A Havoc 40 Veteran’s Statement on the Game play present situation

I’m a professional Veteran who plays exclusively on Havoc 40, the highest difficulty in Darktide.
I want to voice some concerns — not only my own, but also those of my community (the Hong Kong server, which consists mostly of Havoc players).

Many Chinese players rarely have the chance to express their opinions because of the Great Firewall, and our feedback often doesn’t reach the global community.
So I’m here to speak for them — and for myself.

This post will break down the systemic divide between Havoc mode and Normal modes, and address a few common misunderstandings that have led to tension between different player groups.


The Player Divide — Casuals vs. Havoc

From what we’ve observed in foreign servers (mainly EU/NA), there’s an ongoing conflict between casual players (N3–N4 difficulty) and Havoc-level players.

Casuals often claim they are the “main audience” of the game.
They argue that certain builds, weapons, or abilities used in Havoc are “too strong” and ruin their experience.

On the other hand, Havoc players reject this view — we believe casual feedback does not represent us, and that constant “balancing” for lower difficulties only makes the high-end experience worse.
Let’s be honest: on the lower tiers, the game is so forgiving it’s almost sleep-inducing.

I represent the high-skill community.
I play only Havoc 40, and after recent balance changes based on casual feedback — especially the nerf to the Veteran’s Shout and its Gold Toughness — I’ve been dying again and again in situations that used to be barely survivable.


The Current State of Havoc 40 (Hong Kong Server)

Here’s the reality of Havoc 40 as we play it right now:

:axe: Ogryns

Usually equipped with Slab Shields, Power Mauls, or Rumbler Gauntlets.
For less experienced Ogryns (by our standards), their role is simple — hold the line against armored elites such as Crushers, Bulwarks, and Maulers.
Their primary function is to draw aggro and protect the squad’s firing lanes.

:bullseye: Veterans (Two Slots)

We typically run two Veterans in Havoc 40:

  • Veteran #1:

    • Equipped with a Plasma Gun — the only weapon that has the penetration, burst potential, and ammo efficiency to reliably eliminate elite enemies in high-density waves.

    • Carries Smoke Grenades to prevent total squad wipes from ranged volleys.

    • His task: eliminate elites, cover the team with smoke, and maintain field control.

  • Veteran #2:

    • Equipped with a Bolter and Krak Grenades.

    • Because of the Bolter’s limited penetration and ammo sustainability, it’s primarily used as a boss-killer.

    • Krak Grenades, on the other hand, are vital against heavily armored elites and corrupted armor modifiers.

    • His role: kill bosses and armored elites, and support Veteran #1 in elite cleanup.

:crystal_ball: Psyker

Runs Bubble Shield (Kinetic Dome) and Soulblaze, responsible for clearing massive hordes of poxwalkers and trash mobs.
The dome also serves as a critical defensive tool against ranged suppression.
Within our circles, this trio — Veteran + Veteran + Psyker + Ogryn — is widely recognized as the highest win-rate composition in Havoc 40.



:gear: The Modifier That Broke the Game’s Logic — The True Source of Division

There is one modifier in Darktide that completely rewrites the rules of engagement.
It exists only in Havoc difficulty — not in Normal, not even in Maelstrom.
It’s called “The Emperor’s Light Fades.”

Its effect?

  • Enemy rate of fire increases dramatically.

  • There is no Toughness buffer window.

  • Enemy attack intervals shrink to near-zero.

On lower difficulties, I can charge out of cover, close the distance, and cleave down gunners before they react.
But in Havoc?
Try that once and you’ll be turned into a sieve before you even raise your blade.

This single modifier changes the entire game logic.
It makes the Veteran’s Smoke Grenade, the Psyker’s Kinetic Shield, and the Golden Toughness from the Shout absolutely essential for survival.

When I play Veteran on Havoc 40, a Crusher’s hammer can kill me instantly — full health, full blue Toughness — dead on impact.
Not downed. Dead.
That’s why Gold Toughness isn’t a luxury; it’s a safety line, the one mechanic that prevents sudden, unavoidable death.


:hammer_and_wrench: Why Havoc Feels 30% Harder After the Talent Rework

Since the last talent overhaul, Havoc’s real difficulty has increased by roughly 30%.
Why? Because the Preacher’s Prayers, once capable of granting powerful teamwide protection, were nerfed.

