For some perspective, I’ve got over 300 hours in Evolve and most of that is Goliath. I was really pumped to play Behemoth when he came out, and spent a good deal of time learning him and getting excited about the micropatch fixing some critical bugs.
Well, although the micro patch did fix some bugs, it gutted Behemoth in two ways: his speed was decreased and his damage was nerfed.
Keep in mind I’m not saying this is all cut in stone. I’m still playing/practicing with Behemoth and have been playing him since he came out. I could very well be wrong about everything.
- Map Movement
Firstly, I’d like to talk about his map movement; specifically, those precious 45 seconds you have to eat before the hunters land. His traversal now costs stamina to activate in order to prevent the roll-spam exploit that literally killed in seconds. As a result, his map movement has slowed. You roll up to something, melee out of the roll to kill it, and then start rolling again; except with the micropatch you can only do this about twice now before you’re forced to start walking, which Behemoth’s fat self is pretty bad at.
Before the patch I could get enough food to Evolve right before the hunters were closing in; this is normal for most experienced monster players on most maps, barring the current laggy spawn system of wildlife that is hurting all monster play anyway. With the micropatch implemented I’m either 3/4th of the way there or the hunters are rounding the corner by time I’ve gotten enough food.
Those 45 seconds are critical to Behemoth because you’re going to get domed at stage 1 under most circumstances against decent teams. Even if you try playing the sneaking game you’re the loudest monster in the game so getting enough food to Evolve trumps being sneaky in most situations.
Behemoth already has enough problems with his traversal getting stopped by random trapjaw spawns, small trees, or bumping a rock and floating slowly through the air. The changes where it takes 1 second to start recharging combined with a larger start up cost has made his map movement horrid, which leads to:
- The Stage 1 Fight and Flight
My strategy on Behemoth has always been to end up in a good, flat space of the map before the hunters zone in on you so you’d have a good place to fight if necessary. Getting domed at level 1 was far from a death sentence and you easily had the damage to compete, especially if you were fighting in a favorable spot.
For some perspective I take damage perk on Behemoth since his melee (used to) do most of the work. I have tried multiple builds, from taking a point into rock wall and two into fissure or lava bomb or using tongue grab and 2 fissure like I was doing pre-patch. No build I have tried is currently useful in a level 1 fight because of his nerfed melee.
Before the patch you could roll into a hunter to chip them for damage and knock them back and then perform a heavy melee for half of their health. Roll barely scratches someone now. Heavy attack being a 4 second cooldown except when consistently attacking (which will almost never happen due to his slowness) also hurts him considering every other monster can perform a heavy attack after a traversal. (And no, I don’t want the exploit back; I never abused it in the first place, I just used a roll into heavy as a legitimate combo)
As a result there’s two strategies you’re kind of forced into, and neither of them work particularly well.
Your first option is to play like a Wraith. You take at least a point into rock wall, try get some separation and pick someone off, and then roll away unless you just downed the assault because you’ll take too much damage sticking around. This option is risky because with your nerfed melee and roll damage getting strikes is tougher taking a point into rock wall rather than using that point to fuel a damaging skill.
Your second option is to go all out with damage by not taking rock wall at all. This option usually leads to being forced into an all-in situation, because without being able to LOS, you’re going to take a ton of damage for the punishment you deal out.
So you either take a ton of damage getting some strikes (and maybe it’s still worth it) or you’ve played defensive with rock wall and not lost too much. The dome drops. Escaping to gain enough evolve distance will be 50/50 now, because you will either collide with a small pebble that makes you float slowly through the air, hit some mamoth birds that stop you, have to climb a surface, or any other measure of activities that will cause you to have to re-apply your traversal and drain it faster than my office’s coffee machine on Monday mornings.
TL;DR: Behemoth is a monster that either plays defensive at level 1 and gains nothing or goes all out and loses too much. After this exchange his traversal is too unreliable to rely on. He is worse at stage 1 than before thanks to his nerfed roll damage, and this combined with his other problems escalates him into a monster that’s still worse than the other 3.