thanks for the reply,
as for havoc a lot in my opinion comes from the restricted access rather than the content itself.
yes, meta centrism is a downer if it leads to too many ārejectionsā, but to be expected if things are at stake.
honestly, the outlook on losing 50 minutes of invested time should be āpunishmentā enough.
whereas i cant imagine it was in anyones interest to have the party finder barren (eu servers 12am to say⦠17ish, ever so often taking a peek between maelstroms)
now, wishful thinking purely based from my player perspective:
new havoc:
°free choice of modifiers (thus creating the āscaleā based on how many one feels able to do)
°free map pool to do so (sometimes a group needs āwarmupā in sycorax before trying clandestium)
°no demotions or restrictions in the choice of ārankā (see point 1)
maybe the team would like to stay together for the whole day, but failing once triggers that flight reflex now given the 3 strike system
so far my impression is even ābiggerā streamers not seeing havoc as content source.
got no plans on growing huge BUT i still settle for no less than giving my best in the favorite game i got right now.
not getting the option to create something, i need to āfillā with auric maelstro matches.
lets say its locker room vs super bowl and i can understand why the audience wants the later.
i mean darktide doesnt draw in huge numbers like competitive games, but from a developers point of view its still free āmarketingā and exposition, right?
mortis trials as a concept has potential and i take this is only the first step.
few critique points would be as a stark opposite to havoc the lack of a challenge (damnation as max when you just finished a C I VI with ease)
the map design reminds of doom eternal arena action, thing is all darktide enemies lack the speed and ability to traverse larger distances fast.
in an arena you need to be āhoundedā, fast repositioning, kiting etc.
bad pun intended, in a tide game you get āswarmedā
theres a fundamental difference seeing enemies in advance, approaching and thus holding choke points.
with the current player powers, everything up until bosses wont break this composition (well maybe the odd fire grenade but still)
so in order to not just sit out the first 6 waves by the spawn and soak em up, like others here already proposed, condensed number of waves with more challenging enemy compositions and auric maelstrom as a top difficulty choice.
hope this wall of text isnt to cluttered as it was written without āscriptā and āfrom the hipā 