Open Letter to Havoc design team (bad balance)

“Just because it can be done, doesn’t mean it should”

Before I list my pains I had playing Havoc these last few days, I would like to preface my words by saying a few things. If Havoc persists in the game as one of its main attractions, you need to consider all player groups.

Right now you’re designing it for premades of OG players who have thousands of hours. That wouldn’t be a problem, if we had more updates for the game per year. But at this point, you’ve spent almost 6 months on expanding Havoc when the majority of playerbase can’t access it.

Also, people need to learn. And to learn, they need to play the gamemode. Most people don’t play it, and sometimes the Havoc matchmaking is dead for me, even though it’s a recent addition. You’ve already failed at the first step, because you made Havoc as unwelcoming as possible from the get-go.

Quickplay experience is absolutely awful at times, it feels like you’re punishing players who like your game and keep supporting it. I’ve had more leavers these few days in Havoc than I had in the entirety of Season 1 of the gamemode. Should player accounts be banned for abandoing their teammates in a semi-competitive gamemode then? Is it the direction the game is going? Because it’s not fun getting demoted because of someone’s griefing.

Havoc difficulty has increased drastically with Season 2, because people with thousands of hours felt the previous iteration got too easy and too stale, even though some of the same players abused bugs and speedrunning on maps, without playing it “the intended way”.

The problem is, as long as the game has any semblence of fairness to it, there’ll always be a bunch of players who can complete it, even through thousand retries. At this point it’s just an infinite arms race for you and this 1% of hardcore players.

But now Season 2 of Havoc is too RNG-based and has lots of poorly balanced things about it. I understand Havoc needed more content and more ways to challenge players. But this is just not it.

MY SEASON 2 PAINS

If there’s a demotion system in place that punishes player mistakes, there should be less “random bs” situations.

Right now the gamemode has the worst of both worlds. You get punished for playing with random players, punished for trying new builds and talent setups, and punished for trying to get better. You get punished for surviving the longest, while all your teammates are dead. The director doesn’t care if you’re the only person who is still standing.

Choose one please. You either make Havoc as crazy as possible with unfair situations for players to overcome but let people replay it as much as possible, or you let demotions stay and actually reduce the amount of unfair BS. Both is just bad design, disrespectful to your players.

Scab Captains should never get Encroaching Garden modifier.

This feels like a complete oversight on part of playtesters and Havoc design team. I honestly don’t know what you were thinking with that guys. Scab Captains spawn along the horde and elites, not to mention along with other bosses. In random teams it’s a death sentence, since you can’t make up a plan on the spot when some people on your party might not even hear your voice comms or might not speak English.

I had a game where Scab Captain spawned along with 2 bosses which they infinitely healed. You cannot take down the Scab Captain’s shield, because the other bosses cover them with their bodies, and you cannot deal with other bosses, because they get healed.

Ideally, no bosses should get this buff. But I’ll settle just for Scab Captain, because of their shield mechanic that prevents dealing damage to them right away.

Twins should never spawn alongside the other bosses, unless someone on the team is speedrunning and forces the spawns.

Spawning Twins in certain places on certain maps can be a death sentence. On many maps you have small rooms which you drop into with no way back. The next area might be crawling with elites and gunners, so you’re stuck in this small area.

We once had to fight FIVE bosses in the same small room, Twins and Scab Captain first, and after that, two more came. They were not weakened bosses, they were full HP ones. Yes, we killed them, because I was lucky enough to have a great team. But then I played the next Havoc map of higher clearance rating, and the entirety of that map was easier than THIS ONE ROOM in my previous game. Where’s the balance?

If my teammates were slightly worse or had non-meta loadouts, it would be a waste of 20 minutes, just because the bosses spawned in the small room with nowhere to go and not slightly before that. Rodin Karnak just keeps spamming his gas grenades, and you’ve got nowhere to back down, even if you try to clear them by detonating them on purpose. You also can’t progress to the next open space to kite them there, because it might trigger other event, like Daemonhost Ritual.

It’s a cheap challenge. Very few people can do this, and this basically requires golden toughness with no ifs and buts. What’s next? Are you gonna balance Havoc in a way, so that sooner or later only 10 the very best players in the world can complete it? Is it the endgame for this gamemode? So that the true 1% can have the bragging rights?

At this point make any special oneshot you if you get caught. After all, it’s your fault you didn’t dodge. Just don’t forget to ban Spidey Sense and Special Tracker mods, so that everyone in your community is one the same page, alright?

Hab Dreyko finale should have a fixed boss spawn in the tree room before the door opens, and NOT in the escape sequence.

Bosses spawning during the escape sequence should not block the exploding bridge that people need to traverse to finish the mission. It feels cheap when they just block the bridge with their bodies, while you get infinite hoard coming from both the front and the back.

