Havoc, my feelings - And yes I played it

I played Havoc, for now, till level 30 (that has failed) and I am actually only 25. In fact I wanted, at first, cosmetics. Now that I have them, I will try to climb difficulty levels.
From the more than 50 games I played, I can say that Havoc has not only bad points. In fact, I can see that this game mode has a lot of features really interesting.

The main point of the entire mode is to force cooperation. However, Fatshark has to understand that things don’t go like they think. Something that works in Helldivers 2, doesn’t and won’t work in Darktide.
In fact in Helldivers you can prepare yourself just before launching the mission (less choices to do as you need to pick your small arms, your main weapon, your armor and stratagems). This is not possible in Darktide. You have the build (something that cannot be changed in 59 seconds), the weapons ( and you cannot change blessings and perks on the starting screen) and Havoc suggests that you should cooperate with the others teammates.

However, in Darktide, for the majority of the players, it doesn’t work like it should. Of course, you can find players that have a real desire to collaborate, but most of the time you will just find players that just want that you click the PLAY button.

The good

There are a lot of good points in Havoc:

  • Difficulty progression: this is really well done. The progression is really smooth and really increases at a good pace
  • Modifiers: I do not like them, but I like the concept. In fact, I would love new difficulty mode with gunners that shoot faster, no grace period as a general rule… However, there’s a problem with all the hidden modifiers. You don’t clearly know what modifiers apply in the current mission or difficulty level (see about missions).
  • No leavers: This is absolutely great to know that you won’t have any reinforcement and that you cannot start any havoc mission. It forces players to stay in the mission. I have, however, a concern about the missing button to reconnect to the mission if you have left / a problem with the bug where you cannot reconnect etc. You should always be able to rejoin the mission until it has ended.
  • No materials: This is good to not have materials in the chests. This permits to focus more on the mission. I still try to find crates, but I feel less needed to check chests. Especially cause I think there are less loot in the Havoc levels.
  • Havoc has its own taste: This is obvious. They wanted to make havoc feels really different than normal game. This point is pretty good. However, I would want that they emphase this (see about mission - again).

The bad

  • About gameplays restrictions
    • ammo modifier: this is seriously annoying that, one class, that is balanced toward ranged weapons, has to use either lasgun or have to go melee. This impact too much ranged weapons gameplay
    • corruption: too many things are built around the corruption factor. This lead to a several talents that are too great for this mode
    • melee ftw: There’s a problem on this. The melee is too much important in Havoc. I love melee, but here this is the best way to deal with enemies. Why no modifier on melee, like enemies that resist more against melee? I don’t see why hardened skin does not give also resistance against melee hits.
    • psykers: When you put a modifier that impacts ammos, a penalty should also apply on powers for psykers staves. I don’t see why psykers have never something that impacts them. However, please… no penalty ONLY for them. What I mean here is that, if you penalize ranged weapons, penalize ALL and not all except psykers.

About the gameplays restrictions, I don’t like that Veterans (ranged weapons orientated) are so restricted, just to use lasguns. I don’t like that the zealot should take Beacon of purity. I don’t like that, as a psyker, you should take shield.
I am sure that it won’t last, cause players will adapt and find ways to deal with these difficulties. However, really, modifiers that restrict so much gameplays are not welcomed.
I know that the vet can deal with it with critical, when using lasguns, that don’t consume ammos. However, this does not apply to ballistic weapons.
So, anything that will impact badly gameplays, are a big no in my opinion. And that’s my main complain about this mode.

  • About the game mode
    • We never know what mission we will do. When someone lists the party, it should have the map / havoc level written. We should also be able to see what modifiers will apply with a tooltip when we put our mouse pointer over one. And all of this should also be displayed in an overlay in the Morningstar.
    • We don’t see what other teammates builds will have as build. I know this is really difficult as it can change. However, this could certainly help to build our talents tree.

What I point here is that Havoc is built around the idea that players will have to complete each others. The idea is clearly that someone should take an aura and an other an other one. If everybody stays in coherency, we all benefit from the different auras, so that’s better to accumulate different auras (except loner, of course).
But, the game does not provide the tools to do it. We need a place where we can see what others have chosen. And the 55 seconds timer on the screen before we start the mission does not help this.
We really need something like Helldivers has. In Helldivers II we can see the mission and the objectives. In Darktide, we need to see the difficulty, the penalties that apply, the modifiers and the mission. In Helldivers II there’s a screen where you see what other teammates have chosen.
We have something like this… but it doesn’t go enough deeper. We need to be able to see the build, and not just the blitz/aura/ability. I don’t know (cause I have so many mods) if you can see weapons, but if no, we should also (I think we can).
This screen should allow us to discuss and decide the strategy we adopt to face the mission.

