The speed with which we can dispense the Emperor’s justice on non-havoc difficulties makes those difficulties, in my opinion, very boring. The difference in time it takes to kill a grunt vs a mauler vs a crusher with standard damnation health pools is, at times, non-existent. The crafting update finally did away with the artificial RNG gap between player’s gear levels, which means balancing damnation around max level weapons and blessings is now both reasonable, and necessary, to put an end to the leisurely park-strolling Auric has become.
Joke aside, many enemy are triple health or more from sediction to damnation.
At this moment I’m doing Auric damnation helping players with the event and so far I had only 2 matches were i wasnt the only one alive and had to clutch.
In fact, I hate the changes to gunners that I believe is made for havoc. Zero skill except sliding for cover etc.
Just take it as a compliment if you find it boring but keep the fake difficulty in havoc. ( ai bullet sponge instead of normal balance )
To clarify, I want rather more density, hordes etc to make it more difficult instead of upping the Numbers.
As someone who just ran around barely getting the last 5 auric Maelstrom wins I needed last night just to get to 30 after 9 hours of doing them due to the influx of people not knowing what they where doing, I can most assuredly tell you that while times to kill are pretty quick, so are times to die for all my allies.
In a pre-made or a team of high end players, it’s a cake walk for sure, but that is entirely what Havoc is for, to challenge pre-mades.
But normal modes are built around the fact that you might at best have 1 player that actually knows what they are doing, and I can tell you straight up, I can kill a lot of mutants on my own, I can’t kill ALLL the 15+ mutants on my own xD.
But in Auric Damnation it’s a different story, and ‘clutching up’ is one of the greatest feelings you can have in that mode, and removing the ability to do that I don’t think is entirely needed. Not to mention one needs to look at the lack luster weapons first before they look at enemy health pools, because if everything is balanced around the plasma/bolt gun/flamer, Helbore becomes even more unusable, combat shotguns might as well be deleted, and most of the lower tear ‘maniac and below’ add clear weapons start having trouble where as right now they do just fine. Not to mention certain things like the staffs on Psyker being very fine tuned to have very specific break points, that if health gets ampped they no longer meet (as it required perfect stat totals to meet them in the first place), and now nothing but Inferno can function in Auric again and it’s very not good.
well the problem WITH havoc is that everybody hides behind 1 or two loadouts / talents, shivering his timbers and rabidly snaps at everyone that isnt zealot or psyker.
got my true survivor (see how many of em still drop in auric maelstrom) and my havoc 40 and am glad to not have to deal with that show or rather its participants. reject my 4ss.
thems coming down with their corset in hope of getting their one trick pony again, nah thx.
i prefer the fast paced style compared to the “quick… under my skirt” gameplay that is havoc right now.
nothing but just an “off” switch for hardwired obstacles unique to havoc.
see zealots try give yellow toughness in auric maelstrom and HISTG while actually lacking mechanical skill in the movement and aiming department or psykers run along from bubble to bubble when they are the only ones remaining under it cause there’s no need really seperates the weed from the chaff in my opinion.
I think stuff like dueling sword spam throw that calculation off hard. Crushers die pretty rapidly on Havoc 40, but that’s cause there’s usually 3 or more people spamming dueling sword pokes. Hordes die pretty quick, but that’s because someone with infinite aoe dot stack applications is taking care of that.
I think Havoc is pretty terribly balanced for non meta loadouts. Trying to cleave hordes with e.g. a shock maul, a weapon designed to have decent cleave and does it fine on Aurics, is just frustrating and almost pointless.
In other words, while I like super thick hordes I think they went a bit too far in the direction of making stuff hard to cleave to the point where people literally stop bringing cleave weps and just use dueling swords instead. Why bring a shock maul for hordes when you can just bring a dueling sword to twoshot crushers through the HP buffs and take care of the hordes with shredder nades and flamers? Not to mention that with the shock maul you aren’t killing that h40 crusher in under 20 seconds.
Havoc mechanics should encourage bringing cleave weps for variety, but the current implementation does the opposite.
TBF I think this is in the works, just needs more time to cook.
Personally I’d like to see certain enemy types pose more challenge individually and require more meaningful counterplay. If there were half the crushers and they were twice as juiced up I’d be down for that.
Tbh I think fatshark should take a look at left 4 dead and back 4 blood how they handeld enemy comp.
Instead of bumping Numbers, make variations of enemies. Like for example an Crusher, give it a cleave with less damage but a wider cone. And like the trapper from vt2 instead of net a hook. The enemy (forget its name) that runs at you and grabs you make it walk and do an aoe spike attack.
But at the same time balance Some, the bombers can throw bombs from Max meters and trappers having Some clean clear of sight off you.
Also just increase the normal horde size. They are to small and to few.
And I love how the new blessings work that they can buff you blitz. Please more of that !!!
And indeed. They can now balance damnation more around weapons and blessings but also Vise versa.
I went back to a crusher mace and Autogun and enemies took a lot longer to die.
Think Reginald is right, if the outliers were tamed a lot of people (myself included) would likely struggle at the map level they’re currently playing.