I haven’t played too many yet but grinding 1 level at a time on some low difficulty havoc which we can speed run with 2 player party is not exactly the “peak” difficulty i envisioned from this system.
This was the exact problem with weaves for good 60+ runs so i would have thought that someone maybe would have considered the problems in the previous system before pushing this out?
Also for some inexplicable reason it requires maelstrom completion, yet the difficulty is way easier than most maelstroms modifiers for good 20-30 havocs at the very least.
Idk what the feedback on this system was before release but there are obvious problems. At this point I don’t even understand the lack of quickplay when most players can easily clear quite a bit of havoc before getting any sort of challenge out of it.
To add: If the devs want a quick and easy way to make progression bit faster then make it so you can do like +5/+10 higher content instead of the current 1 by 1 approach.
Like does it matter if i can speed run my way to the actual content i find meaningful? If i cant do 40 then i probably start doing lower content either way.
Another update that makes me question if the devs even play their game
Garbage party finder, obscure filter rules
Auric Maelstrom clearance required, but then forced to grind through dozens of missions barely more difficult than Malice to get to the actual challenge
Level 30 required, but no gear score check
Matchmaking constantly breaking
Material rewards, who the f wants more material rewards, again and again and again
The only upside is that you finally came up with a game mode that doesn’t force you to backfill, congratulations i guess
Lights out is fun occasionally. The literal 1 problem I have and will have with it (for the foreseeable future) is you can’t put flashlights on whatever you want. That is an absolute dog water design decision. Always has been, always will be.
The only reason it works in Vermintide is because you are given torches to carry through those levels (which in itself is it’s own kind of annoyance, but at least it’s something) instead of your light being tied to your loadout.
Never liked them. But I need to complete 38 more to get rid of the penance…
Me… even if I reach the cap, I would still collect them.
Just for the satisfaction to find… a medikit when opening a chest that all teammates have not checked.
I don’t think a gear score check would help anyone with anything, especially considering how easy/cheap it is to get 500s these days.
When this mode is conquered, the sweatiest sweats are going to need to run it with no talent points assigned and grey weapons.
The material rewards are meh, but I do really like that there’s no plasteel/diamantine to scrounge for in the missions. That’s one of my favorite parts of the normal game, but I’m looking forward to concentrating on the team in Havoc.
Look at other weapons… you’ll be surprised. Really.
I would not mind a game mode without materials, or materials given at the end screen by the Emperor. But not havoc. This game mode has nothing that sounds appealing.
I definitely do. I’d just like them in a part of the game I can actually access without having online gaming friends.
Guess they will have to stay in the cupboard of obscurity along with private only penance cosmetic rewards (which are naturally the best looking ones…yeah thanks Fatshark).
The structure for this game mode is so baffling in its inception.
Seems like the best course of action is to just wait a while and let someone else grind up to a high level, beg to join their party, clear level 40, and then wait a week for your own rank to catch up to that.
In short, the answer to playing this mode optimally is just mostly not playing the mode? Otherwise you’re subjecting yourself to boredom. So weird.
I’m not going to offer any helpful or insightful comment here… I just want to add that my feeling of vindication about the state of this mode is palpable…
no decaying system, shared progress without timegating (everyone gets a check on the completed weave, ranks have to be unlocked climped consecutively, progress can still be attained by joining higher ranks)
the option to start solo
Whereas Darktide has us:
playing the same maps we’ve been running since 2 years
no option to start solo
forced to grind through malice/heresy on full size maps
How did they manage to take weaves and ‘improve’ it into absolute dogsht?
This mode is unbelievably bad. I dont see this mode lasting a week. From gatekeeping it behind a premade to losing rank and not being able to play the actual end game difficulty because of it, what was the thinking behind all of this? Complete and utter garbage, that’s all this mode is.