Some (actually a lot of) Havoc feedback

Obligatory I beat Havoc 40 and got True Survivor on Ogryn so you can know which angle this is coming from. I have since beat about a dozen of Havoc 35-40 on every class. I mostly pugged. My winrate was pretty good overall, lost a couple times but not as many as expected of a challenge mode.

I’m going to outline a couple impressions in no particular order. My goal is to give a nuanced writeup on what Havoc does well and what it doesn’t do well.


  1. The gamemode was balanced around OP abilities and weapons rather than balancing the basegame

I understand that Fatshark is hesistant to nerf things like VoC and the Dueling Sword. It appears that Havoc 40 was designed as a gamemode where you can pick VoC and DS (in other words, minmax) and still face a challenge. Mostly via some stat changes and a severe shooter buff. This sounds okay at a glance, and it does actually do that, but it causes a couple seperate issues, such as:

  • Weapons that aren’t on the same powerlevel as the Dueling Sword are struggling hard, and only a few of these exist. That means weapon variety at H40 is bad.
  • Abilities that aren’t capable of counteracting the extreme shooter buffs are struggling very hard. This includes the entire Ogryn class, and basically everything outside of VoC, the psyker shield and vent, and chorus and zealot charge.
  • Talents that provide CDR to these abilities scale up to absurd power levels. I mean chiefly psykinetics aura, which despite not being an aura, allows the entire team to spam the aforementioned abilities to achieve gamebreaking uptime and usage counts throughout a mission, but others exist.
  • Lesser but still relevant to mention, flamers, certain uncapped aoe psyker staves and uncapped aoe bleed applications (shredder grenades) scale to absolute infinity on this gamemode aswell. I view that almost as a good thing though, since they’re not usually the meta. It does feel bad that most actual cleave weapons no longer cleave adequately though, creating even less incentive to bring a non-dueling sword and just packing a flamer or psyker instead.

  1. Ogryn struggling isn’t necessarily an Ogryn problem, it’s a problem with aforementioned design

I’m going to make this its own point even though it’s an extension of 1), sort of. Ogryn, unlike the other classes, has very limited abilities to deal with the particular Havoc 40 changes. This isn’t necessarily a problem with Ogryn, because he’s by far powerful enough to kill the hell out everything on non-Havoc (and lower Havocs) and doing extremely well, on his meta build at least.
I think re-balancing Ogryn to make Havoc more comfortable for him would be the wrong choice. That isn’t to say Ogryn doesn’t need changes, he has severely lacking build variety even outside of Havoc, however Havoc amplifies that problem and uniquely presents him with a problem he no longer has a solution to: superjuiced shooters and gunners. In a regular Damnation game, he can counter these (after overcoming the initial movement skillfloor) by sliding and with movement tech like side dodging into slides while winding up heavies. This ceases to be an option on high Havoc ranks, due to the extreme damage and fire rate buffs to the shooters, combined with the lack of toughness grace window and longer volleys, all designed to counter the current VoC-and-friends meta. And so Ogryn is now almost completely out of counterplay, save for mostly tedious sitting-behind-walls hoping for gunners to have an AI brainfart and walk into melee range.

If Havocs were redesigned to not specifically target those abilities, and the abilities were instead addressed, Ogryn would shine on Havocs due to his extreme crowd control abilities. Simply buffing his one viable build would be a bandaid fix. This leads me to the next point:


  1. Havoc shooter balance at Rank ~25 is excellent and reminds me of old release Damnation shooters

Shooters being buffed DOES add legitimate difficulty and is fun, just not to the extent the scaling past 30 goes. The balance on these mid 20s ranks (specifically concerning shooters) reminds me of the shooters when the game released. They’re super high damage, super punishing when they do catch you, but they don’t feel unfair. Sliding is still a decent defense, you can still flank them, rush them, suppress them while approaching (and obviously just shoot them) which keeps the breadth of strategies in the game intact. And finally, to tie these 3 points together:


  1. Havoc scaling is sort of boring and totally one dimensional and needs to be redesigned

As mentioned in point 3, shooters are the main reason Havoc becomes any sort of challenging. This is in part because tuning up the shooters this hard seems to be the sole thing that can actually wipe a party that engages in this games meta strategies (refer back to 1).
The other issue with the balancing is that Havoc ranks in the 30s to 40 feel honest to god the exact same. I’ve no idea if it even changes anything other than some missions getting Power Supply Interruption or Vent Purge at 35 I think it was. It basically just felt like “okay, you figured it out, now do it like 7 times” which is pretty lame. I’d even say by the time you get to 40 it’s too easy.
More concretely, I think that, if the current OP ability spam meta was addressed, there is a far better way to design Havocs. Specifically here are the steps that I think need to be taken to fix Havoc balance for it to become a varied, non-railroaded experience:

  • OP ability spam is addressed and no longer poops on the entire game no matter what it throws out.
  • OP weapons are addressed. No more trivializing 50 crushers with a toothpick.
  • Shooters stop scaling at around the Rank ~25 power level.
  • Rather than just stat changes, Rank 25-40 (or whichever progression would be appropriate) should have increasingly difficult modifiers. Think IIVEG for auric maelstroms. Things that don’t completely kill non-meta things, but rather modifiers that create metas of their own without leaving anything in the dust. Monstrous specialists in maelstroms is great at achieving this. Moebian 21st hordes are another example of this. Invading cultist champions (the captains with the void shield) are also an excellent example of this. All these are great modifiers that increase difficulty without restraining the viable strategies and builds to a minimum. Scale the difficulty via modifiers like these instead. More of these!

To summarize I believe the fundamental scaling approach past 25 is bad, and needs to be overhauled. Interesting modifiers are key, imo. I think everyone agrees 21st hordes and the invading captain are great.


  1. Most of the current modifiers are terribly designed and they don’t add to variety of any sort

I’ll just list some examples.

  • Exhibit A: The Blight Spreads. Random green enemies spawn that will spread their green illness on death, and each enemy with this will explode on death causing a puddle. Why is the spreading mechanic even a thing? Invariably when fighting enemies in melee the entire enemy stack will become green and turn the entire floor green. There is no specific counterplay. However, there is an aura in the game that almost completely negates this entire modifier, making it free. How does any of this make sense?
  • Exhibit B: Pus-hardened skin. Theoretically a cool concept but in reality a plasmagun vet is mostly capable of ignoring this one, which is mindboggling, especially considering the HP values on Havoc are increased. This modifier basically punishes all the special killing ranged weapons that were already not good at it, while keeping the ones that completely overpowered the job to begin with relevant. A plasma gun or bolt pistol can still just blast every key target he wants and hit mostly the same breakpoints as on damnation. As a result, a more narrow meta. It is pretty noticable on things like reapers though, which is cool and good.
  • Exhibit C: Cranial Growths. Just completely ignorable. You already don’t really shoot things people are meleeing because they got it covered and ammo is tight. The glowy VFX is cool but it also stays on when enemies die, which is annoying because all other glowy enemy effects disappear on ragdolls.

  1. Teamplay becoming relevant in this mode is great

The rare piece of Havoc praise I have is that it actually fundamentally encourages people to stick together and act as a strike team and not as 4 goofy protagonists. Unfortunately, it’s because that’s the only way their OP abilities get the most mileage, but this effect of it is good. It would be great if perhaps via more interesting modifiers this could stay. It’s very fun, and people are more social as a result, and the games do not devolve into “race to kill the elites because nothing is a challenge” like aurics do.

And finally, something a bit more on the nose:


  1. There is no particular reason that the Party Finder isn’t just a lobby browser.

I fail to see any reason for PF to exist. It’s just straight up a worse lobby browser. If you could create “lobbies” i.e. Strike Teams and could set filters and tags that would be far superior in pretty much every relevant way, including the ability to see games in other regions (relevant because the gamemode is dead in multiple regions at off hours). Imagine if you could talk to people and tell them “I can join on another class too, if you’d rather”. Another issue is class/meta discrimination. Right now you just can’t play Havoc on an Ogryn if you rely on the party finder to find a team.
I suppose partially the Mourning Star being this weird server lobby instead of having a personal lobby like in VT2 stands in the way of this, unfortunately, but I wanted to throw it out there.




This became a far bigger writeup than I expected it to be. so I’ll put a summary here. Also sorry if you decide to pass this on @FatsharkStrawHat I was doing my best to be concise.

TL;DR: I think Havoc as a gamemode is so-so. I had fun playing it initially. I will likely not play it more in the future unless it changes to allow for more variety while retaining a significant challenge, which it did manage to provide, although not a ton of it. Players are too OP for it to be good. People will straight up not invite you unless you stick to the cookie cutter strat, which is terribly boring. This mode was clearly not tested against Ogryns capabilities enough, nor with non minmaxed loadouts, and highlights the severe powergaps between top tier loadouts and the rest.