A friend of mine — a dedicated Zealot main — told me:

“Before, I could cycle Prayers every 20 seconds and keep the team covered for most of the fight.
Now, even 30 seconds per cast feels impossible.”

The result is catastrophic.
With fewer protective windows and reduced Gold Toughness uptime, death rates have skyrocketed, especially under sustained Plasma Gunner fire or Crusher heavy swings, both of which can erase a fully armored operative in a single instant.


:latin_cross: The Fall of the Zealot — Havoc’s Unemployment Crisis

As for the Zealots, their current “unemployment” and exclusion from high-tier Havoc lobbies come down to one thing — they’ve lost their purpose.

In the previous patch, Zealots were the core of every composition.
They provided massive amounts of Gold Toughness, breathing room, and team protection.
As my Zealot main friend mentioned earlier, an experienced Zealot could once cast a Prayer every 20 seconds, maintaining near-constant coverage for the squad.
Now, even 30 seconds between Prayers feels like an impossible stretch.

That change alone stripped Zealots of their lifeline — the very skill that justified their existence in Havoc.

Yes, their melee potential with the Thunder Hammer can be formidable if used perfectly.
But let’s be honest — the number of players who can wield the Thunder Hammer effectively in Havoc conditions is so small it’s statistically irrelevant.
All other melee options feel like toys in comparison: the Eviscerator is clumsy and unsafe, and the Crucis Mk II Relic Sword hits like a feather with cooldown limits that make it a liability.

The result?
Zealots have been completely replaced by Veterans — specifically the Bolter / Power Sword / Krak Grenade Veterans that occupy the second slot in most Havoc compositions.
Veterans now bring everything Zealots used to offer:

  • Battle Cry for protection,

  • Reliable boss and armored elite killing power,

  • Superior team consistency.


:balance_scale: The Inquisitorial Judge — Powerful but Isolated

The Judge (Arbitrator) on the other hand, is individually powerful — both in melee and at range — but his problem is team contribution.
His Aquila’s Grace Toughness buff isn’t Gold Toughness, so its effect is minimal.
His Penance Stance grants pseudo-invulnerability, but only to himself, offering nothing to allies.

With an Ogryn present to handle hordes, his Charge isn’t essential either.

The only reason Judges are more accepted now than before is simple — the Zealot’s downfall.
At least Judges can bring three Shock Mines and an Aquila drone, providing decent crowd control and limited protection.
That’s more than what the current Zealot brings to the table.

Still, every Judge is forced to invest in Lone Wolf, because their Hound companion is effectively useless.
It can kill elite targets, yes — but far too slowly.
A Veteran can simply aim and eliminate the same target in half the time with a single shot.


:crossed_swords: Havoc’s New Hierarchy

As I said, this patch completely erased the Zealot’s niche.
The Judge has been allowed into the table at last — but still sits under constant prejudice.

And if someone wants to argue,

“But we cleared Havoc 40 with a Zealot!”

That doesn’t prove the Zealot is strong.
It proves your team was strong enough to carry one.
It doesn’t represent the meta — not in the environment we play in, at least not in my circle.

In Havoc 40, mercy is a myth.
If a class cannot carry its weight, it doesn’t matter how pious its faith —
the Emperor does not protect; only performance does.


:crossed_swords: The Reality of Havoc vs. the Fantasy of Lower Tiers

If I were to play “hero,” draw my Power Sword, and rush a squad of gunners in open ground shouting “For the Emperor!”
the next second, I’d be shredded into meat the Emperor Himself wouldn’t recognize, leaving my squad under immense pressure.

That’s the difference between difficulty tiers in Darktide.

  • Casual players — on lower difficulties — are the romantic idealists, charging forward in cinematic glory, crying “For the Emperor!” as they carve through enemies.

  • Havoc 40 players are the cold, calculating soldiers of the Guardsman, crouched in frozen trenches, counting their last handful of rounds, wondering if it’s enough for the next wave.

We can’t shout.
The enemy snipers would find us.
We just whisper it, silently, in our minds — For the Emperor
before stepping once more into the dark, brutal reality of the Havoc Warzone.

Why This Matters

In Havoc 40, everything changes:

  • Damage values are lethal.

