Pink got nerfed

Apparently current most egregious modifiers for Havoc got nerfed

The Encroaching Garden healing received (or given, the wordong wasn’t very clear) is now armor dependant

Unarmoured: heals 1200 HP/s
Flak: heals 950 HP/s
Unyielding: heals 1100 HP/s
Maniac: heals 950 HP/s
Carapace: heals 800 HP/s
Infested: heals 1000 HP/s

For context, current Pink heals 1200 HP/s to all enemies

Rotten Armour got “fixed”, and now it includes Melee damage too (They’ll take less ranged AND melee damage when at higher HP, but more ranged AND melee damage when at lower HP)

Contaminanted Stimms got its Blue effect nerfed, but I didn’t find specifics yet (will edit thread when this happens)

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Melee dr, yeah I’m not playing that ever

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So now it forces to play not with meta, but only classes with dots, indeed “fixed”.

Kinda why I said apparently on the title xddd

If this change to rotten is correct, we’re defenitely seeing a lot more evis zealot

microscopic nerf, needs to be removed from the game

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A great fix to certain modifiers being trash would be letting players pick modifiers on their own assignments. Asking for the unthinkable, but damn, it would instantly show Fatshark which ones are actually fun if they look at what people play at H40. These little micro adjustments don’t do much.

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they could do this in 10 minutes but they wont because le player retention or something

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I’m surprised they’ve done anything at all, not gonna lie.

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To be fair people would pick either the easiest combination (to grind) or the hardest (to challenge)

i don’t mind them being random, but it needs to be balanced so all modifiers are close to each other

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If thats what’s fun to them, nothing wrong with it

At H40 though not really right?

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Classic Fatshark. The issue with “pink” isn’t the heal potency, but how it interacts with interaction with other Havoc modifiers, hyper-density issues and visibility of the aura on tightly packed enemies.

It can also heal in-between your combo attacks. You hit heavy one, follow up by heavy two, and the target heals during that pretty narrow time window.

Obviously those picks actually require writing some code, beyond changing one value…

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I don’t know why they wait to do small number tweaks like this so late after they release a modifier. It’s been months and anyone who plays havoc consistently is used to them now. They’ve been solved. The vocal minority that was complaining about them didn’t bother to adapt their builds and synergize with their team, and they won’t be placated by these small changes. The rest of us will just be annoyed that the highest difficulty, with a steep barrier to entry, designed specifically to be punishingly hard, just got arbitrarily easier for no good reason.

If you’re going to nerf new modifiers, do it quickly after they go live, before the majority of players have adapted to them. By waiting, you frustrate the maximum number of players possible.

so? let them

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And the new class seems to specialize on DOTS to shed damage…hmmmmmmm

Ogryn nerf incoming

WTF? I wonder whether it includes explode damage and dot. If not, inferno staff, flamer and gauntlet will be the three most needed weapons in rotten armour.

Blue Rotten Crusher takes something insane like 10+ heavy weakspot hits to die with most melee weapons, Rotten should be nerfed into the ground along with Garden

How does that fixes Rotten? :joy: WTF Fatshark. This makes it even worse as applies even MORE pressure on players when the wave is the most numerous.

Contaminated Stimms, so they no longer have stagger immunity? Nice. Now do The Final Toll.

The most ridiculous additions to Tide games ever. Stop breaking the core game mechanics.

/this isn’t directed at you Vror.

I actually like Final Toll as it is right now, the right amount of spice and threat

I wish enemies who got healed past 50% (green stimm or pink enemy nearby) actually removed the effect however

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