Reached Assignment 40 a few days ago but, I wanted to try some more 40s before sharing my opinion about it, and how it affects the normal game
The 2 new modifiers are a huge big step in how to design modifiers for Havoc
Corrupted Stims
This mutator introduces RNG into Havoc! And unlike as many would say, I really really like this
It’s not exactly the RNG that it brings, but the matter that all 4 effects are fun to fight, puts the enemy in a stunned state while they’re applying it, and that they’re very readable
It is a good amount of Chaos to bring into Havoc, forcing specific players to adapt into that situation instantly
The only issue with this mutator, is Tox Gas + An enemy that took a blue stim, they’re practically immortal
Rotten Armor
The best version so far of the “Give enemy Damage Resistance” modifier. This is the one, this is how you do that
It makes the seed be Scab only, and it buffs troops on death with a mechanic we already know in the game (Gas), while also applying a slight area denial for us Rejects (Again, Gas) that is not extremely oppresive (Like old Blight Spreads was), and it also changes how hordes spawn!
This is fresh, extremely fun, and unique, the perfect designed DR modifier
Old Modifiers
The Encroaching Garden was a pretty safe pick here, it’s a just good modifier to introduce players the need to adapt, and without other modifiers like Rampaging Enemies and The Final Toll, it defenitely feels a lot less oppresive and meta defining
Moebian 21st is just… still nothinburger of a modifier. It’s fun, just not making anything interesting happen
Changes to Classes and How they Affect Havoc
Veteran and Zealot defenitely got super Ws, while the best ways to play for Zealot barely got any change, his other ways got insanely better now, and the same for vet (except vet also got his better ways to play even better)
Psyker on the other hand, there’s 2 sides:
- While the non meta ranged weapons got considerably better, I’m not so sure how good they are right now, because…
- Inferno Staff got even more OP, Inferno Staff is currently BREAKING Havoc (It already did, but at the very least psykers were a little more frail back then, now they aren’t, while now dealing even more damage).
This weapon needs to be nerfed seriously, if that requires Psyker as a base to be buffed a little more, then be it, but Inferno Staff can’t stay like this seriously, every Havoc game, Psykers average between 2.5 million and 3 million damage, it’s just insane
Then there’s the other small issue, that it seems that melee stagger is currently either broken, or the buffs to the main classes weren’t considered into action, because a lot more melees can stagger stuff that they couldn’t before
… And this includes the Duelling Sword, which now can stagger every unit with a Heavy Stab (Before this update, it required the DS user to use the Stagger special to stagger enemy units) and this practically overrides nearly every nerf done
I’ll not get into the Parry, because that’s for a DS thread, but this stagger issue also affects some other weapons, which kinda makes Havoc a lot easier than what it should be
Plasma Gunners as a new enemy
It’s clear they’re underbaked, it’s clear they need more time in the oven for ACTUAL real audio and visual feedback to be added
However, I really like how threatening they are, most Havoc runs I lost were because of them! If only they could be made more fair, while keeping how deadly they are, they would be the ideal Havoc unit to have
But overall, Season 4, after a Season with no content at all (lol why did they even make Season 3 happen they added nothing then), has been a really good season so far, and I look forward into still playing it as my main gamemode for these 3 months that the Season will last
… Please fix the server and client crashes however that can’t be still a thing nowadays