"Free the modifiers" 2.0 - new base game's difficulty level with ALL modifiers existing in the game

That was suggested before afaicr, but I believe it was just about using more modifiers in existing base game’s difficulty levels. Which I suppose may not be what FS wants for base game, to appeal to a more general audience. People who have been playing the game for a while and are sick of the “standard” modifiers, but also are sick of Havoc with its maps fixed for whole week and absence of Quickplay option, would really appreciate more variety added here though.

I believe the solution could be one more extra level of difficulty on top of Auric, which would have effectively the same base difficulty level as the later, but would offer ALL modifiers that exist in the game, including Havoc modifiers and those have been used for all events to this day. With every mission having at least one such modifier on top of the “standard” ones.

Give us oldtimers true variety of environments to play within, at last, the game needs a gust of fresh air!

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I know most people love the hi int on top ot the auric built in high int but I would prefer it to be more of an alternative to auric. On the other side I really like the reduced health and toughness pools of havoc as it makes all defensive skills more sane.

What about your suggestion but instead of auric make it damnation but with emperor’s dying light.

What I really hate about Emperor’s faiding light (and Havoc above 20lv in general) is how punishing those chaff/trash shooters become out of sudden. That either is pigeonholling you into using a very narrow subset of team compositions / builds / talents choices - or forces the need to constantly twitch-sliding when moving around, to just stay alive.

I’m not a big fan of any constantly present, baseline modifier that forces metas like that. To have it in some of the missions you can avoid if you’re sick of it? Sure, why not. To make it default - I really wouldn’t like that. Not for the base game, at least.

IMO, optimal level of challenge there would be something where said “defensive skills” are not direly required - but just make your life easier / more comfortable. Baseline challenge must be beatable for a wide variety of builds. That also is primary requirement for any mode that is supposed to be played in PUGs mostly (unlike Havoc).

nah mate, that :poop: is the reason bubble psykers get babysat in the first place and the game dials down to a crawl.

I don’t want a 40k simulator, the fast paced action is what drew me in in the first place.

this and auric maelstrom being a perfect “free for all” with people either coming along or dying behind, it’s the next best thing to solo mode we got right now.

you got the skills, you continue on your own despite the team’s failings.

that way I don’t need to rage about dudes in settings far above their heads.

havoc phalanx mode is boring as fk, either its a slomo hop from bubble to bubble or the premade at hand does the ever same thing at the ever same spots and it gets stale as well :man_shrugging:

let casuals fkk up and spice up the match in the process but leave the agency to those capable of independent play to see the match through no matter what.

everything else creates resentment towards the nosedivers

They should add Inferno to the mission pool at the very least.

Granted I should have been more precise: I want the reduced toughness and health from emperor’s dying light as well as the removed damage reduction on toughness break. The increase to shooter rate of fire and damage was not included in my mind.

Well one can either keep on increasing the spawn rate for a muh harder mode or go other ways. I prefer other ways, which will inevitably make the game slower and more strategic. My favourite would be to half all toughness replenishment nodes. But I am realistic enough to not even indulge in the thought.

I do understand your resentment against emperor’s fading light as an ogrin main. Ogrin is still hit hardest by the increase to shooter damage. But I think there is a sweet spot somewhere between mission board and havoc40 which is more what we want than slapping another modifier on top of high int and auric high int.

ways I’d focus on would be the total deletion and undoing of the power creep with a little less than current enemy numbers, especially on the crusher/bulwark front.

keep the game as fast paced as possible but at the same time focus 100% on players physical skills such as aiming, movement etc and vastly reduce perks/blessings/talents etc.

at that point you don’t need rainbow colored crap to match the overblown abilities your character brings no matter your personal performance and stuff like auric maelstrom “+” can be the next “harder” mode people can still enjoy while ignoring other players if they mess up.

havoc in particular I despise cause it forces me to engage with boneheads that “reject” anything that isn’t safe in their opinion, an opinion I don’t give 2 :poop: about in the first place.

random coop shooter should be open lobby, you get what you get, but if you’re good enough you don’t need to bother much about dropouts :man_shrugging:

so yeah. auric maelstrom currently is my favorite mode, i’d play havoc more often if there wasn’t a mandatory party finder.

the problem with fading light is its forced upon reliance on features others need to bring and I hate nothing more than being reliant on strangers in a game that up until now had me see through every difficulty on my own terms and pace.

Try between havoc 20 and 30. There I have already clutched games with all my chars. It is around the sweet spot I am talking about, only thing holding it back is party finder.

freeing the modifiers is not about difficulty… Its about freedom of choice, and letting the players play with whatever modifiers they want, not to make the more challenging but to make the game more FUN.

I dont want “extra level of difficulty” i want to be able to play with whatever modifiers i want in whatever mission i want.
Or at least have actual proper variety of modifiers in the mission selection instead of the same $hit thats been rotated since the game launched.

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Yet there are different ways to do that which will bring different end results. I think I can say we all agree that we want to freely choose modifiers, although I would probably wish a randomize feature. The problem with slapping just another modifier on top of already several modifiers is further pollution of the game: more spam ,more clowncars, more power creep, less fun. That’s why I suggest to replace a modifier and reduce base player power…