Havoc40 gameplay intensity is great, but the Havoc difficulty modifiers exacerbate the balance issues...and lower playstyle variety

Nowadays I play havoc, only 1 time per week, to get the prizes.

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It is the consequences of rank decay. People running broken builds either by choice or forced to otherwise not accepted into party. Run off meta and could face some team mate backlash. I mean people still blame one another on loss if one person gets timing wrong.

People are more likely to run more varied builds if losing meant no real consequences.

Difficulty is not what stopped me playing Havoc. It was just team mates moaning at each other and I have to sit in middle listening to them.

  • VOC, Chorus, Shield bubble, Plasma, Rumbler AOE, Bully 3b with thunderous & skull crusher, DS Thrust & uncanny, even down to ensuring certain skill nodes.
  • Party finder, steam friend msg, discord hunting
  • Discussion on class choice, role and balance
  • Who takes lead and calls the shots when to advance or mutual retreat

Just give T6 quickplay, people don’t have time to messing about in preparation per night.

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Ogryn has made me worse at the game

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Your lack of ethics would always be your downfall

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I have sinned, this is true

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This is what you can enjoy when you finally hit H40, but even then many people remain slaves to the meta. I think we should question why so much content in the game has been invalidated by poor design choices in Havoc. Instead of addressing the power creep, broken talents, blessings and weapons, Fatshark cranked it up to 11, and for the vast majority of players, gameplay variety suffered.

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This game mode sounds like it was advertised for people like me who find Auric Maelstrom pretty darn casual these days, but this mode is seriously disgusting… UNLESS… you’re in a premade I suppose?

This is all from a pug’s perspective. Also I think this would have all been tolerable if de-rank wasn’t a thing.

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the trick in this rat race is getting it done as soon as possible.

playing only with randoms (which i do too) you got a limited timespan to use people (like they use you in return) to get what you want.

after that, the majority is content having done 40 and not needing to bother with it on a regular basis.

the longer the race goes on, the less “rats” remain to pick from, the less your chances to get a proper team.

was that way with twins, havoc 1.0 and 2.0 doesnt stray from that concept sadly.

its a bragging rights chore you dont “enjoy”, you get it done. :pensive_face:

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Have you tried Crit build Electrokinetic/Obscurus with Assail for Shooters?

you can clear 40s without chorus and bubble if oyu are good enough

most people in 40s are still kinda bad at the game and barely hang on due to meta builds and crutches like bubble and chorus

tbh pretty much everything in darktide gets locked into meele cause the vermintide nerds would throw a baby tantrum if the supposedly more gun focused game and gun focused class actually did more shooting than meele the horror

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I think you have a good point tbh. I’ve been playing DT since launch, and every time I’ve seen someone bring up that they can’t engage in ranged combat as much as they’d like, someone else is quick to point out that “the game is 50/50 melee/ranged”. But when someone says they can do the entire mission with melee-only, which is what I do most of the time myself, noone complains.

I think ranged combat has been neglected for several reasons,

  1. Melee classes can continue to melee while being shot at. Ranged classes can’t continue to shoot while beeing meleed.
  2. You can’t hide from melee enemies like you can hide from ranged enemies.
  3. Enemies spawn from every conceivable door/hole around you, forcing you into melee.
  4. Ranged builds need help to keep enemies off of them. Melee builds don’t need help since they can just hide.
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Suppression system in Havoc is pure sh..t. Especially if you consider enemies wallhack all day.
Enemy modifiers which increase their ranged defence combined with self-heal, their numbers and player “Emperor-light” debuffs creates a terrible gameplay loop.

All those modifiers broke a lot of weapon damage breakpoints, which makes whole weapon classes pretty bad.

I want the Havoc gameplay / spawn intensity / no break with spawns etc in Auric. A lot of other modifiers just break builds and weapons, playstyle variety for me. Fatshark should address the power creep, broken weapons and talents, and rein in some of that nonsense.

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Nerdintide?

Serious aimbot too. You can see often when someone stands behind a chest level box as cover, all their shots beam headshot rapid fire to player.

Dreg Gunner - With full automatic fire. Very little bullet spread even at over 100m away to suppression and accuracy. Accurate as sniper.

With ranged enemy spam, it would make sense each segment of map encounter has more cover options to make tactical advances cover to cover. You’re very much fish in a barrel in the open.

Reminds me why Battlefield 2042 map designs are terrible, open flat land and soldiers running into the open fish in the barrel for non PTFO KD chasing snipers. Battlefield Bad Company 2 and Battlefield Vietnam, had elements of cover with trees, bushes, tiny buildings, foliage for tactical advances. Lots of ways to break line of sight.

When you see ranged elites in the distance. The play is always the same…

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bocage, me in ze gut german tiger, enemy plane approaching near the barn.

kicked my tank into gear, followed by a full stop hitting the brakes to the max to get the barrel tilt sky high… feeeeuer.

the dude was soooo pissed i swear he was spitting :smile: for i took the “rat of the sky” straight from the clouds :rofl:

did you know you could slide down a buildings wall by walking backwards into it?

lured a lotta enemies into the third floor of the stalingrad buildings, “jumped” from the top window (some tried to follow and fell to their deaths, hilarious :sweat_smile:)
or were totally bamboozled when i came back into the front door to kill em from behind

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Yeah, there is nothing funnier than flanking some elite gunner and observing how it moves, shooting at a wall, in the direction of one of your squad mates.

I don’t know how “expensive” it would be to expand their behaviour, but I feel that if they lose the line of sight of a player, they should reset and go into some sort of alerted mode, in which they “pretend” to find a new target.

Limited behaviour is also the reason why there are certain annoying gaps in enemy behaviour overall. Asap someone uses stealth, gets disabled, dies etc, enemies who targeted that player INSTANTLY target another player. There is no mid-state. Same applies to being thrown, before your feet properly touch the ground you can be targeted, which can lead to chained stagger, disabled state you cannot avoid, because you are still not able to react, dodge etc.

I even remember a case where all players went down, and a bot was replaced by a new joining player. He somehow was spawned at the beginning of the mission, instead 2/3 into the level, where everyone else died. All enemies, including a boss teleported to that player. How did they know he is there? A clear evidence of limited bot behaviours.

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Yup, it seems to be proximity based. You can see distant enemies far away, they should see you as you can see them but not the case. You can jump up and down, shoot the air they don’t react from noise. But proximity sphere wise once close enough there is an area they will even detect through walls. If you shoot a distant enemy, then they trigger response.

Maybe intentional as they probably don’t want to entire thing running at you soon as you enter to give “planning” time for priority targets.

But yea once a player is dead, then they are given ability to reveal rest of players and go to them. Strange one that.

AI wise. That’s a tough one, would first have to define which enemies have sense of self-preservation and intellect.

Ranged enemies. They want to survive, they will retreat and some behind cover to keep their distance from you. They are aware of boxes as cover points.

Dreg Ragers. Guess they lack self-preservation would be excuse. But if were not the case. Imagine this scenario - They see as plasma player but instead of running directly towards them they zig zag to whatever cover to cover to close the distance, much more scary because they want to minimise direct fire against them.

I guess the excuse is that “zombie” like enemies means they go direct and don’t care for their own lives but ranged enemies more intelligent and will cover retreat.

and i remember some flyboy taken down by coastal battery

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yep, we had our fun downing them flyboys.

once the airfield was a free for all they were even easier pickings, being a one trick pony :rofl:

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