I want to play havoc but the only time I can play is a single mission late at night when there is no risk of someone coming to the door or delivering anything. All family must be in bed because when havoc starts it needs your undivided attention for over an hour. This also means I get 1 attempt per night because if we wipe halfway through it will be too late to start another.
The risk of ruining other people’s run if I need to quit means I can’t try again.
So yeah, 1 single attempt per night. No wonder havoc is mostly empty.
Auric maelstrom is an absolute cakewalk nowadays and I crave that sweaty difficulty but for the love of the EMPRAH why do you make it so fracking difficult to play it???
Get rid of the demotions! Just give people a minimum time penalty if they quit (and they can’t join another havoc until the last mission is over).
We can’t pick the map, and can’t reroll without demotion
At least Vet should be less effected by the ammo pickup penalties as the class is relying on ammo to function, altho “un-nerfing” ammo pickups would also enable some more build vareity in general
Inspecting others on the applicant list in the party finder should be a defaut feature.
Demotion itself is not an issue tbh, but they could add more “checkpoints” that you can’t fall below unless you manually demote.
IDK man, it just might be. No demotion > less toxicity/gatekeeping runs. Might even alleviate my chief complaint of the party finder/no QP. If more people are playing with a more chill attitude, parties are likely to pop up more/populate faster, I’d think.
I can see why the demotion thing is a problem. I think the purpose was designed to make sure people are at the skill level they’re meant to be at.
I think I have an idea to soften that a little bit while keeping the spirit of the intention alive.
What if, instead of getting demoted, 3 victories are required to advance rather than just getting demoted? So, if you lose your string of 3, you gotta start over again? We already have three knocks before demotion. Hell, why not just say you have to get three victories, if you lose 3 times, at any point, you start over?
This way, if you’re way out of your league, it’ll show. But doesn’t put a strain on the player.
I think it’s nice that they tried something new with Havoc, but the execution was poor. 40 levels are like, 20 too many. It turns what should be a smooth difficulty curve into a weeks-long CHORE.
It kinda sucks that the highest difficulty in this game doesn’t have a quickplay system. I want to click, queue, play. Not spend 20 minutes trying to make a team.
This isn’t a terrible idea but it would make it seriously grindy so I’m not sure how well it would be received.
If everyone was allowed to freely choose their h rank then I think people would soon find their comfort zone anyway as they would be sick of wiping.
Having a minimum time penalty for quitting would also help. Havoc missions are lengthy too and you’d not be able to start a new one whilst the old one was still active either.
Not my expirience, there’s plenty of new players there, it’s actually other way around, ever since havoc dropped a lot of people opted out of AM almost completely.
I genuinely don’t understand why they don’t model their attempts at top difficulties at least somewhat on VT2 modded difficulties. It’s pretty clear that besides the occasional tourney people looking for hardcore challenge in these games don’t really care about ladders or ranks.
They’re just here for the love of the game, let em play the parts of it they enjoy most when they want.
FS has always been weirdly bad about anything to do with player agency in everything from gameplay to gearing and just general UI and UX. I really don’t understand it considering it’s a constant sore spot and it’s been feedbacked on a ton over the years.
There are so many times it feels like you are jumping through all these hoops to even play Darktide that I decided to play Vermintide 2 instead, and now Vermintide 2 has that blasted console compliant main menu when it loaded you straight in after character select before.
A havoc mission can take 1-1.5 hours of CONSTANT attention.
What if your child starts crying or a family member rings you or someone knocks at your door or you realise your game has gone on too long and you need to get back to work or do a task irl or you get a power cut or your internet flakes out or any other reason?
Lots of reasons why you might need to legitimately drop out from the 1.5 hour non-stop attention sink.
Demotions punish everyone else if someone needs to leave for a legitimate reason. This is my point.
Simply losing a match is annoying but can certainly be swallowed. Being demoted and thus being restricted from playing the difficulty you want is unnecessarily hostile and restrictive, especially if it was due to a weak player or someone dropping out.
Which is the whole point of my OP.
Demotion adds way too much weight and emotional anxiety to failure.