of health, wear armor that protects against most attacks that don't hit the head, block attacks often, and deal a great deal of damage (6 hits and you're down). Each Stormvermin Patrol consists of at least 4 of these, which can easily overwhelm a character in no time. The best way to deal with a patrol is to avoid their detection... or throw a grenade at the lot.
** Packmasters act like the Jockey by grabbing and pulling a character away from the group, making them suffer continuous damage along the way before it decides to hang them and leave them to die. Unlike the Jockey, they're much faster when pulling characters away.
** Gutter Runners are very fast and can incapacitate a character by jumping on them and stabbing away like the Hunter. If they're damaged during this period and survive, however, they SmokeOut and turn invisible for a short while... allowing them to do it again.
** Ratling Gunners. Once they appear, they take a short while before their [[GatlingGood Ratling Gun]] spins up, dealing incredible amounts of damage over a short period of time and can tear most heroes down from full to critical health. It's easy to avoid if there's cover, but if the area you're in is wide and flat? Get ready to be in for a world of hurt.
Is there an issue? Send a MessageReason:
None

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