Where’s the balance? So any time I play Hab Dreyko I should just hope they don’t spawn there at all?

How is it any different from some people playing only Archivum Sycorax 40 last season of Havoc? This is not challenge. It’s called luck of the draw. Stacking every advantage before the match begins and hoping for a good roll on the map.

Bulwarks Squads should not spawn randomly and/or should not get modifier buffs.

Squad of Bulwarks (~8 Bulwarks) spawning randomly is one of the most cheap ways to add difficulty in the current season of Havoc.

If you having Rampaging Elites, there’s a high possiblity most of Bulwarks will be enraged when you fight them, while hiding inside the bodies of their comrades which block most of your hits with their shields. SInce hitboxes are still finnicky on Bulwarks, even if you hit them sideways, the attacks don’t always register and Bulwarks just instantly reset their shield in place. Not to mention the increased stagger resistance from modifiers.

If you want Bulwark Squads, at least make them roaming elites which you can see before you engage, so that players can plan ahead and save their grenades/cooldowns. Ten Bulwarks spawning from the door next to you with barely any chance to react feels cheap.

Even in auric games, Bulwarks like to snap their shield occasionally, even when you flank them. But it’s not a big deal deal, even though it’s annoying when it happens. But when they spawn as a squad it becomes a huge problem, because you can only deal with them with a few tools.

Daemonhost rituals should prevent boss and specific special spawns for their duration.

As soon as ritual is initiated, boss and extreme special spawns should be paused until the ritual is stopped or the daemonhost is killed. It’s unfair that sometimes you can sprint towards the ritual with only roaming enemies protecting it, and sometimes you have to fight the boss and a horde, and a train of specials, while the progress bar fills.

On Comms Plex map you can get a double Daemonhost spawn where your team needs to split into two teams to stop both succesfully. I once had hound wave (hunting grounds modifier) spawn during the ritual and we couldn’t physically stop one of the rituals, because dogs were constantly jumping us. If all of the players focused just one ritual, we still wouldn’t get it in time.

Again, it’s basically random chance, since you can’t predict hound timings reliably. The challenge is not consistent, and you get punished for having worse luck. Why do some players get to clear the ritual unchallenged, and others need to beat the final boss of the Director to even get close to it?

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@FatsharkStrawHat

I know it’s a tough ask, but please send it to whomever it may concern.

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Nicely written! Also while you are right in almost everything someone will tell you that this may be the intented challenge.

Personally i think the only thing they should change is the demotion system. Let the difficulty as it is but let the players try as many times as they like without the fear of demotion. Just a reminder that this was the case in V2 weaves (which are the main inspiration to Havok mode).

Just a sidenote: regarding the battalion of shielded ogryns, i think they spawn only if the team backtracks a lot. It’s something like backtracking prevention (if i remember correctly FS refers to this as “sandwich battalion” in their patchnotes).

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Agree with everything. The way havoc is set up now isn’t the best when it comes to bosses and spawns. Here is a demonhost laying right in the path of a ritual spawn demonhost. Doesn’t seem right does it.

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@objc

In one of today’s games I had daemonhost spawn on top of the respawn point where captive players waiting for the rescue were held.

This game was lost already at this point, since everyone else was dead and Beast of Nurgle ate me, but still.

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There’s nothing to add, it’s all relevant.

Although I will add, still very much want to see how developers themselves tried to play 30th Havoc, I do not dream even that they could try to take 40th, but to understand the problem sometimes it is worth it to try to try what most people are talking about, rather than trust 0,0000000000000001% of players on faith.

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Hey that mode no one wants to play what if we barely address the problems people have with it make it worse and make deranking even more punishing

That will make people really want to play it.

What planet is fatshark on

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Except they can. I haven’t looked, but I assume Rank 1 is still a cakewalk. Which means that at some rank between 1 and 40 there is a challenging, but possible, map for any and every party to beat. So surely there is a rank of havoc that you can do exactly what you are wanting to do, jump into quick play with randoms and yolo to a win.

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New Mortis Trials: fall asleep
New Havoc: ball torture

How about they merge the difficulty of Havoc where the director goes crazy and unfair, with the fun OP buffs from Mortis? Oh wait, that’s just Chaos Wastes from Vermintide, and it was really fun. Let’s… make it 2 modes instead I guess, and lock your whole team out of playing the hard one for losing?

Seriously, who is coming up with ideas at the Fatshark office? It’s not that hard… Seems like all they still care about is shiny cash shop cosmetics.

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There’s both mission demotion and “season” demotion.

I would suggest they make the difficulty toward the top pretty monstrous, but have only season demotion. With the difficulty high enough, the best players shouldn’t feel merely insulted by the periodic demotion - re-achieving 40 quickly is an actual challenge. Everyone else can enjoy struggling up the ladder without the rungs being greased and sliding back down.

