I wish we could go back in time and not release Havoc at all
Im i heard this right: u just deletes 2/3 psyker builds from havoc?
U know how this ends? Full smite bubble builds.
P. S. with this change u need to somewhat give us a choice. Because ALL psyker weapons rely on crit.
I think by critical damage they mean “a lot of damage putting mob at very low hp”, think critically wounded and critical care, not crit hit dmg.
Though ambiguous wording is and always has be the soup du jour.
I think it’s worse than that.
Smite does a little bit of damage, right? I think that can also crit. Unless I’m mistaken that is there to prevent crowd control. Breaking so many builds is just collateral damage.
Its effect is more pervasive than you know.
For example, my first thought was “oh well, you can only use high damage options then. I should be allright with an eviscerator” then I remembered the rev takes a while and if it’s a crit it won’t stagger the enemy so I’d just die.
This will further enforce a high mobility meta, and considering you need high damage also that means - surprise surprise - dueling sword…
Imagine a CC weapon like trauma not working: would the first crit attack at least push the enemy down? Unclear.
Maybe it’s about forcing us to play ogryns and limiting psyker use. But the gunners threat is still OP, and psykers and vets are already heavily penalised, so… Well, I’m sure next campaign they’ll break ogryns too.
It wouldn’t be as bad if they had touched the hidden modifiers, even just the shooters speed…
Let’s hope you’re right
Hi ive playtested it
It means “critical health” and triggers once their health drops below a threshold
O my god thank u
This is why we use keywords, people.
I’m still not excited by havoc at all, especially if they insist on removing content before adding different content. Why not just keep all modifiers in rotation??? Seeing Moebians being removed YET AGAIN has driven me to the point of avoiding havoc purely out of spite.
Add Moebian modifier to permanent main mission board or else I moan about it forever on the forums.
Lol So nothing will change. Coz thats like the main reason players are forced to yellow toughness/ bubble psyker abuse to get through the missions.
Once a player has clearance lvl 40, make the player immune to rank decay/downranking and let people choose what havoc rank they want their assignment to be (up until highest cleared). Choose map/modifier is another discussion. At the absolute minimum reset us to highest clearance lvl on weekly reset.
There is no reason for this up and down ranking once youve cleared to the top. The weekly reward? Please. This is not a leaderboard / ladder game. We do not have to climb up and down from auric maelstrom >> auric t5 >> auric t4 >> standard malestrom>t5 t4 t3 etc… why do it in havoc? People choose to play the difficulty they enjoy. People play this game because they enjoy it. This change will not be enjoyable and will make the game a chore starting right from putting a group together without even entering the mission. Then add the fact that if someone leaves the mission or starts griefing the entire squad gets penalized. Why must we go through all of this just to choose what difficulty we play? The weekly reward? Make the weekly reward just for cleared mission, not current rank or clearance, that way even if someone doesnt play and doesn’t get rank decayed they wont get a chest. Better yet remove the chest and give end of mission rewards like outside of havoc (still with no material pickups though thank you) , the people capable of accumulating too much currency at this point have absolutely no use for the currency anyway. Unless the weekly chest reward has other future plans / integrations we don’t know about yet.
Being set back to h30 on patch day is extremely annoying. Please stop making long time players grind again every time something is reworked.
This new ranking system will discourage playing off meta builds and build experimentation. It will discourage playing with newer or inexperienced players and using the party finder system. Already after mid week when everyone has cleared their weekly 40 it gets increasingly harder to put together a solid group with friends and/or randoms, these changes will only make that worse.
This new ranking system will create more toxicity and segregation than any scoreboard system ever would have. I’m sorry in advance for any newer players and ps5/xbox players.
i mean the tag next to my name stays 40.
so after checking off that “mandatory bling” like the secret orthus golden testicles, i never bothered waiting through 10 minutes of rejection from “shiver my timbers” talent trick ponies, that couldnt clutch maelstrom for the life of them and solely get through havoc by turtle tactics.
but yeah, the mode, if not for crappy number tweaking and staying 40 even after a long hiatus in terms of when to pick my matches, would even have some merit.
but chore myself through low levels, with randos, again just to “prove” i got what it takes?
nah thx, i rather fill my dopamine a couple matches a day at my pace/discretion and go ham based on physical skill, not push cdr mandatory talent button…
Lets wish it all away together
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I overall don’t agree with Havoc as an “endgame” concept, and I would rather see something else being developed as a legitimate endgame mechanic.
