Rebalance Gunners in Havoc or Apply Gunner Resistance to All Gunner-Type Enemies

You’re telling me you can go an entire Havoc match - 3 boss spawns, 50 special spawns, flamers, bombers, poxbursters, dogs, mutants, trappers, crushers, maulers, ragers, flames everywhere, gas everywhere, poxwalkers everywhere, gunners hiding everywhere - for 20-40 minutes straight, DURING all of that - you will never once accidentally “walk” into the open? Damn, teach me your ways please.

Gunners can also be hidden behind entire groups of enemies which makes them completely invisible while they are perfectly aware of your presence and will delete you because of it. Havoc isn’t fun, and has never been fun. I got to 40 once in the very beginning and haven’t touched it since. Even if there was a quickplay option, I still don’t even know if I would bother.

It isn’t enjoyable needing to achieve a level of perfection on top of being completely limited to builds that most would consider unenjoyable. I have also noticed a major trend toward people linking their havoc videos and 9/10 times it’s either A. Kitchen knife. B. Gold toughness spam. C. broken builds that nullifie half the game. D. Mods that turn the game into easy mode.

I’ll take my “easy” maelstroms any day rather than sweating my balls off trying to be omniscient toward the presence of gunners spawning in obscure places, hiding behind boxes, behind a box on bridges 20 feet above you, being on parts of the map that are completely inaccessible. Yes, completely fair. Oh, and being forced to play a build I don’t even want to play because that’s the ONLY way to survive. Let’s not bring up the fact that a single NON ELITE gunner with a lasgun is also more deadly than a SNIPER with a SNIPER.

This is a perfect example of artificial difficulty and I truly hope they bring it into line so people who actually enjoy the game can play it and not only the ones who min/max everything to the point of unenjoyment and spreadsheets.

or just don’t remove toughness grace period on Havoc, it’s literally exist to prevent this exact scenario.

I was thinking that the other day. Why is there separate resistance to bombers and flamers? Why not just have fire resistance to cover both?

nahh we pulling out dod powerpoint slides now

i play heavy sword on zealot on havoc 40

You take flamer/bomber resistance to for less fire damage, I take flamer/bomber reistance to tank their respective Sparta Kicks. Those kicks would even kill the Emperor himself.

Some people enjoy Havoc as it is, that’s fine and I’m interested to hear their PoV.

However I do not play havoc primarily because of the gunners. It’s not even elite gunners that are the issue, it’s the peashooters. I don’t find it fun or engaging that they become the single greatest threat in the game.

You can do this already, by applying suppresion to them (shooting at them or near them). Suppression makes their accuracy be really bad

Maybe, I do think all gunner damage should be nerfed by 20%, but remove gunner res from curios

This way it opens build diversity, without making these enemies useless

This is a Havoc thing really, firerate is fine overall

This is not a good thing tbh, gunners should be dangerous

Players shouldn’t be able to use 3 curio slots to essentially reduce their damage by 50%, that’s dumb (and yes even I abuse this)

This is why I suggested their base damage should be reduced by 20-25%, but then remove gunner res from curios forever

I think their threat level is fine

It wouldn’t feel so much instashredding if most players weren’t forced to run gunner res (which means they could run +toughness to pad this issue)

In the vid you presented you only had 80 toughness (the 75 gold toughness expired right before the shooter started shooting at you), and each shot took 20 toughness. And since you had no defense buff active ofc they’re gonna shred you

You can compare this by for example using blazing piety builds with the 25% DR from having max stacks, or martyrdom at 5 stacks (you were at full hp on the vid) with the TDR node, it’s QUITE the difference on this

I like them because they pose an actual threat in havoc and make you mindful of them (reminds me of the days when Stalkers were considered dangerous enemies and people wanted Exe Stance to highlight them). In mission board games they’re the least dangerous enemy and are constantly ignored. I personally don’t mind having to pay attention to more enemies.

There could probably be a better balance between “near instant kill” and “not-a-threat-despite-actively-shooting-you” though.