  • Suppression and ranged fire are constant.

  • Every mistake gets punished instantly.

When you nerf the Veteran’s Shout and its Gold Toughness, it doesn’t just make the class weaker — it destabilizes the entire survival ecosystem of high-end play.

Casual players will never experience what it’s like to fight under the “Emperor’s Light Fading” modifier, where even a second’s exposure means instant death.
In those conditions, every ounce of toughness, every second of invulnerability, is the only thing that keeps your team alive.

So when changes are made solely based on “normal mode feedback,” it isn’t “balance.”
It’s blind flattening — removing the very challenge and complexity that make Darktide worth mastering.


:gear: Why So Many Builds Exist in Theory — But Only a Few Survive Havoc

Have you ever asked yourself why, in theory, there are dozens of viable talent builds — yet once you step into Havoc, only a handful actually work?

The Veteran has an arsenal of weapons, but in Havoc only two are truly viable:
the Plasma Gun, and — if we’re being generous — the Bolter.
In melee, only the Power Sword and, on rare occasions, the Duelling Sword see any use.
Let’s be honest — the Duelling Sword is nearly extinct now; it’s all Power Swords.
And the new Power Sabre? It’s a joke. A decorative toy for the lower tiers.

Some say this is just “rigid thinking” or “meta worship.”
No. It’s not dogma — it’s data.
It’s the product of hundreds, even thousands, of Havoc runs where theory met reality and died.

Take the Frag Grenade talent.
On Havoc, it’s completely useless.
Your grenade won’t even kill a single Poxwalker.
Against bosses or armored elites, it’s nothing more than a fireworks display.

The Lasgun and Autogun?
Forget it. They’re dead weight.
Low damage, zero penetration — it can take a dozen rounds or more just to down one elite.
By the time you finish reloading, you’ve already been overrun.


:skull: The Harsh Logic of Havoc

In Havoc, certain tools aren’t “preferences.” They’re requirements.

If you don’t use Smoke Grenades, you and your squad will be cut down by suppressive fire within seconds.
If you don’t use Battle Cry (the Shout) for its Gold Toughness, your fragile body will crumble instantly the moment enemies swarm you.

And the other “utility” skills?
Marked Target? Useless.
When you have three bullets left and ten knife-wielding maniacs charging you, tagging one doesn’t matter.
Stealth? Even worse.
All it does is shift your pressure onto your teammates.
You vanish; they die.
You bought yourself ten more seconds of life at the cost of their immediate death.

That’s why in Havoc, the environment itself shapes the meta.
It’s not about preference — it’s about survival math.


:water_pistol: The Dream vs. The Reality

If every mission were low difficulty, I’d love nothing more than to pick up a Lucius Lasgun and a Combat Shovel, pretending I’m a proud Krieg Guardsman, trench coat flapping as I cleanse heretics in holy light.

But in Havoc?
My shovel can barely kill a single Poxwalker.
My Lucius feels like a bolt-action rifle against a charging herd of mutant boars — beautiful in concept, suicidal in practice.

That’s why Havoc veterans don’t chase “fun” loadouts — we chase survival through efficiency.
Because at this level, every bullet, every cooldown, every ounce of Toughness decides whether the Emperor remembers your name — or your remains.


Closing Statement

I don’t speak from ego or elitism.
I speak for a community that pushes the game’s systems to their limits, that spends hundreds of hours testing builds, perfecting coordination, and surviving the impossible.

When you weaken those tools because “they’re too strong in Normal mode,”
you’re not balancing the game —

you’re taking the soul out of Havoc.

For the Emperor.
For those who still fight when the Light has truly faded.

16 Likes

Yeah you lost me almost instantly at this quote.

I get you are likely using AI to translate but surely there can be no confusion around this. A casual player will NEVER ask for nerfs. They generally want power fantasy.

It is the top-end players, whom have completed everything and desire more challenge, who request nerfs.

Generally nerfs are only asked for on meta weapons so that it brings them back in line with the rest of the arsenal. No one wants to nerf ‘all weapons and skills’.

All weapons and skills should be viable but have different trade offs. That is the point of them. Having 1 or 2 weapons clearly more powerful just makes the rest null and void, so balancing must occur, which can mean nerfing an item or 2.

