The idea is to make Modifiers less “free games” or “this is impossible”, and put them closer to each other while keeping what makes them fun
Cranial Corruption (Added on Season 1)
- Increase chances of fodder (Bruisers, Groaners, Poxwalkers and Moebian 21st units) of having the Cranial effect up to 20% (from 10%)
- Decrease Mauler chances of having the Cranial Corruption to 0% (from 5%)
- Increase Dreg and Scab stalker of having the Cranial Corruption up to 15% (from 10%)
Kinda simple, add more of these to encourage people needing to adapt quickly and rely less on CC
Moebian 21st (Added on Season 1)
- Increase the amount of hordes by x2.5 from current value
Another extremely simple change, essentially the idea is to mimic “Send the next wave!” from VT2, which is constant horde spam on the map
Pus Hardened Enemies (Added on Season 1)
(Complete rework, remove everything it does right now)
“Detected frequency of stronger monstrosities and high rank enemies!”
- Monstrosities and Captains will now have the Pus Aura visual effect on them 100% of the time (Twins not included)
- Pus Hardened Enemies now gain 50% DR against melee, and 75% DR against range
Going from nothingburger into something that will impact when monstrosities (and caps) start spawning
The Blight Spreads (Added on Season 1)
- All Elites now spawn with it a 100% of the time
- Players suffer x1.5 corruption from everything else (Tox gas, Burgle, and so) during this mission
- Puddle size increased drastically
- Blight no longer spreads (wow the irony) among enemies
Shifting the “Hordes become fps tanking machines to deal with” into a “Watch your steps among Elites!” should defenitely shift this more into what Havoc is more about
This idea could potentially be bad, so I’d like to recieve suggestions on reworks (That isn’t “remove it”)
Heinous Rituals (Added on Season 2)
- No changes
Like, of course they should fix the broken rituals, but conceptually wise I think this is pretty good
The Encroaching Garden (Added on Season 2)
- Reduced efficiency of healing (Both received and given) from Captains/Twins and Bulwarks with shields up (Void shield for caps, Non-staggered stance for Bulwarks) by 50%
I’d say really that we just need to nerf situations that are unwinnable, so by doing that the enemies who deny damage to recieve and give a lot less healing, it should help towards these
The Final Toll (Added on Season 2)
- No changes
Really another one I’d say it’s perfect and doesn’t need changes
Rampaging Enemies (Added on Season 2)
(Semi-rework, remove everything it does right now)
- It now only affects elites (Only they will gain power)
- Orange effect (all effects, from particle on death, to the enemy getting more “orange”) removed (it really tanks FPS and serves for nothing)
- When an Elite dies near another Elite (4 meters), they will gain x1.5 movespeed, 25% DR, DoT Immunity and their size will increase by 20% (10% for Ogryns) for 4s (in which they will return to normal after that)
Giving Elite packs a “sprint burts” of sorts to make it more spicy, but it’ll be very limited to make sure they don’t instantly overcome foes
Contaminated Stimms (Added on Season 4)
Current stimms are too complex and not correctly explained, so what if instead we add familiarity to them?
- Green Stimm: Enemy gains “The Encroaching Garden” effect, healing nearby allies
- Red Stimm: Enemy gains “The Final Toll” effect, becoming immune to CC
- Blue Stimm: Enemy gains “Warp Rift” effect (Currently unreleased Havoc Modifier). On death, spawn 2 lesser enemies from this one (these 2 lesser enemies can’t get stimms on their own, nor gain any other Havoc modifier like Encroaching Garden, Cranial Corruption, and so, and so)
- Yellow Stimm: (Stalker, Gunner, Shotgunner and Reaper exclusive) Enemy gains “Cranial Corruption”
- Now only Elites can use it (outside of Yellow one)
- Reduced chances of an Enemy (Elite) using a syringe to only 20% (from 30% average). Ragers still remain with their 40%
- A specific Stimm can’t apply if the other modifier is the current existing one (For example, no Green Stimms if the game already has The Encroaching Garden)
This way, we make stimms the “Havoc RNG!” simulator, which I’d personally think Stimms were meant for
Rotten Armour (Added on Season 4)
- Ranged DR scaling with health removed
- Movespeed for Rotten Armour enemies back to x1 (from x0.85)
- Rotten Armour enemies gain +25% HP and 60% DR to DoT (Nurgle’s blessing!)
- Rotten Armour enemies now have a 100% Vulnerability to Bullets (included Lasguns) and Explosions (Their decaying armor…)
Shifting from a “Lets make ranged a nightmare” into “Let’s actually BRING ranged and GUN THEM DOWN!” modifier. Could make weapons like Infantry Autoguns worth to bring for classes like Zealot as well
General Changes
- Now all modifiers are into rotation, instead of being locked to 4-5 per season
With this, now Havoc should be a lot more varied than just
- Purple rotten
- Purple stimms
- People wanting to die