Not having any deep insight into how this endgame mechanic plays out, as I only played to rank 4 or something before, I still saw many opinions and read the ones here from those with experience on the matter. Personally, I am interested in endgame mechanics, as I have a strong background in endgame-heavy games and enjoy these kinds of progression and long-term scaling mechanics.
Havok, on the other hand, seems really mixed. Yes, it is endgame, and it is increasingly difficult, and you only scale with gear to a certain point—after which only your personal skill determines further progress. This makes Havok less of a mechanical endgame and more of a personal endgame. The rewards are lackluster, providing only resources and gifts from the Emperor—just like any other mission.
So, I see Havok more as a ranking mechanic rather than true endgame content. From my personal perspective, Havok is not endgame, and the game still lacks one.
That said, I don’t know if Havok needs to be the endgame or if we need a completely different level of endgame. I think it would be more fitting to level our characters to 30, complete the story around the traitor, and then ascend into the endgame, which would feature a completely new progression system.
Something along the lines of:
- New character traits or progression on top of the old tree
- New levels of gear or completely new gear
Story-wise, this could represent us joining the warband and then climbing the ranks within it.
While doing so, it would be great if we could make character-defining decisions, granting access to special traits while locking us out of others, adding real weight to our characters in the endgame. A reset option that allows access to a new path while maintaining some of our progression could be useful for players who struggle with committing to a single path.
The details are up to the game designers, but the fundamentals need to matter.
Ideas for endgame content:
- Special missions
- Chained missions (which I assume we’ll get with the roguelike mode—though while fun, it’s the complete opposite of character-building, progression, and commitment, detaching us from the idea of our character being a specialized personality)
- More boss fights
I know this sounds like power creep, a balancing nightmare, and a community split between level 30+ endgame and pre-endgame, but there could be benefits or bleed-over mechanics so that new players can still find lobbies.
Power creep must be met with increased difficulty or a downscaling of the power gained in the first 30 levels to stretch progression into the endgame. The problem is that the harder we make the endgame, the goofier things get in terms of enemy health and damage scaling. We already see this issue in Havok, where it’s just not fun for 99% of players, breaking the fantasy on multiple levels.
Regardless of power creep or difficulty, the game needs a real endgame—to advance the story around our character and, most importantly, to keep us motivated in the long run.