Auric, Havoc, and Bringing back the 'Casual High End Player Experience'

It’s been no secret that over the past year or so, with all the various character reworks and now a new beyond broken class, that we as players have exploded in power level. And with the likely eye turning to Zealot next (with Veteran likely getting a touch up whenever they go about releasing their new weapon they say they are going to give to them…eventually), and bringing everything full circle, it creates an issue where their perceived solution to the problem (havoc) is universally hated and despised due to the systems marring it’s ability to be played, but they actively try and shove people into it anyway by gutting Auric in terms of it’s difficulty and density, and forcing ‘rank resets’ every major update like that will somehow make things better.

To that end, many have stated how they languish when it comes to getting that ‘moderately difficult rush’ like what used to be present, as it actively doesn’t exist anymore unless you subject yourself to a system nobody asked for or wanted (Party Finder). But, I’m also not naive, and I realize doing high end havoc without a minor vetting process, especially these days, isn’t really something one can expect to just put behind a quick play playlist and have it be fun. It’s already practically unplayable due to the low population and players either playing it 4 stack or not at all, let alone adding quick play and constantly demoting as you get put in teams of people desperately trying to get carried in a game mode that actively does not allow anyone to slack off.

But, that being said, the early ranks of havoc are a joke, on account of them being based on lower difficulties and being an ‘introduction’ to the game mode as a whole. I get why they exist, but they also serve as a MASSIVE barrier for many players, as most high end players don’t want to waste their time grinding the lower ranks, while most low to mid-high players don’t want to ‘push to high’ and suddenly they are having to mega try hard instead of just playing a game mode with actually decent enemy density and toughness in relation to our power level. I’d say ‘nerf things so that auric is fun again’, but it’s very clear ‘everything is being balanced around Havoc’, and one only has to look at Ogryn/Arbitrator to see it.

So, while I’d like to say ‘remove demoting and allow havoc quickplay’, no part of me thinks that will ever occur, at least not within a reasonable time frame to make the game enjoyable again for, as the title describes, ‘the Casual High End Player’ (like myself, who was an Auric Andy since I got to the difficulty and now can only really get my kicks by personally gimping myself in Auric Mortis Trials by picking all bad boons and getting on ‘the good map’ to feel alive again). So, in loo of being able to expect that, I propose this instead, as I have played ‘mid level Havocs’ here and there and enjoyed them, and thus think that:

  • Level’s 1-20 havoc become quick play capable, and you can quick play into them as soon as you hit Havoc rank 20. I’d also think shaving off Havoc Ranks 1-10 and just doing 10-30 in terms of difficulty would be nice (doing the maelstrom instead starting you at 6 instead of 16), but if I can specifically state ‘I want to quickplay/host a havoc 20’ I’d be ok without that happening too.

  • Havoc Rank 20 becomes a ‘checkpoint’, you can’t lose ranks past 20 ever, and rank resets will only reset you back to 20 at the most (40 still drops to 30, 30 to 20, but that’s it). As stated I’d like to see demotion/this bs ‘player retention’ crap removed entirely from what is a PVE GAME!, but they’ve been doing nothing but doubling down, so I’d at least like to see it ‘better’/enable what I’m currently thinking, verses continue to make it unplayable by random teams at 20 an below still risking demotion.

  • Matches done via ‘Havoc Quickplay’ have normal Auric rewards given to them, either just handed to you at the end (if you don’t want to turn back on material grabbing), or said material grabbing is turned back on. Either would be good to me.

  • Havoc modifiers stay the same, but toughness/health and ammo reduction is removed from havoc 20 and below (even the minor amount it effects you at those ranks), and instead only starts to scale once you push up to 21 and above. This being instead a proper ‘turning point’ into the big leagues, verses being the ‘sandbox’ that ‘lets you get your feet wet’ with all the modifiers and general difficulty.

