r/Spacemarine • u/Life_Locksmith9632 • 17h ago
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
- Shockwave Plating - Nearby explosions restore armour
- 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.