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You know what I meant. It’s not that people “can” play it.

Since most people don’t play in premades, for many of them just starting a game or finding right people is difficult enough. It is impossible to know how good random people are, so starting each match is a gamble now out of your control.

If it’s a gamemode meant to be completed by learning the mechanics and not a meme difficulty with 5 bosses randomly spawning in the same room to force a derank unless you have 4 absolute sweats on voice comms, then it needs major balancing.

My rank 33 Havoc game was objectively easier than some of the Havoc 28-30 matches I rotated through at the release.

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trials and havoc should have their matchmaking flipped
it gets annoying if i cant pick my blessings because i spawn into an on going trial
and it gets really effing annoying if im playing havoc and someone leaves and i dont get a replacement

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I think it is just growing pains as the player base adjusts to the new situation.

Part of it is just old expectations in a new reality, just because you were comfortable in h40 previously doesn’t mean you will be now. It takes a while for old expectations to adjust.

The other part is that rank is now (or be will soon) useful information for party finder, because you know someone has actually earned their rank and wasn’t just carried through a single rank 40. So you will know grouping up with someone of a similar rank to your own is a good predictor of at least similar skill. That is the one upside of the deranking system that people don’t seem to have clocked yet: people that aren’t comfortable at their current rank will lose ranks until they’re at the right spot. Give it a couple of weeks for people to gravitate to their appropriate ranks, and party finder will be fairly useful, at least above 30.

Does the party finder show assignment rank or clearance level? I was under the impression that the latter remains locked at the highest havoc level ever cleared, so 40 remains in place if you’ve made it past that level previously.

Can i add some to this?

Ok. first. Fix ritual spawns.

I already done bugreport about this, but now ritual can be spawned in places that u cant reach in that moment of time. Like ambush sequence on dark communion (past closed doors), or behind near wall in labyrinth like map.

It feels not right that u have rituals that needs to be stopped, but if u charge and run to them - game instantly punishes u with LOTS of everything.

Maybe its intentional, because we (my team) learned that we can just kill that daemonhost easily (kite and kill him because he cant change their target). So why we need to stop them, when we can just kill him? Maybe that choice (run and face lots of enemies or not run and deal with corruption) is the goal of this modifier?

Second. Bulwark walls with garden modifier.

Its feels not fun and just irritates. As 4 u can deal with them easily just by separating them from each other, but we have experienced them when we have 2 alive… Feels like some benny hill series.

Third. Demotion needs to go.

Havoc already hard enough to punish people that plays havoc. Cant see any possible goals that demotion solves. Three rounds can stay, but rank lower part of it needs to be removed.

Fourth. I like new flow of havoc.

Even that i lose almost 15 games in first day - now, when u learned how it can be done - its more than good to me (even with bugs and bugtide moments)

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:zzz: :zzz:

only point i agree is the derank system

it could stayed in this way, if there were aquilas as reward, but it’s not the case
so the rank system doesn’t really make sense, and should be either reworked or removed

personally to me the rest is all ok, because meant to be high end content just like it was weaves in vt2, and vt2 weaves still remains the hardest challenge, even than the current new havoc.

so it’s good that havoc got an increased difficulty.

something that probably people won’t like
is that havoc always been oriented for friends/premades, which imo is the best way to play it because way more fun and chill. doing havoc in pubs is just a bonus and you can do that if you want, but it is to be expected to have high chance to fail, because it is not meant to blast everyone like in auric, but to cooperate and act as a team and playing with no margin of mistake

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Agree. But question is - why we have rng (good or broken spawns of rituals, purple captains, bulwark purple walls) as part of good/bad run (imo in ideal is only skill that need to matter).

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i like the new spawns

but if i have to answer the question
unlike vt2 weaves where spawns were basically fixed, in dt it’s dynamic spawns which is cool
you won’t ever get the same result, each mission generates a seed

sometimes it may be even possible to win the unthinkable anyway, and winning despite having bad rng, which is the good part of havoc but also darktide in general itself. being able to win despite the struggle.

if there weren’t that oppressive spawns, it would be the same as the old havoc which was a bit flat in term of spawns. i don’t dislike the amount of bulkwarks with the new modifier, because they can be easily dealt if team sticks with it

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I wouldn’t mind havoc being totally OTT interstellar sweats with zero chance of completing a mission IF that bs demotion system wasn’t there.

I don’t even play havoc anymore purely because of the demotion system. Remove that and I won’t mind dying and trying again.

Very, very, very simple fix, even if it bruises a lead designers ego a wee bit. Sometimes you gotta try something to know it doesn’t work so all gravy if they just get rid of it.

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