# The havoc quell “fix” breaks standard tapping and feels terrible.

**URL:** <https://forums.fatsharkgames.com/t/the-havoc-quell-fix-breaks-standard-tapping-and-feels-terrible/126121>\
**Category:** Gameplay Feedback\
**Created:** [September 30, 2026, 7:46pm UTC](https://forums.fatsharkgames.com/t/the-havoc-quell-fix-breaks-standard-tapping-and-feels-terrible/126121 "2026-09-30T19:46:08Z")\
**Posts on this page:** 1\
**Showing post:** 18

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**Author:** ![Margeret-Dayhoff](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/margeret-dayhoff/32/92972_2.png) [@Margeret-Dayhoff](https://forums.fatsharkgames.com/u/Margeret-Dayhoff)\
**Post date:** [October 1, 2026, 9:55am UTC](https://forums.fatsharkgames.com/t/the-havoc-quell-fix-breaks-standard-tapping-and-feels-terrible/126121/18 "2026-10-01T09:55:42Z")

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> [@BongoSkaggs](#):
>
> Like some sort of risk vs reward mechanic?

That already existed.

> [@BongoSkaggs](#):
>
> What’s the issue again?

The issues are what I explained. Let me copy-paste it here again:

On the issue of talents that put you into high peril:  
_“It puts you into high peril more often, forcing you to quell more often, which now takes longer, so increases risk.”_

_“Sure, and the more often you have to do the more risky you invite. You can’t quell and block or push at the same time.”_

I mean I hope you understand the issue if I bring up the challenge of reload time for example. Time spent reloading is time you’re vulnerable. Risk.

There’s talents and blessings that reduce reload time, but I’m pretty sure people generally don’t go for those over more interesting dmg-and-utility improving talents and blessings if they can avoid them.

Many psyker players had a muscle-memory built up on how to manage peril in risky situations where you are surrounded, possibly in gas, and a specialist turns up at range and you need to throw maybe a quick push or shoot a primary staff projectile, but if you’re too high peril you have to quell first (and that now takes more time, which is therefore more risky and will get you killed). And since the muscle memory is now wrong, often psykers now misjudge the time it takes to quell the required amount, tap to quell, don’t in fact quell, then push or shoot and overload instead.

So in every way imaginable this change increases risk.

On the issue of talents that reduce peril:  
_“And all of those work, but if we’re forced to take those now to deal with the increased risk, it puts a straight lie to the claim that psyker now has increased build variety because of less tax nodes. Things we’d have wanted to take to increase damage or increase survivability now must be put aside for us to take peril-dumping talents and blessings.”_

> [@BongoSkaggs](#):
>
> Sounds like build variety to me if there is a reason for players to branch out and actually use the tools at their disposal to manage peril.

Yeah but that’s not how Fatshark sold us these new changes. The patch was sold to us as a way of removing tax nodes so you could take more of the interesting talents you like.

Here’s what they wrote:

> [@PREVIEW - Upcoming Balance Changes](https://forums.fatsharkgames.com/t/preview-upcoming-balance-changes/125587/1):
>
> The original four Classes are receiving several changes to their talent trees, with a particular focus on _reducing the number of stat nodes required to complete your build_, and improving the paths through the trees with the intent of providing _more interesting choices and improving buildcraft_.

With respect to psyker specifically:

> [@PREVIEW - Upcoming Balance Changes](https://forums.fatsharkgames.com/t/preview-upcoming-balance-changes/125587/1):
>
> We are making changes to the Talent Tree Layout, by merging the two clusters there previously were above and below the Auras. We are also changing the bottom of the tree _to make it easier to pick nodes that previously were on far apart branches_.

**None** of this reads like attempts to force peril dumping talents on psyker players to counteract the effect of the nerf to tap-quelling. Quelling being an issue isn’t mentioned at all in the patch notes.

It all reads like attempts to bring talents together that were previously far apart so you can do better mix and matching and complete stronger builds.

> [@BongoSkaggs](#):
>
> Instead of just tapping r between casts

Which was in fact _the player engaging in active peril management_. The mechanic was there and psyker players had learned and internalized how to do it well.

> [@BongoSkaggs](#):
>
> or sitting in scrier’s gaze/warp unbound permanently to functionally ignore the entire mechanic.

That appears more like a complaint about warp unbound than it does about quelling specifically. This new changes basically just provides all the more motivation for psykers to go scriers+warp unbound (the very thing you complain about) to compensate for the nerf to tap-quelling.

> [@BongoSkaggs](#):
>
> Again, plasma guns already manage this same dichotomy of “fat deeps” vs “finding time to safely vent” just peachy. And with a vastly more limited set of heat management tools as neither veteran nor skitarii have any sort of talents related to it.

As you’ve already admitted, psykers were in fact also already actively using the quelling mechanic to balance damage and peril.

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