Rotten Armour is back on Havoc

Yes, I made that clip for that reason actually, to show off issues with the stim modifier design. I don’t know about you, but I cannot say based on visuals whatever this enemy is stimmed up or not.

Also nothing in this games happens in a vacuum. Combinations of different modifiers such as Rotten, pox gas and stims just make the game more random, which I venomously dislike. If a certain build or attack staggers enemies, I want them always to be staggered. If an enemy takes a certain about of time to recover or attack again, I want that value to be constant. The last thing I want in my games is a train of stimmed up or red Crushers chaining overlapping overheads.

Yeah I am going to sit this one out…

1 Like

I have returned to Havoc after a break, and thought Fatshark has done some positive Rotten Armour changes on the top of some questionable ones (the variable DR dependant on their HP).

I expected lower Rotten Armour numbers, but after few games it is apparent we still hit the old Rotten Armour density. It’s quite a pain in small places after a “drop down” with little to no place to move. In some situations you might have no chance to fan out from narrow spaces, and you can literally run out of space to move /dodge if you dont run specific setups.

I don’t mind the difficulty curve here if its about checking players ability to move and dodge, but not if you have literally 3 metes of space and a wall of 10-20 overlapping rotten elites mixed with Bulwarks. The game just falls apart in those cases.

Rotten is just a sad example of poor decision making on Fatshark’s part. “We won’t nerf armour busting options etc. instead will be buff enemies leaving a lot of other weapons even less competitive”. Who does that? :man_shrugging:

1 Like