What should be enhanced

  • We need to get a “leader” of the group. Actually, anybody seems to be able to recruit players to the group and launch a mission. This is how we can start a level 25 mission with players that wanted to join Havoc 1-10 missions (seen that by the past with a lobby I created). Allow also the leader to remove a teammate from the team (like a kick button but without vote and that could apply only when we are preparing to play the mission).
  • Freedom: What if I want to play a level 25 Havoc and not my level if I am at level 40? What if I want to play this mission with this modifier? Give us freedom.
  • Difficulty penalty: I want the the game explains me the penalty that will be applied during the mission. If the ammo replenish is half the normal rate, I want to know it… if a toughness penalty applies, I want to know it.
  • Reconnection button: Please add a button, always available, that, if you have “left” mission, and until the end of the mission, you can jump again in the mission until its end.
  • Havoc Quickplay: yes I know… but we, players, don’t like to have to wait 20 minutes to get a game. Permits us to select filters (they are already there in party finder) and give us a quickplay button.
  • Party finder: Please add the possibility to build our mission. Allow us to choose the mission, difficulty, penalties and modifiers we want to play with and allow us to propose it. Players could, like in havoc, apply to play the proposed mission. This would allow a lot of freedom and would make this feature great for a lot of players.
  • Modifiers: Add all modifiers to Havoc games. Nurgle blessing by example…

About the missions

  • Modifiers: I don’t like how modifiers are accumulated. One difficulty, one modifier (like nugle blessed), one or several penalty(ies) (like ammo penalty), one environment modifier (ventilation purge by example) should be the rule. But you should never have Moebian hordes + The Blight Spreads + Cranial Corruption etc…
  • Havoc should have different rules: I really think that Havoc should have its own rules that are progressively implemented from havoc level 1 to level 30… something that makes it really different than normal. But something we should be able to know, and not hidden (or just suggested by words without detailing what means these words). This is already there, but not really written and not displayed to the player. I want this point really enhanced.
  • Break the breakpoints!: my god, with all what you did, you have not think to this? we already have a sort of it with hardened skin. I would want that we can’t know what are the breakpoints. Maybe mix malice / heresy / damnation / new havoc enemies HP (so a shotgunner could have values of malice to havoc difficulty, there is no havoc actually but it should exists). Don’t know if it is possible, but I guess it is when we see several conditions applies at same time.
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Damn, I also wanted to write a small topic, but it took me a long time to formulate everything, and not to clog up my comment too.


And so, I want to tell my story of passing Havoc, and since this is my story, the suggestions that I will make are also mine, and then criticise as much as you like.

For reference, I have more than 1000+ hours in this great game, I think enough experienced player as I think (at least in terms of attention to the situation on the map), I am also quite loyal to players of any level, but that does not mean that I can not be toxic and aggressive. For reference among the mods I have TruLevel (switched back on special for Havok) and NumericUI. Plus I don’t use a title on a character - I don’t like the way they look and that’s it.

The history of the journey itself, there is a lot of text, so I will hide it not to turn into a chronicle, but it is worth reading and important to understand it:

Summary

And so out Havok, I read the patch notes and immediately see two things, 1HL give for any Maelshtorm, and 10HL for AM, and since I go to 90% on AM - nothing complicated, plus you need to play out before you go, went a couple of games, and among one of them were clearly newcomers to this mode, as determined it - just see + one of them said that moved from the 3rd difficulty for the sake of level and it is difficult for him.

Plus I remember the PF system being fitted for Havoc under the pretext of co-op and proper training before being sent on a mission, and plus I realise that if 16HL is equated to any AM, then the challenge is worthy, so I decided to experiment and go all the way to 40HL using PF, without looking for teammates in DC channels or other means of communication.