With ALL this, now suddenly us ‘previous Auric Andy’s’ without a home, have a home again. We get to have our rng rando quick play experience in a fun, hard, enemy rich environment (Havoc 20), while experimenting with builds and trying to see ‘what might be able to climb’ in a safe experiment capable environment with no worries of ‘getting it taken away from us’. Lower rank players can get occasional help from a quick play Andy and see what they are doing to try and emulate them (perhaps add the ability to see builds at the end of mission havoc screen), and maybe even find players more organically that would want to push into the higher ranks when a ‘good team flow’ happens to randomly occur (given the ‘squad up’ feature already exists in quick play). And the ‘super sweats’ can still push for 40, and sit in their glass house once they get their with their 2 toughness and 1 bullet per ammo pick up, getting annoyed when they get shoved out of it at the start of every season but it mainly being there so that people can be ‘converted’ to super sweats if they happen to get lucky and get into one of their teams along their early ‘season’ climb.

Now there’s an actual ‘on boarding process’, a clear distinction of ‘now is when it gets hard’, and everyone can have their ‘proper playgrounds’ again. The true casuals can play around in their damnations and Aurics and have a grand time feeling like they are ‘doing the fun but hard stuff’, the previous ‘Auric Andys’ can now live in their Quick play Havoc happy place, and the 1% high end sweats can push to 40 and have the difficulty all to themselves. Everyone wins, instead of the current system, where everyone but the toppest of top 1% loses… (since the casuals get frustrated at the Auric Andy’s ‘speedrunning Aurics’ since said players are just trying to feel alive again without having to deal with Party Finder, and said Auric Andy’s are still bored af and just want to ‘feel the rush again’ via a constant flow of enemies but don’t want to deal with the Havoc BS, so only the top 1% players actually feel happy, and only after they’ve hit 40 again every rotation).

2 Likes

I could go on and on about how much I hate the direction Havoc is taking. Havoc 2.0 just making the whole thing objectively more frustrating. Jamming a bunch of regenerating, immune to CC enemies together on specific tiles or turning a corner and stepping a toe across the line so the Hexbound DH starts being summoned faster at the same time twins and an elite horde decide to spawn. It’s not difficulty, it’s a lazy tacked on attempt to fight the current “meta” strategies like Chorus spam and Infinite Cleave. I feel like a broken record with how many times I’ve bitched about this but oh my days I just get frustrating thinking about it.

Them making improvements to the party finder experience is all well and good but I really want to see improvements to Havoc 2.0 and adressing how lazily put together it was first.

5 Likes

Good general sentiment; I mostly agree.

I think the best idea I’ve seen is just group the QP capability into brackets of 10 since they pretty evenly delineate the equivalent difficulty jumps (or used to).

  • 1-10 (malice)
  • 11-20 (heresy)
  • 21-30 (damnation)
  • 31-40 (masochist)

IF havoc is where we’re being pushed via this Auric dumb-down (still hoping it’s a bug), this is pretty much what I need to see before I reach a point I’m walking away from the game. And, as I’ve said before, that alone, without fixing any other warts (Hexbound bugs, demotes, decay, nothing rewards) is sufficient to me, since it really only that
Party Finder Princess :tm: :copyright: :registered:
is a minigame I refuse to play and is keeping me from the mode.

1 Like

I got the Flawless Execution penance this weekend. I don’t typically care about penances, and since I play almost exclusively on auric hi-shock/maelstrom, I always figured it was one of those I was just never going to get. But without me noticing, my arbitrator had put together a series of15 wins without a single down. Just for fun, I started keeping track of how many games in a row without a down I could manage. After 31 clean wins, I finally died to a random barrel on an inferno map.

This is where auric is at now. The challenge has nearly completely evaporated. While you might attribute some of that to broken spawns(?), it’s clear that the power creep is continuing apace with the release of arbitrator. The class is just incredibly strong overall.

What to do about it? Well, given that Fatshark has demonstrated that the only answer it has to power creep is to power creep everything else, we might as well give up on auric and just implement that sixth difficulty already. Call it Impossible difficulty or whatever, make it the equivalent of havoc 25 or so, and then slap a big, red sticker on it that says “Here Be Dragons!” or some such to give players appropriate warning that this is actually meant to challenge them.

Either that, or just allow quickplay access to havoc. I have pretty much given up on the idea of ever getting to play havoc as long as the party finder is required.

