There’s still time for season 6 so don’t worry about it (It’ll most likely be in March), however I wanted to make a thread to reference in the future for whenever I wanna describe what my ideal Havoc Season would be
Starting with the biggest one
Main Modifiers
After constantly playing Havoc for its entirety of it existance, I’ve come with my choice of 4 Modifiers
- The Final Toll
- Rampaging Enemies (needs just a slight buff that I’ll clarify)
- Contaminated Stimms
- Warp Rift (Has never been introduced yet, but it exists in the game, will explain as well)
Final Toll and currently fixed Contaminated Stimms are good modifiers that don’t really produce any issues, so yeah they’re good enough to be here
Rampaging Enemies is a good modifier, but needs 1 more buff to enemies
Currently, it gives DR based on the enemy type (so different enemies get different DR for each stack), up to 5 stacks (except specials who only get 1)
I’d like to also add a small speed boost per stack, them being:
- 2% for Elites, Captains and Monstrosities (max of 5 stacks)
- 10% for Specials (max of 1 stack)
- 5% for common enemies (everything that is not a special, elite, Captain and Monstrosity) (max of 1 stack)
This way, Rampaging Enemies gains a place as a solid and threatening, but not problematic modifier
Then… Warp Rift
Warp Rift is an existing modifier that has never been implemented yet, but you can access it with mods like Solo Play
For those who played VT2, it’s basically Twin Blight modifier from Chaos Wastes / a modifier that You can get on the weekly mission
For those who haven’t played VT2, it pretty much is the following:
“On death, enemies have a chance to Spawn 2 lesser enemies”
What this means is that after an enemy die, they have a chance to Spawn 2 enemies that will be a rank below them, respecting the faction of the original enemy
Each enemy would have a chance tied to them dividing or not, and enemies who originated from Warp Rift, may also still be able to create more enemies on death
It’s still very barebones if you join Solo play to test this, so I’ll give a few pointers for FS to consider if they decide to add this
- Make sure the chances of division are reasonable (higher for bigger enemies like Crushers, lower for smaller enemies like mutated poxwalkers)
- Make sure enemies can’t instantly start attacking if they got spawned through Warp Rift
- Of course exclude specialists from spawning enemies and being able to spawn from enemies
I believe this mutator has the chance of introducing challenge without needing to spam 5000 armored units like Rotten Armour currently does
Environmental Mutators
Alright, these need to go. They end up creating the situation I’ve named “Havoc Hell”
Havoc Hell is when you’re stuck between assignment 29 and 30 at the start of the season, because the 30 assignment is extremely punishing for people supposedly climbing up (sometimes these missions can be harder than Havoc 40)
So, by removing these (Pox gas (+Tox Bombers), Ventilation Purge (+ Hunting Grounds) and Lights Out (+ Snipers), these missions should become more manageable
Ah, but you didn’t think I was gonna fully remove them, right? I have a proposal
Make Moebian 21st the only Environmental Mutator
Yup, our beloved Moebian 21st that everyone likes, now would be garanteed as a 3rd modifier in missions that would otherwise have another environmental modifier (25, 30, 35), BUT, we would ALSO make it garanteed on Havoc 40 (so all Havoc 40 assignments now also have Moebian 21st as its environmental modifier)
This is a fun modifier and adds just a little bit of difficulty (what an environmental modifier should do anyways), so I think Moebian 21st is the perfect fit for this
Rotation of Modifiers
Is a bad idea overall. I’d rather have a select few modifiers locked per season
Sure this means we could get Rotten locked for a full season, but I trust Fatshark has learned their lesson and will either NOT include it next Season, or properly balance it
So, in the magical case they would listen to me, and only have a fixed amount of Modifiers per season, there’s 2 options:
- Only 4 modifiers (ideally the ones I suggested)
- More than 4 modifiers
If they wanna add “more”, the only real one I can see working is… Heinous Rituals (5 total), yes it’s a little bit bugged but people’s opinion of it has been mostly positive, so adding it into the bunch shouldn’t cause issues
Miscellaneous
- Add Havoc armour reward for Arbites (darker and probably with the 53rd logo?) + Scum (Zealot like armor but even more broken down)
- Ranking up system is fine, but Deranking needs a complete overhaul or complete removal
- Rework Rotten Armour again, following this post Fixing Rotten Armour in Havoc
- Maybe Rework The Encroaching Garden? The main issue is that it really encourages people to go with infinite cleave AoE + DoT and it’s just a DPS check for weapons good against carapace, the rest are doodoo for it