I have seen this bizarro reverse psychology a lot in various threads recently, no doubt by yourself or a friend but no one is going to accept the lie that casual players request nerfs. casual players complain about nerfs, like you are doing here.

17 Likes

I’ve expressed my opinion here as well: Duty and Honor nerf is misguided, but the fundamental issue is that Havoc is extremely unbalanced compared to Uprising through Auric.

As a result, whenever balance adjustments are made based on one standard, the other inevitably becomes problematic. This is exactly what you mentioned, nerfing Gold Toughness makes Havoc nearly unplayable.

From the Uprising–Auric perspective, Gold Toughness is clearly overpowered, allowing the entire team to be almost invincible for extended periods, which causes the difficulty to fluctuate drastically. The same applies to Havoc, where without Gold Toughness or Bubble, survival is nearly impossible. Moreover, the Havoc system itself severely restricts viable builds and weapon choices, while also limiting player freedom of action.

That’s why, as I have repeatedly stated, Darktide’s balance system needs a fundamental overhaul. I believe the proper approach is to first adjust the game for Uprising through Auric, and then rebuild Havoc around that foundation. Of course, Havoc will likely remain highly unbalanced during this process, but that is unavoidable.
Ultimately, the root cause is that Fatshark created Havoc without addressing these overwhelmingly overpowered elements in the first place.

14 Likes

In my original post, I wrote “If anything I’ve heard is incorrect, feel free to correct me.”
Most of what I mentioned came from what I’ve read or heard on Chinese forums, so I don’t fully understand the mindset of the foreign playerbase — I simply included what I’d heard, and that’s on me for being somewhat imprecise.

As for your point — that many weapons and talents feel useless, with only one or two being truly viable — I’ve already explained my reasoning for that in the article.

Many playstyles, such as Lucius Lasgun builds, Stealth builds, Frag Grenades, or the Recon Lasgun marking playstyle, can indeed be fun and interesting on lower difficulties.
But once you reach Havoc, they simply have no practical value.

4 Likes

The jump from nu-Damnation to Auric is IMO a bit silly, especially since the director wigs out super hard when there are multiple instances of hi-int being applied to a mission (assuming that Auric has hi-int baked in as part of the difficulty change).

2 Likes

You’re absolutely right — the current version of Havoc has a lot of issues.
The key factors are all tied to “The Emperor’s Light Fades”, the massive surge of elite enemies, and the combination of high-intensity hordes and frequent boss spawns.

These elements push the game into a state of constant, high-intensity combat, which naturally restricts many builds.
In this environment, almost every viable build (BD) and team composition exists solely to survive and adapt to this brutal combat tempo.

It’s not that players are unimaginative or unwilling to experiment — it’s that the environment itself enforces specialization.

Even within the Chinese community, we’ve tried to come up with interesting self-imposed challenges to break the monotony:

  • Lasgun-only” runs,

  • missions where the map is completely dark like Vermintide 2 and players can carry only flashlights,

  • or team challenges where only Ogryns and Veterans are allowed.

But ultimately, the current Havoc meta is a product of its own extreme combat conditions.
You can’t blame players for using limited weapon and build options — because Havoc itself demands specialization.

In the end, it’s not about refusing variety.
It’s about surviving in a mode where every decision, every weapon, and every build is judged by one simple standard:

Can it endure the Emperor’s fading light?

3 Likes

I’ll just copy and paste my take on Uprising-Auric VS Havoc from another Topic:

10 Likes

For me personally, I don’t feel this way as much as other people do because I play almost exclusively as Ogryn these days - and his builds, whilst limited, are actually quite well balanced now and almost everything is a viable choice, even in H40. However, I see the patterns of builds used by other classes and clearly there are issues.

Please don’t misunderstand me. I don’t believe that simply nerfing a few things is the magic fix, but it is a small part of the overall balancing that needs to happen regularly. This might mean some other weapons of skills receive a buff whilst others receive nerfs.

I also believe that overall difficulty, across all tiers in the game, should be made more challenging so that it is much harder to reach h40.

Yes some things might need a buff whilst other might need a nerf. It’s simply about levelling the power of the options. And Havoc is a mode only intended for extreme challenge where fewer players will stay compared to normal missions, and so balance doesn’t become as important to FS there - that might be frustrating but I believe it’s the truth.

