Currently, the highest Havoc level a player has completed is shown on every character on their account, regardless of which character, class, or build actually achieved it. The current system effectively treats Havoc progression as a character badge, while in practice it is an account-wide achievement.
I would like the ability to disable this display. A player is not necessarily using the same character, class, or build that earned that Havoc rank in every match they join, and displaying the same rank on every character can create the impression that the specific character being played has completed content at that level, even when it hasn’t. This can lead to misleading expectations from teammates.
An optional toggle would allow players to decide for themselves whether they want their highest completed Havoc rank to be visible or not
I’m pretty sure no one will hide their 40 on characters they don’t play
If anything it’s most likely ranks 20-25 that will hide it with Havoc Forged / True Survivor badges from previous seasons to have higher odds of being accepted in H40 lobbies
I would absolutely hide my 40 badge on, for example, psyker or vet, classes I rarely play and am terrible with. I don’t really care to have such an ability, but if it was an option I’d definitely make use of it.
It would probably result in people just not accepting anyone who has disabled their rank. Nobody wants to risk playing with people that literally die from the first enemy encounter, not to mention people who don’t last a second when targeted by one of the twins because they don’t know they can block with their melee weapon.
I think people overrate the power of playing with a group
Don’t get me wrong it obviously helps, but if anything it’s just the flame staff party as well as the yellow rain as you call it what carried most players to H40
And this is even funnier since the actual most optimal way to win Havoc is to have 4 Stealth Zealots just rushing through the map breaking spawns and only killing what’s necessary in the end, and congrats you get a 15 minutes havoc 40 Game done
how else would you explain the 40 tag on a console tank control vet that fails at clearing a horde by himself for example in auric maelstrom ?
havoc has the distinct difference of people gluing themselves to the group and firing their plasma/ult/whatever under their umbrella.
step down a notch where matches are sub 15 minutes with 4 individuals racing for the killfeed and lack in aim, movement and situational awareness really pop.
i dont say “every” hav40 got carried, i say the title alone isnt the wow-factor and guarantee for a self sustaining player that makes sound decisions.
since i refuse to play premades i guess a good portion is looking for groups through external means/friends ingame, since most of the time party finder is pretty empty or has 3 dudes already cheery picking.
anyways, main point is title doesnt equate ingame efficiency or reliability.
The average time in my last six Auric HISTG missions is 26 minutes. Completing a Maelstrom mission in under 15 minutes is an absolutely abnormal pace for the vast majority of players — a pace they are, of course, not ready for (even if they confidently clear missions where four such sprinters would go down in the very first room)
Nah you gotta put like 2 rooms ahead of the mobs and the AI breaks…levels like archivum sycorax are super popular because you can beat it in like 8 minutes without boundary skips by just holding sprint. Don’t even need stealth for that level to be faster than the train mission. Power Matrix I can get to the terror event that’s like 75% of the way through the level in 3 minutes, because basically everything after that first medicae will be an empty room.
Yes, you’re certainly right. However, that’s what I read about on the forum, but not what I (fortunately) see in my actual games. In my actual games, Archivum Sycorax is no easier than other maps, and the typical time is the same, around 25 minutes. And overall, it somehow doesn’t feel very Darktide-like, at least not how I perceive the Darktide spirit. In Doom Eternal, for example, the levels had closed arenas — you couldn’t get out until you’d laid everyone there to rest (unless you glitched through the textures, of course). I suppose a similar approach would be fitting for Darktide as well