Is this acceptable? Is this what you intended Rotten Armor to look like? Because this is what every single game with that modifier comes down to. The AI director just decides its best option is spawning dozens of crushers and maulers every 30 seconds. This unavoidably pushes the team backwards along the map progress route, which spawns more hordes of crushers and maulers. The “rotten” part of the modifier does absolutely nothing. The little fart cloud they leave behind is not a challenge at all. The part where the director gets infinite armor spawn allowance is.
I lost every havoc game I played tonight because they all had Rotten Armor and all ended the same - a wall of armor, at the points in the map when the AI director knows you’re backed into a corner, right after a dropdown (which always also spawns bosses). In fact this video was attempt #2 at this mission and this is where we all died both times after making it through the rest of the map with no deaths.
I get like 10 hours a week to play video games. Rotten armor games = guaranteed loss and time wasted. They are unplayable. They all end the same. You get half way, then the director just decides it’s game over.
Reduce the armor spawn allowance, put a maximum cap on it, or get rid of the extra armor spawning altogether and make the fart cloud more lethal. It doesn’t seem to be volumetric like pox bombs. The game already spawns enough armored enemies especially on havoc 40, instead make it so killing too many rotten armor enemies in one place will make a bigger, more dangerous cloud. That would actually be an interesting modifier as opposed to every inch of the map being filled up by fat, instant killing, over-buffed, bullet sponges.
F4ck Rotten Armor, 40 minute of spamming 3 of the same enemies with inflated HP pools, with reduced vision while fighting them and half the arsenal in the game dealing peanuts damage to them. This modifier makes me want to play 1 game per week in Havoc and just f4ck off until the next week.
If you keep losing, this leads to a reduction in the mission rank you are allowed to start. At a lower rank, the situation becomes easier. As a result, you will eventually end up in a situation where you lose three games out of four (ideally; in my case the ratio is even worse — out of my last 14 games I lost 12, which means I am currently playing above my proper rank and climbed higher than I should have). This follows directly from the rank promotion and demotion system. If you are not satisfied with this win–loss ratio, you should not be playing Havoc
Thank god Syllogism joined my game today so I can get a weekly clear, I lost 5 in a row with random teams, 99% people literary can’t stay alive in the first area when this modifier is on, WHAT THE HELL ARE THEY THINKING
I hope whoever balances Havoc plays it through the winter holidays every day while Rotten Armor is on, otherwise it’s despicable they turned that sh*t on before going on holidays
I dont play with DS usually, on Havoc I played Falchion, Shovel and Power Sword, but how else am I supposed to kill everything if not abusing DS? Rotten Armor missions spawn 3x Crushers on top of the usual 100+ specials and disablers and multiple bosses in Havoc 40.
If the mission spawned less disablers and bosses you could at least make a case for it, saying, “Yeah its kinda bad, but at least you don’t get 5 bombers, 5 snipers and 5 trappers coming out in quick succession”. But no, it’s all this on top of the usual stuff like 3 bosses in the beginning of the mission or 20 gunners on standby in the big open area
Oh, don’t worry, I’m not blaming you for it or anything. I completely get it. Power Falchion gang.
I’m just mad because if Fatshark nerfed Duelling Sword (and friends) as hard as they should’ve, they could’ve then made Rotten Armour nowhere near as ridiculous as it is now, with fewer Carapace Enemy spawns and a comparatively lesser buff to their tankiness from the Modifier, and there would’ve been no possibility of Duelling Sword (and friends) abuse on top of all that. You’d be able to take so many more Weapons into Rotten Armour without feeling like dead weight.
They keep buffing the Players when the problem comes from the Players being too strong, which has a domino effect on how they implement Enemy spawns and Havoc’s Modifiers, to the Players’ detriment. I really hope Fatshark will fix these issues and fast.
They don’t need to design the challenge around the best loadouts, but they’re trying to appeal to both hardcore crowd and casual crowd which turns the game into a balancing abomination.
I like Enclavum barros and TRS Station as Havoc maps.
That being said I lately played Vermintide way more than Darktide, and I’ve finally cleared most of missions on Legend, it was way more enjoyable than grinding Havoc especially all the latest seasons
Yes, but this “Weaves” Mode in Darktide is holding the rest of the game’s balancing hostage. Tall poppies must be cut down.
Havoc needs to be adjusted in accordance with the game’s Adventure (Uprising-Auric) Mode, so the balancing can be fixed while preventing as many people who can’t see the full picture from review bombing the game because “wahhh Duelling Sword got nerfed because of the sweats wahhh!”, you know what I mean?
Of course that is true, and I am not disputing it in any way. However, if missions are successfully completed in fewer than 25% of cases, the player’s rank will go down (the actual rank that determines the rank of the mission they are able to create), and this will continue until the success rate rises to roughly 25%. Moreover, when creating a lobby, it generally makes sense to avoid letting in not only players whose rank is too low, but also those whose rank is too high for that lobby. This is not directed at any particular person, but describes the situation in general. A rank 40 player—and even a rank 31 player—does not belong in a rank 21 lobby
They don’t. Because they don’t play Havoc. At all. Nor Auric, or Damnation, and only rarely Hersey. They outright admited early on that none of the staff play above Malice with any frequency as that is what they balance around.
They are 100% dependent on their hand-picked “community testers” for feedback about the higher difficulties. And who are these “testers”? Try-hards who won’t play anything but a meta build and always run in premades. So of course all their feedback is “hey its all good”. And I’m sure they have lots of spreadsheets and “metrics” that back up their testers. Too bad they never considered that just maybe the reason Havoc “seems fine” in terms of participation is that the people who hate it enough to speak up have given up trying in the face of deliberate denial and found other places to spend their time. Classic problem with statistics - you can have the best analysis in the universe but if your data is crap you still get crap results.
Frankly its just one more reason why I’m glad I jumped to Super Earth.
After less than a week of HD2 I’m having fun I haven’t had since Darktide released. And a big part of that is because I can take pretty much any loadout with a modicrum of planning (aka bring some sort of anti-armor & a way to close spawns), drop into any front at any difficulty, and not worry about one type of bug/ bot/ or squid being able to utterly shut me down. Having pretty much everything we’ve been asking ObeseGuppies for (ex earnable store currency, solo mode, bigger range of difficulties that aren’t just more elites/ specials, greater variety of missions) baked into the base game just makes it even more obvious how badly one studio has been digging in its heels purely out of “I don’t wanna”.