Avoid deadlies at all costs

My lvl 15 (uninjured) survivor just got in a struggle with a lvl 4 walker. on the first hit.
Humans being beefed up a little okay. But this.... Insane.
I have not lost any survivors yet on low lvl deadlies, but I have heard about it happening to others.
Humans being beefed up a little okay. But this.... Insane.
I have not lost any survivors yet on low lvl deadlies, but I have heard about it happening to others.

Play to Slay. Slay to live another day. Daily players. On and killing walkers as often as we can.
We need you! We want you!
1
This discussion has been closed.
Comments
he was uninjured and went to struggle with a single hit...?
for a lvl 4 walker?!
Through the fallout of this hallucination, I walked into darkness.
I must not surrender my god to anyone, or this body will become carrion.
One step closer to my fate. One step closer to my grave.
Through the fallout of this hallucination, I walked into darkness.
I must not surrender my god to anyone, or this body will become carrion.
One step closer to my fate. One step closer to my grave.
@dread As for the "struggle" part I'm unsure. Say you have full 100 health and get hit with a 150 damage, will that cause struggle and "a full second life"?
What if the survivor was already a little injured and had 20 health left. Would that be the same outcome or would the "second life" get more damage already?
For bleeding it seems the initial health doesn't matter, right? The survivor always has "full health once more".
I'm a bit confused as to how the health boost increase trait works..
http://nomansland.wikia.com/wiki/Traits#Health_Boost_trait
If the health boost is applied again after bleeding, that's an interesting question. My guess would be yes, but I have not made any experiments on it, pure speculation.
I was going with an all scout team, so closeness was required, but still a lvl 4 walker getting a struggle on a lvl 15 uninjured on the 1st hit is insane.
I am sure ranged would be okay...... at least I am kind of sure.....
Play to Slay. Slay to live another day. Daily players. On and killing walkers as often as we can.
We need you! We want you!
Real danger
I lost survivors (legendaries, epics and rares) but is fun, you can always find more
Once your first bar hits 0, your struggle/bleeding bar begins but it doesn't carry any additional damage over.
I could be wrong, but it would also appear it doesn't even allow you to hit that hard. Example, if you hit a freeman who has 150 max health for 2000 damage, it shows the hit as 150. Has anyone else noticed this on freeman and/or survivors?
Through the fallout of this hallucination, I walked into darkness.
I must not surrender my god to anyone, or this body will become carrion.
One step closer to my fate. One step closer to my grave.
On the other hand, I feel like "Kill Room" may be the easiest deadly yet.
Zoson's YouTube | Zoson's Video Vault
I can confirm that I've seen the "max damage equals enemy health" but I'm not sure if it's "max the initial health" or "max the current health bar". And this goes only for bleeding. My post was mainly about the struggle and I haven't seen it there (but I have paid less attention since it was not me causing that damage). I believe I have seen my survivors go down from a walker attack without any prior struggle (if they were low health at the time).
PS. To me it doesn't make sense that the excessive damage doesn't carry over to "the second health bar". Letting it do so would have cleared a lot of the questions currently on the forum. Not doing so doesn't follow logic.
Agreed though, regardless the lvl, need to be careful with this one!
Play to Slay. Slay to live another day. Daily players. On and killing walkers as often as we can.
We need you! We want you!
On The Chase, move 1 AP until you've killed the humans, then kill the pack at the right hand end.
In the room, same combo wipes them all out in 3 turns.
It's only when the walkers are at lvl 15+ it starts to get a bit tricky.
@SlayerSect did anyone actually answer your question? (In case I missed it). I'm asking because I've only played one deadly since the update. Nothing like that happened on my mission. If this is something new built in to the game - it would be good to know that.
it's not the walkers that are amped up its the human enemies that are and no, no one has answered the question of why that is as of yet in this thread. My best guess would be that they are more destrutive to balance out the fact that you can heal your survivor (at the cost of one complete AP) if they make them bleed.
Feeling Lost, Click Here!