4 Likes

oh, these are almost my thoughts, so i’ll share. although i’m glad for the arbitrator release, as a really big piece of new content - with them even the auric melstrom became boring. instead of at least some survival and tactics, everyone runs headlong forward, trying to collect more kills. looks more like competetion than co-op. well, bosses also live for a few seconds, and that’s without a hammer zealot. this is not serious challenge anymore. playing for other classes with 3 arbiters in a group has become even worse, since 3 dogs knock down all the specialists around (i would even suggest that enemies, if they are close, throw dogs off allies, as we, players, can do).
havoc can offer a difficulty, yes - but, compared to “quick play”, preparing for a match still requires additional time to assemble a group. and demotion - in fact, demotivates to play. sometimes you just want to save your current rank if the end of the week is near, and during this wait you have to knock on other people’s groups of a lower rank. and the chance of acceptance is again not a 100%. another waste of time instead of playing. I want myself to start game with any havoc level below mine!
I would really like a quick play option that would, say, gather people of your rank or lower (say 5 or 3 levels lower), and even better with checkmark to exclude repeated classes in the group. the chances that everything will go downhill are of course higher, but it would also be cool to have the ability to pay crafting materials or currently useless Melk’s money - in order to cancel the demotion once and buy another attempt.

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Yeah, I already made a large af post a good while ago with my general Havoc distaste for the systems used to bar entry to it.

But this was more created as a ‘concession’ post, realizing that they are going to double down on this system for the forseeable future, and just going like ‘hay, I realize this is how you want to keep things difficult for players, but you are leaving the ‘quickplay auric’ players in the dust. This is like a vast amount of your dedicated player base, and you’re going to see your consistent player numbers dwindle dramatically if you don’t make changes to allow us to enjoy ourselves again/keep your population consistent’.

In loo of fixing havoc, I proposed the above to at least allow some semblance of enjoyment to be had, for as most have stated, Arbite and the general class reworks combined with Auric getting it’s difficulty removed, has made the game a complete cake walk in any mode capable of being quick played into. And that’s 99% of the population of the game now becoming bored, and that’s not good.

I’ll lament about Havoc and the obscene systems forced onto what could have been a real fun game mode all day, but realizing that Fatshark will sit on it for another 2-4 years before finally conceding to the community stares at weapon crafting I felt this would be a nice ‘bandaid fix’ to at least stem the bleeding while still allowing them to ‘keep all their bad ideas’ until they iterate enough internally to realize they are bad themselves.

Top end havoc stays the same so Fatshark is happy, lower end havoc/20-25 and below havoc becomes the place for us ‘Auric Andys’ to finally enjoy ourselves again in a quickplay capacity. I just hope if any dev does look into this, that they ‘see the vision’ as well, if not just rework how players are allowed to get into/engage with havoc all together.

(and as a side note to the topic in general, glad others are feeling similar feelings as me as well and are voicing them here. May we get our ‘moderately hard quickplay experience’ back someday…somedayyyy…)

Honestly, beside weird ideological reasons, I don’t see any others to not allow it for all Havoc as an option. Fair enough, it may not be very suitable to the difficulty there - but it’s for people to decide how they prefer to group up. It’s okay to put a big scary warning below the button, that if you click it you’ll very likely be a part of sub-optimal squad of random, not dedicated enough players blah blah blah - and that you should use squad finder instead. But the ball needs to be in player’s park, in the end.

2 Likes

For sure for sure, I figured I’d just come at this from the angle of ‘what might FS ACTually do if I’m hopeful enough?’, I feel they aren’t willing to fully get rid of their Party Finder Child just yet (I know this technically wouldn’t, but it functionally would since even less would use it), so figured I’d ‘compromise’, especially given the horror stories I hear about for high levels of havoc not in pre-made these days (though I rando’d my way all the way up ‘back in the day’, but from what I can tell they’ve made it a lot harder/spamier since those days). Figure focus on at least allowing the ‘easy’ stuff to get a quickplay option, verses continuing to have no QP option at all and sobbing.

But if they would enable QP for the entire mode? I’d very much adore that absolutely.

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