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
as an option iām not against it, let people play what they want.
as a core gameplay change iād call darktide quits for good
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
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. Thatās what theyāve 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.
Iāve 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 Iāve grouped with really tries to work as a team, thereās no antisocial running ahead and gobbling all the ammo like I used to see in aurics.
Not sure if thatās because thereās 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 itās been really nice.
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 didnāt 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.
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 donāt want to put words in @Reginaldās 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 donāt even bother having one of the zealots take beaconā¦)
I mean FotF gives you ranged immunity and high mobility. Itās as big of a shooter counter as there is outside of gold toughness + psykers force wall. Itās 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 donāt have beacon but they also donāt 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, Iām not saying itās impossible to begin with. Iām sure a well communicating team could even do an Ogryn 4 man clear, possibly relying on map RNG like that. Thereās a duo run of it on the easiest map. Iām 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 doesnāt mean itās good balance that encourages variety.
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 isnāt 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 arenāt a serious threat and we ignore them as a real enemy. (auric maelstrom).