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For the record I did read it all, but just for a quick and dirty version/reaction:

It’s really depressing to me that the idea of actually reining in the overperforming abilities rather than designing a mode around them is even remotely controversial.

Havoc’s entire design is based around horrible balance, that doesn’t make it balanced, that just makes it imbalanced in other ways. Full stop. Lord forbid they ever actually do bring down the overpowered stuff as Havoc’s balance will then just be revealed as the mess it is even more.

All they’ve done is kick the can of balancing the game even more down the road.

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Yeah, that’s very much the essence of the issue with Havoc is. It’s conceptually flawed in its balance approach. If nothing else, Fatshark is collecting metrics and I hope they’re seeing this issue there too. I don’t have metrics but I’ve seen only three different classes and only two different melee weapons in all of Havoc, besides my own.

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Well. I can agree with all that said.

But i want to say something:

Somehow ammo penalty affects psykers. I just cant pick scryer gunpsyker because of this. Maybe that is not what good modifier would do (this is just restricts non staff builds).

Recently i go to 26 lvl havoc (i want some chill after 40 lvl mercantile), and despite having “havoc forged” teammates we lose because zealots dont use their books of jokes and veteran forgot about voc. Even worse that on 40 lvl u have plenty of specials and elites, so i can cast bubble again and again. On 26 is mostly regular enemies. So when my bubble get destroyed - we have very bad time.

I love havoc because challenge that this mode provides, but lack of variety (not only builds, but modifiers) can kill this very fast.

In other hand its normal to have 1 better build to do some special thing or role. My 15 years of WOW raiding tells me that meta always prevail.

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Excellent writeup!

You struck the nail on the head with a lot of the Havoc-related stuff that I’m feeling.

The one thing I’m not sure about is if these changes will make Havoc more fun to play.

Havoc just doesn’t have the same longevity as Auric Maelstrom (for me), given the primary motivation is the penances (in my opinion). Not the difficulty, really.

The weekly crates are also not an incentive to keep doing rank 40’s every week because they don’t offer anything interesting, and as you noted, Havoc essentially kills so many builds and weapons, which is again, why Auric Maelstrom has far more longevity for me.

I’m not sure what could be done to attract me (I can only speak for myself) to keep playing Havocs after I finish the open 20 weekly crates, which is the last penance I have left, and I’m already super bored of Havoc and will only play one rank 1-10 Havoc per week to get the crate going forward.

I just don’t think the mode offers anything exciting beyond the cosmetics from penances over what Auric Maelstrom does (I can play almost any loadout I want in Auric Maelstrom and still perform well), and I’ve previously discussed this extensively, so I won’t go into it again.

Will Havoc survive the test of time?

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I would say that this is really the only point you didn’t really address. If you are min maxed correctly, Havoc 40 still isn’t that hard because everything you use has insane scalability so there is not much the game can really do to stop you.

Weapon variety is the pain point I feel the most. Either most things need to get turbo boosted or Havoc and the outliers need to be changed.

Other than that I really like and agree with your write up. I have still had fun with Havoc which is great, but it could certainly be better and have more longevity.

This is something that really confused me, that Havoc was missing a bunch of the modifiers from Auric?

I hate the crates and the decay system. The crates are the reason that decay exists, but they don’t provide any value. Because of decay, I don’t want to experiment with different or less strong builds because I won’t be able to play as difficult content.

I would like to remove crates and just have 3 tries per mission until it changes into a different mission. Or get checkpoints that you can’t decay below (like you cant decay below 35 once you’ve beaten a 40).

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Do you mean that my text confused you, or that the absence of Auric Maelstrom modifiers confused you?

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This. Should’ve clarified that more.

Especially Monstrous Specialists.

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I didn’t touch upon the weekly mechanics at all, I was focusing more on the mode from a fundamental gameplay angle (other than the partyfinder bit) but it’s also a pretty important part of Havoc for sure, as dragomusic mentioned aswell. The whole host-ranks-but-you-don’t is pretty horrid design too. What’s also horrible is that you can’t play just any Havoc rank below yours that you want, it HAS to be your assignment or you need to wait on the sometimes-dead partyfinder to play, or derank your own assignment and then either wait a week or tediously grind it back up incase you want to host a 40 later.
All of that annoyed me and I don’t think there’s any reason for it to be that way. It’s just pointlessly incredibly hard to actually play what you want. I definitely enjoyed the concept of weekly expeditions in Vermintide 2 more, if an excuse to keep the gamemode populated is needed, that worked ok.