And so, I turn on the selection and see different HL, from 1 to 40, and this is far from an adequate assessment, why? Well, let’s look at what the player without mods sees - well, he probably pumped himself as a host to X level, and? And what if he joined someone and perfectly played say at level 35, and the level of the host 10 let’s say - such a player to reject, because the low HL I see (10). And now what I do not see - trulvl, and he is not unimportant as I think for evaluation, you may receive a request from 16HL and 500TL - what reason for rejection?) This is already more serious to think, but here is a small table of the first experience as a host at level 16m

Summary

We get to the mission and, and I catch a complete incomprehension why actually the 3rd (well 3,5 maximum) difficulty is equated to AM? Up to level 20, it increased to a maximum of 4 in terms of the number of enemies and their intensity (we do not take into account our debuffs).
And so I reach level 21 as a host, one of the Gloriana falls out, one of the players blew up a barrel and flew into the abyss, it was his own fault and he makes a great decision to leave the group (by the way, he is not removed from the punishment attempt, but simply forbidden to register a new match until the last one is not lost). We pass to the first event and one more player just leaves for no reason, not departure but leaves exactly, and yes, the match is lost and I get minus one attempt.
I register the next match, and run into a problem when in the lobby you have an endless attempt to reconnect / quit, I clicked on reconnect and then it just disappeared, I go to register a new entry and I’m taken off the attempt))))))))).
Next match - at the loading stage in the hangar lobby - error with logging out of the game (out of memory on pc), guess who had their last attempt removed?)))))))

So that’s it, as a host I can’t play anymore and my progression won’t change until the new week. However, ironically, I can still gather a group in PF on Havoc, but I can’t run it (if I can’t run it, can I remove the gathering function for this mode??). The adventure begins to join the group on his level and reach the 40th.
And as you understand my level Havoc all will be seen as 21 th, some how in two days I miraculously hit the level in the order of interest, no I did not go to apply immediately to the 40th, and tried to go to the group equal to my progression. Why miraculously? And because in the table of requests all we see is Class+Title+Frame+Enchantment+HL (being HOST). And they can’t evaluate me adequately, and yes, from 20-30 starts already 5 difficulty by feeling, from 30-35 AM the most difficult and 35-40 6+, again it’s by feeling.
But starting with 30HL I started to catch a lot of rejections, oh yeah about them. If you get rejected - you will be blocked from reapplying to that group, but there is nothing stopping you from renewing a couple of times and reapplying (maybe they won’t notice and will approve).

It is interesting how players without the mod on TL - the one who throws a request to them, I see both parameters and can estimate what is a player, yes I can be wrong, but if 300 + TL I expect that he at least understands where to look and quickly react to the marks. What about in my case, I can actually go 30th, but the players see that I’m 21st, how do they know what I’m really capable of just by seeing a request from me? Again, by some miracle I passed these 5 levels up to 35th, and then began to fall solid refusals, and I do not blame the players, there really becomes difficult and player 21 I myself will think to take or not. And I get to me such an interesting thing as the fact that I got back taken away 500k mobs for the Achievement (who understood that understood, I will not explain), I put this title, and then I think they returned the same for 1k missions passed and put it and it began interesting - now the level of refusals reduced from 100% to 90% of refusals, my gameplay for the next day turned into a constant updating of the lobby and waiting for the right level Havok (35-36 and so on).

It is interesting how players without the mod on TL - the one who throws a request to them, I see both parameters and can estimate what is a player, yes I can be wrong, but if 300 + TL I expect that he at least understands where to look and quickly react to the marks. What about in my case, I can actually go 30th, but the players see that I’m 21st, how do they know what I’m really capable of just by seeing a request from me? Again, by some miracle I passed these 5 levels up to 35th, and then began to fall solid refusals, and I do not blame the players, there really becomes difficult and player 21 I myself will think to take or not. And I get to me such an interesting thing as the fact that I got back taken away 500k mobs for the Achivka (who understood that understood, I will not explain), I put this title, and then I think I got back the same for 1k missions passed and put it and it began interesting - now the level of refusals reduced from 100% to 90% of refusals, my gameplay for the next day turned into a constant updating of the lobby and waiting for the right level Havok (35-36 and so on). At the end of the day, with a couple of hours left before closing and updating ratings, and I had to go to work the next day, there were 2 levels left and I passed them, 39th and 40th. Victory!

I really enjoyed the given difficulty, but there is something to say now over and above the story.

