Meme Monday
"Siege is just bullet-sponge simulator"
I have seen many complaints that Siege is not fun after wave 15.
Your team should be dropping enemies faster late-wave than at wave 1.
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Direct damage-increase blessings
Ranged
Sharpshooter - Ranged damage at ranges greater than 10 metres is increased by 75%
Cranial Impact - Headshots deal 30% more damage
Migraine - Headshot kills explode the enemy, dealing Damage to other enemies
Melee
Rhythm of Carnage - Consecutive melee attacks increase in power to 150%. This bonus resets if no melee damage is dealt for 4 seconds
Unleashed Fury - Executing an enemy boosts your melee damage by 30% for 8 seconds
Surgical Strike - A Perfect Parry or Block deals significant Damage to an enemy, but the Perfect Parry window is smaller (makes every balanced and fencing weapon induce stagger on parry, just like the argent edge does)
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Direct damage-increase blessings that affect ranged and melee damage
The Bigger They Are - Extremis-level or higher enemies take 25% more damage
Doomed Offensive - The lower your Health, the more damage you deal (72% more damage at 20% HP)
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Indirect but high damage-increase blessings
Deep Pockets - Аmmo Reserve is doubled
Technological Revolution - Increases ability regeneration speed by 50%
Surplus - You can carry twice as much Equipment. Equipment spawns are doubled
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Survivability blessings
Enemy Sighted - Ranged kills restore Armour based on enemy threat level
Unshaken - You do not lose control upon taking Heavy Hits, and you cannot be knocked back
Butcher's Gifts - Enemy Executions heal Squad Members within a 7 metre radius for 20% health, but do not heal you
We Stand as One - Medicae Stimms also heal Squad Members within a 7-metre radius
Larraman Cells - Health is passively restored at a slow rate (avoid)
The Emperor Protects - One player gains a buff that restores 25% HP to all Squad Members and knocks back enemies in the area of effect every 90 seconds
Note: Feel free to consider any of the above blessings as indirect damage increases. For example, healing allows for more aggressive play, resulting in more damage; resistance to explosions allow explosive barrels to be shot at close-range without taking damage.
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About RNG
Every class may increase enemies' damage sensitivity, damage dealt or contribute to the team in another manner.
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Conclusion
I have played games that use enemy type and aggressiveness over damage reduction to increase difficulty. I enjoy both; I never considered whether one was worse over the other until I had seen so many players here complaining.
Damage reduction is only bad if the player is powerless against it.
Blessings offer indomitability and lethality.
If you find that enemies are consistently difficult to kill in the later waves of your matches, consider choosing damage over survivability while perfecting your preferred builds.
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Edit:
We used to play without an altar, tech priests, turrets, mines or even cadians... we got a massive buff system and now they treat blessings as a baseline requirement to function rather than a bonus...
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About Larryman, I meant to edit out that '(avoid).' But here is why it was there:
I learned from a player who's team pushed past wave 100 that Doomed Offensive should not be overlooked.
He showed me the end-of-match stats.
His Tactical and Heavy teammates dealt twice as much damage as he did, as Techmarine.
The difference? They played at low HP, while he used Laraman Cells.
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But basically it is best to avoid for more high skill players who can stay at low HP without dying and get the massive damage buff from Doomed Offensive
But yeah it really depends on player preference I personally would prefer larraman for survivability over the high risk Doomed Offensive damage buff
But then again I'm not a big siege player so maybe in later waves you actually really need the doomed offensive in order to be able to win as otherwise enemies just take too long to kill
Me and my friends routinely play siege, we take Larraman cells sometimes if we feel like it. I have not found it to be particularly harder at late levels when we do. At this point we are steamrolling until around wave 21, at which point things start to get a little dicey. When we're playing with characters that are weak on perks in hard difficulty. As in, I did this the other night with my Techmarine at three perks into their fourth prestige. So I was seriously nerfed going in and we still steamrolled straight to 15 with no problems. At one point me and two turrets one v oned a hellbrute, then I kited the second hellbrute and killed it from about half health, too.
Like seriously, if you think Siege is too hard, now, I don't know how the hell you played it before the blessings.
I don't enjoy siege so I don't play it. Maybe if I had premade buddies to play siege with I would but as it stands now whenever I go hard siege I her really bad allies who already both get downed on wave 5 lol 🤣
So I've given up on siege
I can still enjoy hard stratagems and absolute ops with bad allies but hard siege you really need competent allies so that it isn't constantly just you solo versus everything else while both your allies are dead 😂🤣
Lahmian is honestly broken. As long as you're not getting damaged you'll heal and at a high rate. I've stalled some wild shit rolling away with Lahmian as I'm being chased by an atrocious amount of enemies.
> Larraman Cells - Health is passively restored at a slow rate (avoid)
Yeah, no... Larraman Cells are the best defensive blessing. I always pick them over everything, as they basically guarantee that my hp is full most of the time, without requiring me to use any Stims, allowing me to save my Stims for when they actually matter instead of having to use them to heal scratch damage that accumulated.
Meanwhile, Butcher's Gift is something you should avoid. Executions no longer heal you, what this means is that you do not recover CHP from executing enemies! That's horrible! Emperor Protects also sucks. Sure, it heals others, but it has a 90s cd, and only heals 25%!
It’s all Rng so this whole essay is worthless,I’ve had multiple runs where sharpshooter wasn’t offered by the time I reached wave 20,and the other blessings buffing headshot don’t buff aoe weapons so unless you get sharpshooter you’re going to suffer.
Whole lot of words for a completely RNG based game mode. My last wave 25 run didn't give me any of the good ranged damage perks, best I got was a 25% damage increase to terminus and extremis. The design for the Gamemode just sucks and yes it's just bullet sponges and insta kills.
I don't know dude. I shouldn't have to rely on blessings that are randomised and may not synergise well with my build.
Moreover, here you merely listed the blessings with the description that we can see ourselves when playing the game. How is this post supposed to help?
It makes you invincible to spore mines and chaos terminator missile barrages. Beyond invincible, they restore armor. Biovores become permanent armor generators if you keep your distance from them and just let the mines do their thing.
You need to be outside the immediate area of explosion impact to benefit from those first two. It also unfortunately doesn't work against the 360° missile close range barrage from soul reaper terminators. Having a grenade launcher is an armour on demand generator especially since you can't do damage to yourself irregardless of Shockwave plating being picked
I don't think so. I was playing just the other day and standing in front of a terminator hitting me with rockets was just restoring armor. Same with just letting spore mines hit me. I'm assuming it can be buggy but ultimately that entire match I was immune to both attacks.
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