It’s just a wall we can try to topple, with no real ramifications, motivations, or progression. It’s only for people who really need something to validate themselves.
I want a mechanical and systemic progression system that has meaning and impact, with a long-term overarching goal and merit.
- Provide us with a system that allows us to further improve our builds.
- Introduce rewards that are only obtainable through playing the endgame, tying into both gameplay and endgame progression.
- Give us a story-driven goal to strive for—missions, boss fights, and progression leading to a final big boss fight, which grants even more unique and special rewards.
Things that could be done:
- Introduce more randomized missions, even with Havoc modifiers.
- Create in-mission side objectives, similar to how Deep Rock Galactic does it, or how PoE League mechanics function.
- Implement an endgame item system, allowing us to collect drops after completing missions—these could provide stat boosts, trait modifications, or weapon changes. For example:
- A Purity Seal that increases magazine size while reducing mobility for a ranged weapon.
- A Weapon Oil that increases penetration for melee weapons.
- A Talisman that grants +1 Wound while reducing health by 10 points.
- Add a separate slot system for weapon classes, accessible in the Mastery screen, to modify weapons for better performance or alternative playstyles.
- Tier-based endgame missions (similar to Havoc) where higher-tier missions provide better and rarer drops, while also increasing in difficulty.
Just something to play towards, rather than just setting up a dueling sword build and running 40 Havoc missions with no real meaning.
@FatsharkStrawHat , whats gonna happen now if like, no one plays the new havoc changes (except for the tiny number of premade groups with their 10 different mods installed)?
Are the devs gonna just give up on it? Continue improving it using our feedback? Do you have any insight? I’m genuinely curious where we go from here?
Pretty much. Fatshark keep hallucinating about people changing builds and experimenting, while in the real world everyone powers through with the usual voice of command, chorus and bubble builds because they are the only hard counters to cracked gunner spam. And you are out in three strikes otherwise.
I never even did havoc 40 I just joined whatever games would accept an ogryn until I unlocked the armor set
The amount of bad havoc forged players I have met in aurics have made me associate that title with noobs, true survivor players are a coinflip some of them are really good some of them are not. The only title that I never see on bad players is poxbreaker which makes sense since you have to put a lot of hours into the game to get it.
i get the idea and design wise to give people bragging titles, but ever since the dawn of quake (which ironically has a tiny playerbase cause you cant hide a single ounce of skill)
players should be judged based on performance not brass stickers that are for a large percentage earned by throwing themselves often enough in the carry pit until some muck sticks.
by all means i love gameplay footage, people: link , boast, upload… but waving a book or farting a bubble until eventually one team gets there, aint…no…skill (and in the least undeserving of any “title”)
like jumping the 1st place in f1 racing, no one knows who you are…
“what are you doing there?”
“i…u… took the bus… whaddaya mean i’m on 1st podest… gotta mean something right?”
Here’s the actual reasons they provided:
“You have to price everything differently in all regions, so whatever you release, and every time you release something, you have to go through pricing it in all the different regions and making sure it works. That’s something this helps with: we just have to price it once, and then we can sort that out in the game.”
The in-game currency also opens up the door to Twitch drops and giving away premium cosmetics, which de Geer said Fatshark couldn’t do in Vermintide. “We can’t really go ‘here’s 5 bucks, spend it on our game in Steam, hopefully.’”
And FS, as well as other streamers, have been doing Aquila giveaways on Twitch for a while now.
And “rewards” that are uninteresting for long-term players: normal Resources and one cosmetics set per class that’s just a recolour of a previous premium set AFAIK.