Better havoc

So. We have in-game content like havok.

Everyone knows the situation with modifiers and their rotation. I can’t say that I’m satisfied with the current situation. Some rotations are normal, while others are absolutely terrible (hello to red healing enemies or stimms + rotten armor).

There’s always room for improvement, so here’s my suggestion:

  1. remove the modifiers as they are and implement ALL modifiers in the havoc itself and tie them to rooms (or segments of the map, “segment” modifiers) and to waves of enemies (“wave” modifiers). The essence of this point is to make the game more interesting and lively. Example: you go to a room, and there is a ritual, while you destroy it, you hear a horde, but you do not know, it will be rotten armor, or maybe there will be only 21 Mebians, or maybe… maybe there will be a pack of dogs. No one knows what modifiers you got for this wave. You don’t know what’s going to happen in the next room either. Will there be three bosses, or will there be a totem (about it below)? Sefoni knows)

  2. Add the totems from the event. Yes, the ones you break and the boss comes. Only this time, they don’t give a buff around them, but rather on the entire map segment, and you have a choice. You can either encounter the bosses by destroying the totem, or you can complete the map segment and deal with stronger regular enemies.

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Something (mostly everything) about it doesn’t sit well with me to be honest

My biggest gripe with Havoc is the it went really well until it suddenly didn’t factor and adding a layer of RNG and a totem minigame that involves boss isn’t on my list of making it better!

Also i feel like a mode that throws at you somewhere between 90-110 enemies a minute is quite lively, 4 minutes of DT Havoc tasks you more than a 35 minutes 10 difficulty mission in Helldivers :slight_smile:

I guess you could say this kind of system would make every game WREAK HAVOC :rofl:

In all seriousness, I think it’s a very interesting idea that has the potential to make every Havoc playthrough feel genuinely unique and special. However, I also guess that it could also feel like a Russian roulette. Some modifiers could screw players up badly if they would happen right after some other specific modifiers

For example: Imagine seeing that a ritual has started 50 meters away from where you are. You start running to it, and then a horde of Rotten Crushers spawns and blocks your way.

But on the other hand, I believe that if FatShark would rework enemy spawns, things like Crusher/Mauler/Rager/etc. spam would stop happening and my worries would become irrelevant, as I proposed here:

The key to removing Enemy Spam

Overall, an interesting idea, but FatShark would need to change a handful of things before implementing such a rework to Havoc.

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Oh God-Emperor, imagine when they combine pus-hardened and rotten. Immortal enemies that leave corrupting sludge on the floor and obscuring toxic clouds in the air that obscures your vision.

Why are the modifiers generally so crap? The only modifier that’s half-way decent or fun is Cranial corruption.

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Very creative, I would actually give Havoc a go with something like this. I like how the choice to ignore the totem has consequences by buffing all enemies in the segment, but destroying it summons bosses. It gives more control of the situation to the players that they can strategize around vs 24/7 rotten armor with Encroaching Elites.

If something like the ritual idea is added, it would be great to see random event modifiers from Darktide’s past incorporated. Since technically they’re not on the mission board, maybe if Ten Cent is restricting their reappearance, they could reappear in this way without causing issues.

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