Readdition of 21st to havoc was a mistake

Havoc 2.0 has been the most fun I had so far, and yes while I know there’s a huuuuge list of changes of things that need to be done to improve the mode, something that was done recently struck me as confusing

2.0 mutators have been extremely fun, each and every one of them very influential on how you approach things and what the enemies can do to you

Which struck me as confusing, why readding Moebian 21st? The most useless non-changing mutator that doesn’t really reward/punish players for an action as a reaction

I would’ve understood why adding Hard Pus and Cranial Corruption, those 2 at least are… somewhat interesting (Blight Spreads was absolutely trash, if the corruption build was slower it could’ve maybe worked), but still, adding the one that means nothing it just means that you get a Havoc mission with 50% less difficulty

Rampaging Enemies and Heinous Rituals already was the easiest combo you could get and most players could get through these together in a breeze, adding Moebian 21st just makes it even easier as Orange + 21st or Ritual + 21st is just… that, a non challenge at all

Please reconsider this approach of adding/removing mutators, I would not like to see Havoc lose Final Toll (Red) or The Encroaching Garden (purple) mutaros even if it’s only for 3 weeks, these have been extremely fun to play around with


Seeing this as my 2 mutators make me feel like I won’t be challenged at all

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Too bad they’re gonna rotate them out soon. Enjoy your seasonal live service game

Absolutely agreed. Together, this season’s modifiers have had a totally different feel from season 1 (which I found frustrating) and are much more impactful.

I also like the 21st as a modifier, but yea it doesn’t introduce a tactical difference to gameplay really. Just swing more. I think Havoc will continue to shine, and stay fresh over time, with sets of modifiers (like this season’s) that work well together and offer interesting challenges.

There’s an argument to be made that more modifiers in the pool will help keep Havoc fresh during a season on a mission-by-mission basis, and this seems to be a small test of how that might work. But ultimately, I don’t think throwing everything in the pool will keep things as fresh as a more high-touch curated approach.

It may have been more interesting to see The Blight Spreads added instead of the 21st. But I didn’t love TBS, even if it had more of an effect on gameplay/decision-making than the 21st does.

I like Moebian 21st + Rampaging enemies. Actually makes fighting hordes interesting. You don’t “need” weapons with more cleave, but you’re rewarded for bringing builds that can cleave through these thick hordes.

If everyone is running knife/DS on your team, you’re punished for your weapon choice, because enemies will stack faster and will sneak hits through each other. Weapons with additional cleave from stuff like Wrath or Relic blade in powered up mode will hit and stagger those enemies, preventing them from attacking.

I mean, Psykers and Ogryns might not notice the difference, since Ogryn is strongest in melee right now, and Psykers use either Purgatus or Trauma staff. But on Vet and Zealot you definitely feel the difference between running weapons with good cleave and without for these modifiers.

Rampaging Enemies and Heinous Rituals already was the easiest combo you could get and most players could get through

Huh? Heinous Rituals is the most hated modifier right now by the majority of Havoc players, no? It has the most bugs amongst the modifiers, and I’ve never seen randoms being excited about rituals, especially on maps like Ascension Riser, Dark Communion or Vigil Station with a lot of unfavorable spawn points.

If anything, this is the only “useless” modifier that makes Havoc easier. If we’re talking only about difficulty, otherwise it’s pretty unique.

You just one-tap Crushers which have parasite instead of armored helmet, and it gives you crowd control for free when enemies explode inside a thick horde.

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