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I do like the current stats of the witch,I do understand if you nerf her but I still would like a way to keep playing with the current witch stats
Yeah, I think that kinda checks out. It's just that there are a lot of situations where you CAN'T avoid fighting them, and it's entirely up to the AI Director whether you're allowed to bypass a witch or not.
Even in vanilla though, you only fight a Witch if you can't avoid it anyway, since you get nothing for doing so.
Yep. If I remember correctly, the only reason I buffed their HP was to make fighting them something the party should try to seriously avoid, since in vanilla L4D2, a skilled team can wreck a Witch pretty easily, as you alluded to. I like the idea of needing molotovs, special ammo types, pre-planned firing lines, a dedicated aggro-runner, and preferably an M60 to kill one.
But eh, like I said, I'll tweak (or not tweak) them if and when I play again. Thanks for the feedback, and no worries, I didn't take any offence. :)
This confirms what I assumed about the Witch's design intent already- that they are meant to be killed very quickly by experienced players.
I fear I might've been a little rude because of my frustration. I'm glad you're so friendly!
I think it really boils down to the fact that Witches and Tanks just don't work similarly at all, so they don't really work when they have more Tank-like health pools. A Tank has a set of attacks and AI that's designed for combat. Witches are supposed to be short-lived, frightening threats that require swift action to be eliminated safely. Making them more Tank-like kinda misses the point, I think.
They run up to their targeted Survivor and down them instantly, killing them shortly after. This is balanced out by how fast they die. Tanks deal and absorb a ton of damage, but when they melee attack, they also knock you away(potentially to a safe distance) and will target Survivors dynamically based on the situation.
Do you like the Witches' current stats?
Tbh if you do consider removing or changing the Witch,would it be possible to make a separate addon that does have the Witch boss changes? I really do enjoy the challenge.
No problem. Thanks for the feedback. If and when I ever get back into L4D2, I'll be sure to check on the Witch stuff. Maybe I went a bit overboard?
But yes, you can edit the mod and alter it as you please. As far as I know, you can host a match with friends and the game inherits the stats of the host, if that helps. I also have a guide on the VPK stuff if you need it. :)
Even if I manually set Witch stats with an autoexec, Witches still have the modified stats.
There was one time on Dark Carnival when I managed to trick the Witch's pathing to just flounder around behind a table while me and the other three bots just wailed on her. It took us about a minute to cut through her absurd healthbar and I still went down at the end because the cheese stopped working.
Please don't misunderstand- I love pretty much everything else this mod changes. But the new Witches are so thoroughly frustrating and unfun that they ruin everything else.
Witches are not designed as bosses. They do not work like Tanks. Giving them a boss's health pool, even if you slow them down, does not make them a boss. It just makes them an incredibly irritating damage sponge.
Hello there. I believe it was hud_deathnotice_bots.
In terms of difficulty, this mod is probably a bit easier than Realism, since Common Infected have far more HP in Realism. However, since I don't play Realism myself, I won't be adding it to this mod.
Ah, I see, although, first of, comparing Dead World Expert to Realism Expert, which one's harder? Secondly, I would love to use Dead World alongside Realism, for a real and interesting challenge.
This mod's changes only apply to the Coop gamemode.
Also, just in case you need these as well, "claw_range" is the range of Special Infected melee attacks, "claw_range_down" is Specials' vertical/downward range specifically, and "melee_range" is Survivor melee weapon range.
Are they? I haven't been keeping up with exactly what has changed in the Last Stand Update. Are those guns missing because of this mod?
Alright, and thanks for the feedback.
Oh dear, I was not aware that it removed the glow around objectives too. I've reverted that change now, and thanks for reporting the issue. :)
Highlighted quest objectives? Are you talking about the item outline glow?
Also yes, some of my older mods alter reload speed, particularly my old Revolver scripts and the M1 Garand, and with the way the game handles reloading animations, they tend to cut off and break at times. That's why I removed reload speed edits for all my Director's Cut scripts.
Because I'm a psycho. But yes, I like the idea of having to verbally confirm when Specials die. Bosses like Tanks and Witches already didn't have a death notification in the base game, so I disabled them for Specials too.
Correct. I've removed crowning the Witch in this mod, since I felt it was an anticlimactic end to a boss that's better off left avoided. :)
Well I'm glad you got it fixed, and sorry for the late reply. :)
Even uninstalling the game at the time didn't seem to help
In the end, one of those small patches randomly fixed the stats to what they were again
Nice to see you still update the game mode!
You uninstalled this mod and it's effect on your grenade launcher is still applying? If you've disabled the mod, restarting the game will revert all it's changes, and reinstalling would definitely work. The only thing I can think is that you may be subscribed to another grenade launcher mod, such as my script mods for it. Keep in mind that all this mod does is edit the reserve ammo and damage it deals, while script mods can alter it's magazine size, reload speed, etc...
Also, the mod just got a rather significant update. :)
I even reinstalled the game twice, but the thing still remains
Could you please help me?
But the fact that the grenade launcher can just one shot Witches and 7-shot tanks in expert is just too much, I believe
Fantastic addon! But those two things are kinda distracting
I also believe you could add a few more zombies per-horde, since the slower movement can make them look smaller by comparison
@Garbage: Yeah, that's something I like too. I think it should've been that way in the base game, at least on the harder difficulties.
@MaxDdrago: No problem. It's literally just a text file plus the L4D2 Authoring Tools app, so feel free to do so. If you do it just for yourself, then no worries. But as I said to @Meyers07 above, you may upload a modified version of my mod if you credit my mod properly.
@Meyers07: So long as you credit me and clearly state that it's an edit of my mod, feel free to upload a modified version. Same goes for all my L4D2 mods.
@Wazdxd (.w.): Actually, removal of Witch crowning was intentional. She's terrifying at first, but quickly stops being scary when you know how to beat her. I wanted her to be like a (avoidable) miniboss. Crowning is satisfying, don't get me wrong, but I went with the more fun (to me) option of a more challenging enemy. :)
Turns out that in the gamemodes.txt, the hidden cvar hud_deathnotice_bots was set to 0, which was at 1 for valve's default. I'm not sure if this was intentional, but if it was, I think hud_deathnotice_threats would also be 0 too, which displays [Player killed Tank].
I got a group of guys that I play with that only like to play Expert Realism and I wanna host a game one night and see their reaction when I use OBOW mods. (If they even notice haha)
Great mods though!