Havoc is Fun!

who would have thought :smile:

fact remains:
unreliable gaming hours
dedicated to one class only (which happens to be the least favored)

makes havoc a less than enjoyable experience currently.

even at the point of gotten good theres no forcing people to witness cause they opt out ogryn teams.

glad i left those behind long time ago. darktide is what quake was and my body needs for dopamine :yum:

as an option i’m not against it, let people play what they want.
as a core gameplay change i’d call darktide quits for good :man_shrugging:
getting comfortable in highest auric maelstrom settings and clutch situations gave me the thrill again i was having winning tournaments on lan parties 30 years ago. never want to miss that feel again

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lol ok not for you then!

The core of the combat system/mechanics is incredible. But everything around that (enemy health and behavior, Director strategies, available kit, levels, etc.) could be reworked to create a totally different feel. That’s what they’ve done with Havoc. And what they did with Chaos Wastes too.

A slower-paced exploration through a randomized level with high damage, reasons to sneak and avoid engagements more often, and friendly fire could be really really interesting imo.

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Y’know, like a Wormwood agent.

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no need for sneaky when every puny’s pulp

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Are some maps excluded from Havoc? It does seem like I’m playing the same maps over and over again – Refinery Delta, Vigil Station, and Gloriana

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warren 619 smelter complex and the arena carnival that eludes me right now was the flavor of the week for me it seems :yum:

@Badwin
i’m not sure thats the right ā€œmr mijagiā€ :smile:

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I searched for ā€œgiant ninja!ā€

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im not sure thats how :ninja: works

i mean you can put hafbjorn thorson into pajamas, doesnt make him blend with the environment more :rofl:

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Just dress him up like a brick wall.

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I’ve been pleasantly surprised by this too. Party finder groups tend to stick together for multiple matches and people actually talk to each other. Almost everyone I’ve grouped with really tries to work as a team, there’s no antisocial running ahead and gobbling all the ammo like I used to see in aurics.

Not sure if that’s because there’s now an actual consequence (however small) of failing, or because party finder makes you devote a little thought to who you pair up with, or just because people actually have a goal now. But it’s been really nice.

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Yeah! They picked a handful to craft triggers and spawns for and left out others. I have no source but I remember hearing that some maps they were concerned didn’t play well with the modifiers and they wanted extra time with those? Needs confirmation.

Off the top of my head, I believe the havoc maps available right now are Arena Carnival, Plague Vat Carnival, Refinery Delta, Gloriana, Vigil Station, Deep Archives, *edit: and Smelter Complex.

Anyone can correct me if I missed any.

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Oh interesting, Smelter Complex is on the list too, although I’ve only seen it come up once.

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Oh duh. Yeah it’s on there too.

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last of my vids,lvl 30 havoc, is smelter.
subjectively an easier map than say gloriana it can give you a higher chance of success in my opinion.

plus people actually sticking together makes the finale the least difficult part of the run

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If you watch the video, the point is actually that there are many team comps and builds that work in havocs, and that (while there is a meta) the community is wayyyy too hung up on that at the moment. I don’t want to put words in @Reginald’s mouth but it seemed like he picked the 4 zealot zerg team as a purposely ridiculous team comp, to show that even a very silly team like 4 FotF zealots could clear it. (I mean, they don’t even bother having one of the zealots take beacon…)

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I mean FotF gives you ranged immunity and high mobility. It’s as big of a shooter counter as there is outside of gold toughness + psykers force wall. It’s absolutely not a ridiculous team comp in any sense of the word. They sidestep the ammo issue via throwing knives too, to an extent. They don’t have beacon but they also don’t have the blight modifier anyway.
Ontop of that, I did watch the video and they genuinely did not get any shooters where shooters would be hard to deal with. Almost their entire outdoors map is just ragers. We had a couple of those games too, and we called them free wins and got true survivor off it.

And again, I’m not saying it’s impossible to begin with. I’m sure a well communicating team could even do an Ogryn 4 man clear, possibly relying on map RNG like that. There’s a duo run of it on the easiest map. I’m sure a true solo will exist at some point. The point is still that as a rule, this gamemode railroads teams into certain setups that counter the shooters. Anything else is intentional cocka and ball torture, akin to running an auric maelstrom solo without toughness nodes or curios. Sure someone could succeed at it, but that doesn’t mean it’s good balance that encourages variety.

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For anyone looking for the video being discussed (which I haven’t watched yet):

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That was exactly the reason.

This is a binary problem that cannot be solved. Either the game is hard, and requires the player to make careful decisions about their loadout, or the game isn’t hard and you can take anything (auric maelstrom).

Within this binary problem is a second binary problem. Either shooters/gunners are a threat and need to be seriously considered with every loadout (Havoc 40), or they aren’t a serious threat and we ignore them as a real enemy. (auric maelstrom).

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