WZFF Problem Bosses

Here is a list of some of the problem bosses that either need to be moved out of their lil tiny living space or need to be moved to later rounds. I am noticing that Sanctum is having a lot of balance issues.

Malevian Armsmen on Sanctum round 3 - one spawns inside the base, that they have too much shielding and missile firepower to be even touched. Shooting it is nearly an instant death when it aggro’s you. The other two outside are fine.

Hunter Aggregator on Sanctum round 1- These are fine, but not on first round with no Req availability. We did manage to kill them… but still. At least drop a shotgun in the map or something. Assault rifles and pistols to kill 3x health hunters… not a good idea.

These two are older notes, so I don’t remember the details, only that we couldn’t kill them. Both were tucked nicely in a little protection hole.

Knight Ortus on Sanctum - I kinda remember these guys… they are stupid and you should fire the guy who made them (not really)

Hunter Elders on Arc - again, move them outside. I don’t care if they path out or spawn out, as long as they aren’t cooped up in the back of that -Yoink- base. No I hate the design of that base and have never liked it. Too narrow and hallways are in weird spots. And high sides low middle. Can’t shoot anything from below, can’t clamber, etc.

Some of the bosses can kill you in one shot with a lucky weapon.

I’ve never had a problem with the hunters on round 1, but I agree with the other two. The armsmen in the base is usually the last one to get destroyed. Having a wasp helps now but they are frustrating at times. I don’t mind the hunters if they are in the corners of the base, the ones in the way back and center doesn’t allow a lot of access to shoot.