  1. If you are the host (who starts the game), you are the only one who loses the attempt in case of failure. If someone leaves the group early - no disadvantages for him except for time (short)
  2. host lobby - not the only one who affects the entry into HIS group, any member can accept players or disband the group, well, and similarly start his difficulty.
  3. inability to assess the character except for HLH (Havoc level of his host), we can not view the items and builds in which the player goes, and this can only be done in the angera before the flight, and if level 35 will go to the person with underpumped guns we will know about it post facto and consider increase the chances of losing.
  4. If you are out for technical reasons of the game - you lose the attempt
  5. If someone quit the mission himself, you will not find another player, you do not have this functionality and the passage becomes more difficult, and in case of failure the host is penalised again. For such cases we need to introduce for players the ability to signal SOS to the base, after which the list of lobbies will display a priority task for reinforcements, to signal can be 1 time per mission, and it is displayed for only 10 minutes, to enter can be a player with HL differing by at least 5 levels. Example: host’s HL is 15, reinforcements can join starting at HL 10. Approval is not required if you meet the level, as there is no choice - any help is welcome
  6. For HL 30+ to introduce a marker for players submitting a request, which will display the skill level of all weapons on the character, so that the assessment was even more accurate, for melee and ranged combat on a scale from 1-5(any), example Melee 3, ranged combat 5.
  7. Rewards, let’s be honest, if this mode is for the most experienced players, then besides the difficulty they would not be bad to motivate them to play it somehow else, because in all likelihood they do not need resources. For 1-39 levels to leave rewards in the form of currency, and for level 40 should give something adequate, as an example, all ask for aquilas, 100-200 pieces is quite an adequate amount, if there are other ideas - offer.
  8. Give the opportunity to host the complexity below the current actual, for example, I am 40HL, and want to run 20HL to gather a group of pump people, not run and look for lobbies. No theme with markers does not work, I will have players come to me, and I will run 40th, and if they are 1HL and count on 20HL according to the tag.
    1. Adequate patch description - with all debuffs, rewards and other nuances. Players should understand what is Havoc, not guess and search on the site, and yes it is also extremely vague written Havoc Missions Database - Warhammer 40k: Darktide - Darktide WH40k

Suggest and write your own variants as well, I just pointed out what immediately comes to mind

And now a little bit about the interesting thing about meta, how often have you seen Ogryns? Yes often, but compared to other classes I’m sorry they seem to fade in comparison to other classes, which just means that it’s likely that the meta abilities of other classes will be cut to boost Ogryn, but maybe before cutting 3, we should strengthen 1? Objectively ogrins are useful and I’m always happy to have them on the team, but now they’ve become a big target, let me think for about 10 seconds how this can be solved:
We add a separate talent, if ogrin is in front of allies he becomes a priority target for enemy shooters (no shield required), at the same time it hangs damage reduction from shooters, damage reduction depends on the number of allies in the back (1 ally - 10%). Does not count the ally fallen, or waiting for rescue.
Yes for the implementation and correct operation will be difficult, but how much it will increase the demand for ogryns. You can also write your own variants.

This is just a small part of what problems there are in Havoc. I will be glad to read your stories / suggestions / complaints.

2 Likes

This is a solid breakdown and I agree with 99% of it.

I want to say a few things as well.

  1. A game mode like this is why I disagree with a skill system that is as huge as the one we have. It is not easily reconfigurable for a group compared to the old one.

  2. The request to see a team mates setup in the mission launch screen - hell even in the mourning star has been around forever and this mode necessitates it’s implementation even moreso.

If it helps fatshark, I think you need to view your player base as shy people who are scared to ask their team mates what they’re running and why.

My only concern here is that access to a team mates’ build here could create toxicity in terms of how people view others.

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Yes but Havoc is built around players cooperation… while it doesn’t give any tool to deal with this concept.

Very fair feedback and I find myself agreeing a lot with you. Have a like.

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Many of the modifiers make melee more difficult or more dangerous. Melee enemies get attack speed increases, power/damage increases, corruption damage, increased stagger resistance, etc.

There are venting penalties (up to 80% slower) that are added alongside the ammo penalties.

Agree on a lot of your other points! The “modifiers affecting this mission” list would be a mess, but something FS should probably add in an Inspect view. I imagine some modder will step in there in the meantime.

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invert proportional to the amount of “rejected” ? :rofl:

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