I am wrong... (Havoc 35+)

I need to admit that i was totally wrong.

In previous topic (so… about new havoc) i write that most profitable and succsessful team that can solve anything is:

  • 2 zealots with the book
  • 1 bubblemaker inferno
  • 1 ogryn

And when i see post that says that 4 stealth zealots can do better i cant even imagine how busted this is.

Yes. All u need is 2 or more (if u want) experienced stealth zealots to succsessfully run havoc 35+ missions.

We try it. 2 ogryns (for raw boss dmg) and 2 zealots. And u know - amount of enemies, problems or unavoidable deaths is so much lesser that i start to think that stealth zealot is “intented way to play havoc”. I need to say, im not against another way to play, but this is totally not right in my mind.

the core of the problem

The stealth itself and combat ability reduction (killin in the back) combined with ds4.

how to play even easier

Send one stealth zealot far far away, stay on the start location. Kill coming enemies, bosses. Then walk through the level. On some maps surviving or killing the heretics is not necesarry, like on comm plex, where no ambush sequences, only puzzles one. One zealot can solve it when the others just go around and make chaos.

problems

Only problem is bosses. If u spawn one just stop progressin and stab him to death.

conclusion

Yes, that way to play make havoc 35+ a clown crackhead fiesta, but an effective one. Its so effective that a im losing my will to play havoc “properly”.

Do u need skill to do that? Yes. Do u need teamplay? Only to kill bosses. Do u need something? Maybe good ogryns can do the job (its like space marines now).

1 Like

Stealth being busted Part 4234234.

9 Likes

That’s not the problem. The problem is that it’s still possible to break spawns with certain behaviours. One such way is what your team basically did.

I’m probably pulling bull out of my butt, but we’re likely nearing the edge of what the game can handle in terms of spawns without seeing what Fatshark thinks is acceptable performance going down. Fatshark has to find some way to up the difficulty other than increasing spawns.

I’ve been saying it for a bit now, we need to reel back everything. Nerf players, nerf the amount of enemies, this game is just getting too much to handle.

5 Likes

Thats disgusting. How do people find this fun outside of loving Zealot?

1 Like

They really have gone away from V2 where every enemy, every block matters. The forgiveness granted in Darktide lead to the devs power creep.

5 Likes

Despite being cheesy af, this is probabbly still a more enjoyable way to roll trough Enclavum Baross than doing it normally. :rofl:

I love booting up a video game just to not play it.

3 Likes

Stealth CDR synergy with crits and Invocation of Death is definitely a problem. Unless the Zealot is wrecking every Elite on the screen he’s dumping all that aggro on his teammates. Even an inexperienced player can have near 100% uptime with Shroudfield using the right crit build, it’s definitely busted.

Too complicated. Yes, DS4 should be nerfed, I’m referring to a Talent tree overhaul so Elite density can be reduced without them being a complete joke.

Fatshark should do something like this instead:

Fatshark attempting to understand that you can make havoc remain hard without having to push the game to its absolute limits by toning down player’s horrendously overturned arsenal

1 Like

what is the point.

2 Likes

I am sick of the massive spawn waves of easily slaughtered elites.

I want enemies that are in discrete quantities and can be dealt with but require thought and skill. Not ability spam.

2 Likes

That could be done by giving certain Elites like Crushers, Ragers, and Maulers Final Toll - Elite enemies fall into rage under 50% HP left, increasing their attack speed, damage caused and rendering them immune to crowd control.

It would fit their role as dangerous melee combatants better than just a damage buff and the CC immunity could present challenges against CAs like VoC.

Shotgunners, Reapers and Bulwarks could be given Rampaging Enemies - Enemies in this sector are rampaging. They gain increased defence against attacks upon witnessing the death of an ally.

Shotgunners would honestly benefit from this one the most as they are rather squishy but Bulwarks could be much more formidable as a tank.