Let’s see some videos of that omniscience, I’d love to learn

My guy, you are posting and saying “ehh they’re fine” when majority of your videos are you running around with the kitchen knife and stealth. Of course you think they’re fine. OP is right, game turns from Darktide to SLIDETIDE.

I’d also love an explanation as to how a single gunner with a lasgun is more deadly than a sniper special. Has anyone actually considered this? You can face tank sniper shots now, especially after their nerf. Yet, a single gunner non elite on havoc can kill you FASTER and more efficiently than a sniper could ever dream of. Makes absolutely no sense.

As Ogryn I disagree :laughing:

honestly i really should but i the game is already runnign like absolute garbage on my amd hardware that im not sure if i can afford having obs open in the background. i think maybe in the futur ei will but i’ve been frankly too much darktide recently

well besides the obvious nerf they gotten, specials arent there to explicilty do damage but to force you into bad positions that makes it easy for the actual damage dealers like elites or even just regular groaners to take a pot shot on you and chip away your health.
it’s very rare that an actual special does damage to you but more so the elements surrounding the special. snipers are very telegraphed in the way with the laser focuses on you- more so than almost any other enemy in the game- but the danger (and often the fear LOL) of potentially being shot is frankly often cascades into you either needing to respect sightlines and give up ground or have to use valuable dodges to avoid the sniper shot that would’ve been used to dodge something actually dangerous like an overhead

that’s also not mentioning that ranged in general is jsut heavily skewed into you having TDR to survive exchanges. telopots mentioned this over a year ago back when the game didnt even have havoc but the exisstence of TDR basically means that builds (or really particular moments where you cant proc it) will be heavily hurt by ranged attacks- while the alternative of having TDR hilariouisly just makes you be able to facetank several gunners. it’s hilarious in how dichotomous it is and light and day having just 1 or 2 sources if TDR is compared to when you dont

Theyre fine when they spawn in a balanced amount with other melee elites. You can generally manage them with even the worst anti-ranged team comp in this case. However on certain seeds havoc will regularly spawn blobs of 100% trash shooters and rooms full of nothing but gunners and reapers; I do not find these 100% ranged enemy encounters fun at all. In addition many older maps have sightlines and enemy cover that are very obviously not balanced around havoc 40 shooter power and density. For example I don’t think anyone has fun playing the silo cluster opening on a gunner seed besides exe stance vet.

devs maneuvered themselves into a dead end of unbalance, the former concept of counter mechanics to a misplay or character trait don’t work no more.

take away the gunner-fks-all jank and little is left to push the player into a corner or on the defensive in general.

maulers/ragers make now for a small horde themselves and leave the screen almost as fast as they appear.

crushers been “less” and dog/trapper is usually watched out for on havoc 40 compared to lesser modes free for all.

so whats left to get you down, albeit rather abruptly?
gunner jank.

avoidable most of the time, there’s outliers of course like clandestium, and counterable by dome, smoke and overtoughness.

the moment you
• are in a bad spot
• mates arent popping their remedy
• people a spaced too far out to make for a good counter

too many things went wrong at once to warrant a successful outcome.

at the games early stages these steps flowed into each other so people could trace back and improve on the mistakes made.

now its “ok, ok,…oooo…k,fuuuuuck” in 2 seconds.

but the way characters are almost indestructible by any other means, those that remain look like a bad comic book plothole. :man_shrugging:

I play without these a lot as well

Don’t try to talk about me as if you knew me

I did say sniper nerf was bad back when it happened, what else do You exactly want from me?

All ranged enemies are supposed to be a mega threat in Havoc, that’s why the Emperor’s fading light modifier exists

Teams are supposed to have at least 1 person who can deal with ranged enemies, should it be stealth or something ranged like vet/scum

From the content you had been posting regarding Havoc, majority of what you post are with a kitchen knife and stealth. I didn’t claim to know you, I am making an observation based on the content you provide.

wow perfect clip to show this off

yeah either nerf them or delete EFL

I never used shroudfield and knife together ever tho, outside of speedrunning sycorax map in solo