The better balanced the game is, the more variety to play with.
I like a challenge too, and personally damnation is too easy for the most part as armour means nothing, as almost everything melts it.
I also have issue with the way they make the game harder, FatShark have done a seriously lazy job. That makes it more frustrating and stupid, rather than hard.
Forcing better team work, which is what t he game is about.
It explains why all of your takes are so horrid, every good and even decent player plays zealot. You obviously play the game at a very low level and that became clear when you said you don’t play zealot.
So you have made previous posts talking about havoc being a bad gamemode where you need to play with the meta items to win, this shows a complete lack of understanding and skill. You have also made a lot of post regarding the staffs on psyker and how they should not have access to a lot of other ranged weapons, this means you play staff psyker, the easiest and most overpowered way in the game to play. It also show that you do not play a lot of gunker which would be the more skill expressive way to play. I have seen you post comment about how the rumbler is not overpowered and should not get nerfed, this in itself is a slam dunk on any credibility you might have ever had when it comes to being a skillful or knowledgeable player. But hey, feel free to actually show me that you are indeed a good player by link screenshots or videos of you beating havoc 40 without crutches, soloing 3vegs with non-overpowered gear, duoing havoc 40 2.0 or soloing havoc 40 1.0.
The Uncanny Rending on it has got to go or get capped at 40%. Speed needs to be reduced and the damage it does against Carapace needs to be reduced. Dueling Sword Mk IV should not be nearly as strong against Carapace as it is. The stagger against Ogryns needs to be reduced as well. Weapons strong against Carapace should be reserved for the low mobility Greatswords, Mauls, Crusher, THammers, Relic Blade, Power Sword etc.
Needs to be adjusted to CDR on toughness damage taken or a flat CDR per number of wounds missing. Common sense says Zealot CDR nodes need to lock each other out, especially if Martyr’s purpose gets a change like that.
Indeed, there could be better options than just increasing enemy spam.
More area denial obstacles to overcome, like Moebian Leman Russ tanks or fabricated bunker fortifications filled with shooters/Gunners - setup in the larger areas, either of which could require explosive charges to be retrieved and placed to destroy the obstacle preventing map progression.
New Specialist enemies like Cultist Psyker that offer temporary boons to nearby Cultist, Dreg and Scab allies that quickly change how enemy engagements should be approached.
Better rotation of existing modifiers in Heresy, Damnation and Auric.
Don’t get me wrong, fighting massive hordes and emerging triumphant is certainly exhilarating; but when it gets to the point of important sound cues consistently failing on important enemies like Trappers or Bursters, it’s probably time to consider alternative methods that may not put as much stress on the engine.
+1 for trying, -2 for your stated ideas (except maybe ADDING an Ice Staff). Sorry. Psyker is in generally a good place finally. I’m really tired of all the nerf this, nerf that, threads. If this were a PvP game (thankfully it’s not) then there might be more need for constant balancing. My .02.
And without laughs etc, how do you think you can strengthen Havoc other than by spamming enemies or broken spavens (again, spamming). New enemy modifiers? Adequate solution on the part of sharks I do not see, otherwise they will need to work and think, and this is not really about them.
Regarding weapon balance, the ideal option that will probably suit everyone is just more new weapons.