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Peak Darktide would be me being able to choose a map I want, with High Intensity Shock Troop, Moebian 21st, Monstrous Specialists and Emperor’s Dying Light 1.

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Excellent post.

I also want to echo the thought that instead of whatever the Havoc is, FS should have just implement custom lobby option where you could:

  • Select any difficulty
  • Select any map
  • Select any modifier and stack them upon each other
  • Maybe add some goofy rouge-like options like random modifiers appearing mid-mission, etc

That’s literally it. Endless replayability withount inserting layers of RNG that FS love so much.

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splitting interesting modifiers across multiple game modes instead of just letting people choose which ones they want is also an insane decision (no monstrous in h40)

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i’d personally add that as game mode beside being fun, lacks lot of penances.
for now, there are plenty ones, but not that much to look forward because of not interesting rewards.

weekly caches also i share the same opinion with @Wahid
they aren’t an incentive to play havoc, at least not for the people that have lot of materials, hence why there should be at least more penances with more rewards, as in titles, insignias, frames, and more cosmetics.

alternatively, while may be an unpopular opinion, they should add some aquilas in crates, just a fair small amount to keep players engaged in this mode. scaling with the highest horde clearance level, or being only a reward for doing 40s and keeping the rank highest to receive the benefit, and helping other people so that everyone gets aquilas at the end of the week, promoting more incentivising to teamplay and not grief by leaving others so that they will derank.

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At first, I did think the mode was fun, but after playing it for a while and getting into the 30’s I can agree with absolutely everything lol. I don’t think I even want to get to 40, but I’ll try to at least get to 35. Playing with randoms makes all of these problems worse honestly.

Yeah, what else could we expect when the mode was designed around playtesters/streamers using only that kind of stuff.

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B-but muh min-max guide youtuber and his cronies have beat Havoc 40 easily! That’s what the playerbase wants, right?

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Great Write UP!

3:
Fading light also kills too many build types as the instant kill is stupid and removes the fun factor. LVL25 is just the right level to make them a legit threat.

5A:
I agree with the Gimmicky modifiers like Bligh Spread etc. Just removes the fun factor and becomes uber tedious to wade though the masses.

Agreed with the Sabre/Dueling weapons dominating Havoc modes. I tried several other weapons and all were not variable when running Combat Vet/Zealots. I am not saying nerf them but make the other forgotten weapon sets viable again. The Dueling sword and skill weapons to keep them as they are (fun to use).

I wish Fatshark would add more hero encounters and ambushes. Add in Crushers that are 3 x Health Hero units with HP buff to team mates. Add in Nurgle priests who resurrect Specialists units if not dealt with.

Some maps can also have open spaces where you have to face Traitor tanks and such.

1000% Agree. Do not make enemies harder to kill over LVL 25 by buffing Health/DMG. Instead focus on more interesting combat dynamic such as those awesome hero encounters and fights. Now those ones with a Beast Of Nurgle and Captain popping in are Hella stressful AND FUN :smiley:

Adding in maybe something like 2 mini BONs, 2 Mini Chaos Spawns and a squad of 20 supporting gunners would make for some hectic encounters. Hell, what about a Flamethrower Platoon with shields. Make them rare but FUN and people will come back more for those WTF encounters :slight_smile:

Another cool encounter would be a demonic possessed Gunner squad or Double sized ragers.

For Ogryn Players: Add passive toughness regen skills when not engaged as they heavily suffer under gunner hordes.

Thank you for your write up and I am in agreement with your sentiments.

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@Murderer adding this to the Book of Grudges

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I’m starting to realize more that this is a big issue, I wanted to play some 25s today and there were just none up. The one that was up declined me. It really sucks when you’re logged in, ready to play, but it’s just not possible to play what you want. I could derank my own to 25 but that feels bad, costs a lot of clicks and if I feel like playing a 40 later it’s not reversible.
Just generally feels bad and makes me quit out of the game and do something else.

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this is stupid, the point of havoc was to be unbalanced, so its obvious that the overpowered things were going to shine