Intended havoc experience?

Continuation of a previous thread. In there, several users asked for evidence of the excessive boss spawning I was describing in OP. Here you go:

Twins + Captain + FP Nurgle + Weak Chaos

3 Full Power (FP) Bosses + 1 Weakened

Twins + FP Chaos + Weak Chaos

Twins + Captain + FP Nurgle

Of these examples, I think the 3 FP Bosses + 1 Weakened is the worst, because the director actively spawned 4 distinct boss (the others are technically 3 bosses). However all of these resulted in a wipe; it’s why I could casually take screenshots…

Unfortunately (or fortunately?), I haven’t been able to capture a repeat of the original scenario – Hexbound + Twins + Captain + FP Nurgle – however you can easily see adding a ritual to the above groupings.

I stand by my previous observation: this is stupid. What’s the counterplay here? I want to know the strategy that Fatshark devs expect players to employ that overcomes this challenge.

Edits:

  • Screenshots utilize addons “Recolor Boss Health Bars” and “Boss Timer.” That’s why you can see all of them, recolored, with estimated kill timers.
  • These are havoc 40’s, with cohesive, balanced groups of skilled players. Wipes were ultimately caused by additional hordes naturally triggered during the boss encounters.
  • These bosses all spawned in the same area. I deliberately did not post screenshots from missions where the bosses were “daisy-chained” by running ahead.
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My only thoughts are to have one or even two people who can instantly delete bosses.

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The counterplay is “git gud”. Spamming enemies that push the game engine to it’s breaking point - as evidenced by the constant feedback about audio cues not working and stuttering on computers that handle other high performance games just fine - is fun and engaging.

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Kiting, communication, boss killer builds, positioning, taunting, etc.

It’s brutal, but that’s the idea. Stronger, more aggressive enemies with move sets that are harder to deal with are the ideal way to increase difficulty imo. That’s exactly what captains and monstrosities are.

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When the first one spawns you have to PULL BACK.

If you go forward, even to meet it, you will cross trigger lines and spawn more bosses. There is one map where two trigger lines are practically on top of each other but even the other ones can be close together.

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This is solvable

U need: 1 ogryn with aggro and pickaxe
1 veteran with recon lasgun
1 psyker bubbleinferno and chainaxe
1 zealot with book (dmg one)

And LOTS of coordination, kiting and NOT spreadin or separatin from each other

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Welcome to JankTide.

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It is indeed annoying, boring and feels like slop. I play with randos, forget about coordination.

But yeah, the best advice is to not go any further when a boss spawns, and pull back instead to not activate any more spawns. Prepare to spend like two hours on it

I have yet to find boss spawns in Havoc excessive. Now, if bosses took like 3 to 4 times longer to kill than they currently do, which a tiny portion of the playerbase seems to want, then yeah, it would be a giant slog.

I had a run of 4 ogryns yesterday, one can’t remember havoc lvl for sure, i think it was one of 27-29 ,game spawned 4 bosses, twins, captain, burgle, don’t know if burgle was real or weakened, we were able to kill only 2 and died, becuase aside from 4 bosses, there were other enemies, lot’s of gunners and shooters, it is simply impossible to win.

What if nowhere to pull back, how about that? And even if there is, you forget that aside from bosses there’s specials, elites and horde which actively attack too.

Good luck coordinating with randoms, especially on EU server, where many don’t know english. Also you sure people will bring weapons you mentioned with appropriate builds?

Go and find proper teammates. Its not that hard.

Discord will help u with that.

Go to hvc 40 without voice and team is silly

and there’s the design flaw, cause it shouldnt be.

darktide isnt my game for socialising, in fact i never do in any game, randoms keep things fresh where with a fixed premade i’d be bored by about now.

winning maelstroms despite 3 goons doing everything in their “power” to f :poop: up feels incredibly addicting and rewarding and is one of the main reasons every next match feels fresh.

say i gather 3 skilled peeps and we breeze through havoc 40… nowhere near as much dopamine as the “random factor”

the only reason havoc appears to be more difficult is it shoehorns certain mandatory skills into coming engagements and apart from stealth zealot, makes it really tough to carry or clutch from start to finish proper.

yeah its a “coop” game, but lets be honest here, coop with strangers is “watch me i got this” when the other dudes aint up to snuff or a race for the kill count when amongst equal peers.

and truth be told, i’ve got more fun with that than going with a fixed script and holding back like its a 6 hours mmo raid :smile:

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For u maybe this true

My dopamine factor is good teamwork

Coordinated violence

I think it is impossible for the hardest content in the game to be equally difficult for teams with and without communication and coordination. A well-practiced group of regulars will outperform randos. Many people wanted more challenge, and based on those requests basically disappearing, I think Havoc is working as intended.

Of course, you can still PUG it if you want. It’s just gonna be extra hard.

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in the end, IF i feel up for it that day, thats what i’m after.

every blue moon there’s a random group that works together just smoothly without uttering a word and ultimately i find this more rewarding personally.

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If everyone just pays attention always know where their teammates are and use the ping function to mark important stuff then that’s all the communication you’ll ever need but most randoms barely know where they are themself and spam “need ammo” even though several ammo pickups have been pinged and ignored.

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and that in itself for say the first 5 minutes mark is a very good indicator if the match is “smooth” sailings or down the gutter half way.

baffling how hard it seems for people to simply flow together.

i mean i dont jump into the volcano myself if a mate fuggs up badly and end up in a worse situation for everyone but some little antenna left and right, disposition of ressources and getting a cluster of a mixed horde from someone getting his toughness munched is basically the secret part of havocs spaghetti sauce :man_shrugging:

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I think the main point I and others are trying to push is that this is not a “git gud” scenario. Even if you take pug vs rando out of the equation, the scenarios I described are simply unwinnable without a metric ton of luck, coordination be damned.

@Cheturnadcatii - Obviously you disagree. Would love to hear specifics about instances where your team successfully cleared 4 simultaneous boss spawns.