No worries and understood. I appreciate things can be lost in translation. But moving forward, please remember that the majority of ‘casual’ players do not even play havoc or if they do it certainly won’t be anywhere near H40. So they will not ever request nerfs.

2 Likes

Darktide offers a variety of playstyles thanks to its complex controls, extensive skill trees, and diverse weapons, but Havoc has become a shallow game mode where all of that is restricted, forcing players to spam only a few predetermined OP weapons. That is precisely Havoc’s biggest problem. If someone can play the game forever using only the VoC, Plasma, and DS, that might be fine, but I don’t find that interesting at all, and such a game mode is unnecessary.

10 Likes

As well as Players and Enemies.

3 Likes

Indeed! And really that is what all balancing tweaks boil down to in the end.

2 Likes

Yep. If demotion wasn’t a thing then losing would simply mean a hurt pride instead of a new struggle to simply access the game again.

If demotion was removed then we would see soooooo many more different builds.

Balancing still needs to occur but the horrible demotion system is massively to blame for havoc-specific woes.

3 Likes

In my view, Ogryns are the most balanced class in the game.

In Havoc 40, their Gauntlets and Low Roar Grenade Launchers perform admirably.
Their melee arsenal — Pickaxes, Shock Batons, and Shields — all see meaningful usage and bring solid power to the table.

We’ve also seen grenade crates, Massive Bombs, and even Rock Throw in play.
This variety makes Ogryns not only strong but also fun and versatile — arguably the most enjoyable class in terms of diverse playstyle options.

Other classes, unfortunately, don’t enjoy the same level of balance — that’s just a fact.

Ogryns could serve as a model for balance adjustments for other classes.
However, I have my doubts, because the high-intensity combat nature of Havoc may simply be too unforgiving to allow for similar flexibility in other roles.

7 Likes

Once you reach havoc 40 there will be no more demotion. No matter how many games you lose you will keep your havoc level. All you need to do is to win one havoc 40 game every week to maintain it.

That is the host level, which requires a hell of a lot of luck, spare time, and usually a group of premades in order to get it. I got it when havoc first came out then the bug put us all to zero and I haven’t the time commitment available to get to host level, despite winning at least 1 h40 a week.

It’s beside the point anyway though - it forces meta and toxicity for obvious reasons.

Then demotion is still technically there. Making the player have to complete one a week also forces meta, until they have achieved one, at the very least.

Demotion is poison.

3 Likes

Nerf every class to Zealot’s level as, surprisingly, they’re now the most balanced classs.

Every other class can bring stupendous amounts of both support and damage at the same time while Zealot actually has choose.

Shout Vet hits the same breakpoints as Exe Stance while still providing virtual invulnerability to the team.

Every Ogyrn brings Taunt (unless there’s two Ogyrns) and Ogyrns sacrifice no damage for bringing a defensive utility skill.

Psyker does loose damage by taking Bubble but they still out-damage everything even though brought a defensive skill.

5 Likes

The switcheroo between ‘Think of the casuals! Don’t listen to the pro player’ and ‘Think of the pro players! Don’t listen to casual’ is pretty funny tbh whatever fits the narrative better, I guess.

At this point, it might be easier if FS just split the game and made a separate version for China, like how PoE or Warframe did.

But that’s probably asking too much from them.

3 Likes

Also found this on Reddit.

Guess FS also know their audience well, that’s probably why they didn’t touch Plasma and DS(well they did but not really) after that one leak incident.

So everything is pretty much on the whims of a group of people.

2 Likes

Zealot can still be best boss killer while still using book

I think I posted this like 3 times already but I’m lazy to screenshots anything else, but essentially 19/20 games my Zealot ends up with top boss dmg

No I’m not running hammer

Book farming is consistent to around 30s, assuming you run current nerfed PCT and constantly hit headshots like I do

Zealot still has the huge pause button called book, can still have really good damage into anything, is essentially unkillable as long as you don’t make a mistake in lower intervals than every 2 minutes

It’s funny the mention about Arbites because in this screenshots it’s an Arbites who has top dmg

Yes, Melee veteran is insane and needs nerfing, but that doesn’t mean Zealot and Arbites are not good

2 Likes

Since you say you can stand invincible, give me your FSID, You can’t just talk on the community forum; let me know that what you say is true.