Yes. It only takes two things.
1. The core base game should be AuricHISTG + Monster Special
Keep the spawn intensity and the newly implemented horde timer as they are, but bosses should spawn frequently.
All bosses spawn as weakened versions (not at full HP), and every boss type, including the Captain and the Twins, appears regularly.
You might think weakened bosses would be too easy, but I’ll explain in point 2 why that’s not the case.
2. Balance adjustments for weapons, builds, and DoT damage
Fix broken OP weapons such as DS and Plasma, as well as CDR abuse that enables ability spam. Revisit overtuned DoT damage.
Disable the staggering effects of Chorus and VoC that turn bosses into punching bags. By fixing OP weapons and builds, you encourage build diversity.
Adjust CDR so that some abilities can no longer be spammed endlessly.
Soulblaze, burn, and bleed DoT damage are clearly overtuned and need to be toned down—especially against bosses, where they should be drastically reduced.
The main reason bosses get instantly killed is that Chorus or VoC lock them into powerful stagger states, during which DS, boltgun, and similar weapons burst down their weak spots. On top of that, multiple DoTs like Soulblaze, fire, and bleed pile on. TH is designed as a weapon for this purpose, so I don’t see it as a particular issue.
Summary
Believe me: 95% of Havoc 40 players can’t even clear AuricHISTG without relying on meta builds, weapons, or Gold Toughness.
Up to now, I’ve only seen a handful of players with the Havoc 40 title actually clutch in AuricHISTG.
Especially since the last update raised Auric’s difficulty, and with the new horde timer added, the challenge has gone up dramatically.
As an experiment, I asked two friends to help me run AuricHISTG without Gold Toughness or meta builds. We waited until the random fourth teammate wasn’t using a meta setup. One of my friends has Havoc 40 and solid skill, while the other hasn’t played Havoc but is a Damnation player.
Even with this team of four, we couldn’t finish the run.
As you can imagine, without Gold Toughness, players go down—or die—very easily. This makes teamwork absolutely essential. Without Psyker Bubble, you also can’t just recklessly charge in. One thing that stood out here is how valuable Ogryn can be as a teammate. My friend played Ogryn with Revive Curios, and their ability to recover downed teammates was excellent—it felt great to have an Ogryn on the team.
Bosses didn’t get instantly deleted, and they stuck around long enough to spice up the gameplay. While bosses were active, a constant stream of Elites and Specialists forced players to divide roles: some had to hold aggro, others had to deal with adds.
Of course, no one quit the match just because they died.
There were no unskilled Heresy players wrecking the run with smite or Chorus spam.
Without using party finder, joining games also felt straightforward.
Ammo isn’t reduced either, so you can use your guns as much as you want
To me, this is exactly the kind of challenging, well-balanced gameplay Darktide should offer.
Fatshark, why are you repeating the same mistakes—even after players told you during Elite Resistance that bullet sponge enemies aren’t fun?
Why make Havoc even harder when most players can’t clear AuricHISTG in the first place?
You said frequent balance updates would be coming, so I can only hope the game evolves in the right direction.