-why can purple healing enemies (garden) interact with stimmed enemies
-WHY DOES STIMMED ENEMY IN GREEN GAS HAVE 100% DMG REDUCTION
-why are we bullet sponging everything
-why is every havoc game always turn into CIVI
can we just let the melee mobs mostly be in vermintide (the bettter melee game) and bring more shooters and gunners back to darktide (the better ranged game)
also the bugs: my nvidea overlay doesnt work. i lose the ability to tag or hold tab in game. etc. no im jus bitchin..
Havoc will mark its first anniversary this December, yet the only additions we’ve seen are shallow and uninspired modifiers created solely to counter the meta, with almost no real balance adjustments.
The Party Finder system is tedious for many players and discourages participation.
While the expanded skill trees have somewhat equalized class power balance, the anti-meta modifiers have ironically made the game even more meta-focused, leaving almost no room for diverse playstyles.
Everyone just spams VoC and Chorus, and kills enemies with DS or Inferno.
Auric has become a bit more rewarding thanks to the increased difficulty, but even then, people just rely on meta picks like Gold Toughness, Smite, and other overpowered weapons that completely trivialize the challenge - making the higher difficulty feel meaningless.
To be honest, I don’t care if no new classes or maps are added. I just want the focus to be on overall balance adjustments for Darktide, which has been in a long-running state of chaos.
Looks like blue stimm giving enemies insane damage reduction is intended behaviour, we’re what, 3 weeks in after the update? And no word if fix is even coming any time soon… At this point I guess they decided to make it a feature, just like 3+ bosses randomly spawning, even though there should be a cooldown inbetween boss spawns.
why are we bullet sponging? Because it’s easy. Nerfs are unpopular and more advanced enemy AI is hard, so instead they just buff everything’s health/spawn rate and call it balanced.
Man I dropped 10 levels and was wondering why enemies sometimes just don’t die. Then I checked the forum and learned of blue stim and I must say it is ridiculously tough to distinguish blue and green glowing eyes.
Other than that I must say runs have become even more random than usual. Aside from pubs being pubs I breezed through havoc 25 missions with a heavy sword completely uncoordinated and chaotic teams and died to random unkillable wall of armor with my thammer and good team comp on havoc 21.
For those who may not fully understand the issue, here’s a simple breakdown of the main problems when looking only at Havoc mode (excluding Auric or other standard missions):
Player Weakening and Gold Toughness
In Havoc, as your rank increases, your maximum health and toughness decrease.
This is based on the common “reduce margin for error” approach to increasing difficulty.
However, the existence of Gold Toughness greatly increases the team’s overall margin for error, completely undermining the intended difficulty design.
Bullet Sponge Enemies and Healer Units
These elements don’t actually make the game “harder” — they just stretch out combat time unnecessarily.
It’s not unusual for a single mission to take 40–50 minutes or even longer.
This kind of design forces players to stay focused for long periods, which leads to fatigue and frustration rather than enjoyment.
Armor Enemy Spam and Loss of Build Diversity
Because armored enemies appear so frequently, weapons that can effectively deal with armor are the only viable options.
As a result, players end up using the same few builds and weapons repeatedly, making combat patterns repetitive and reducing both build diversity and replayability.
Party Finder and Demotion System Issues
Currently, there’s no reliable way to gauge a player’s actual skill level.
To avoid the risk of demotion, hosts are forced to carefully select who they play with.
This leads to long waiting times before missions can even start, and players with non-meta builds or classes are often excluded.
Overall, matchmaking becomes slow, restrictive, and frustrating.
I sympathise with all those points, but the last thing I want to see in my Havoc games is another arena which is 100% filled with shooters and elite gunners.
I find it very curios this hasn’t been corrected yet in the AI director code. How hard is it to ensure that enemy spawns are following certain ratios, and spawn enemies from different types instead of flooding the area with the same types?
I have no idea how AI populates arenas with enemies, but surely even if it is random to certain degree it should not be hard to increase chance of spawning melee or range units depending on mob type distribution already present in the “arena”? Instead we see arenas full of gunners or melee elite clown cars spawned “around the corner”.
interesting mutators? man… okay how’s this: a pink enemy who gives all surrounding enemies 20% DR, movespeed, attackspeed, stagger resist and makes them immune to pushing and makes them penetrate blocking
quite interesting no? had to call 5 pre-existing functions for this one
PS: we know you liked the old one better, but this is a gaas so it’s gone forever, owned
It’s just boring to fight nothing but spam of the same exact elite all the time because of spawn seeds, especially when they just become tankier because of stimms and garden
Whenever it’s scab seed or rotten armour modifier my enjoyment falls off a cliff, fighting a wall of crushers and maulers is only fun for so long before it becomes to most boring dogshit imaginable as you’re just poking them with your ds4 while the arbi with shock mines or ogryn with taunt is just perma staggering them.
For the love of god do more to havoc than just spamming the same elite over and over again, let us fight both faction at the same time like in regular missions.