Updates to Havoc - Dev Blog

One can dream.

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You’re either naive or optimistic.

The only reason they tied Havoc to party finder is because they spent time developing party finder and no one was using it.

You know it’s great UX when you have to strongarm users into using your tool.

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they tend to stick with a plan, no matter how well this is received.
and tbh this sounds like “ha, you don’t like party finder? here, have a mod you can’t play without it”.
see crafting, needed almost 2 years to finally let us build what we want despite weekly threads on how bad hadron’s brick factory was (and even after unlocked & loaded they just had to keep the RNG stats base)

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Will this modifier impact the Chainaxe’s ability to keep an enemy stunned/staggered during a rev special attack? If so, that’s a pretty huge nerf to an already marginal weapon in Havoc.

Enraging Elites:
Elite enemies will upon taking critical damage become enraged, increasing their attack speed, movement speed, and give them complete CC (crowd control) immunity.

Likewise, with the upcoming rework leaning into Stagger over raw damage for the Ogryn, a mutator that negates stagger entirely doesn’t seem like it will feel terribly rewarding

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Easy solution: Ogryn gets duelling sword too.

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Hedge very shortly after came to say that he “owns this one” and since edited it, but the statement was nonetheless still made. Aquilas aren’t earn-able and ordo dockets or whatever can’t be purchased either, so regardless of whatever they meant by “in-game currency” that post was still a lie.

Yea this was up on the Discord only for less than 24 hours. Believe whatever you want. I believe Hedge.

EDIT: good news, everyone! I was wrong! The FAQ wasn’t up on “the Discord only.” It was also on the Steam forums, as confirmed by Aqshy.

And the FAQs are still accessible there, showing the exact dates/times they were added and modified. Hedge was also active all over the Steam forums (and I assume in Discord but haven’t looked), explaining that the text added hours earlier was an error.

So yea, if you want, you can choose to clutch the sweatiest of pearls and believe that FS lied about Aquilas being earnable for less that 48hrs in order to move some units nearly 6 months before the game was released.

Truths keep changing!

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Not gonna sugarcoat it, this “update” to havoc is straight ass with half of the new mutators being the X thing makes enemies more powerful and the other two being a slight inconvience at best and nothing to interesting enough to check out

Put efforts into making maps more variatied on replays, not in poorly imitating paydays Crime Spree mode

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Very cool.

By the way, let me remind you that after the crafting system, resource costs were reduced to a minimum amount, and even more so after Havoc. I think the economy won’t be fixed either, even though it’s a minor part of the game, but what about adding separate rooms for players? Which will be bought for very, very expensive and furnish all sorts of jewellery and trinkets again for resources.
Well, and heck can we remove the limits on resources already?

I think the CC “immunity” the same that the current Cranial mutation

You can still stagger them just not with abilities or ranged stuff

Fundamentally, the question I have is this:

Why, over and over, does Fatshark invest energy in making new mutators (ie adding more variability to missions) but then silos this behind a specific gamemode instead of extending the new options to the normal gameplay / quick play system?

It’s like FS is afraid their base content isn’t good enough so they invent these new modes and systems no one asked for and add little silly enticements to get people to play it - which inevitably ends up backfiring.

If you totaled up all the modifiers across standard missions, havoc, maelstrom, and events - there would be a huge possible range. Why not allocate these across the normal maps in some logical manner based on the difficulty being selected?

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To add one more thought:

Imagine a grid where difficulty is on one axis and variability is on the other.

Normal game modes could have a range of base difficulty with low variability, only ever using 1-2 basic mutators.

Auric modes could have a narrower band of difficulty, 1-2 baseline modifiers (like high intensity) and then 1-3 “challenging” modifiers.

Maelstrom modes would have a similar narrower band of difficulty, 1-2 base line mods, and then like 3-5 channeling and/or “arcane” modifiers that introduce the zanier modifiers.

For implementation: basically leave normal mode as it it, for auric double the number of auric missions available to make space for more mutator options. Add a full on Maelstrom board for difficulty 4-5.

Delete havoc mode, or (since I’m sure they’ll never delete it) have the havoc system be identical with the maelstrom mission options just with a leader board attached to it instead of this ranking business.

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All good things, all good things.

I hope that’s the case. Removing stagger from melee would devastate Power Mauls and any of the rev attack weapons.

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That’s one of the little add ons I thought would have been added by now, to be able to add your own colours to the armour and weapons. Even if it’s just subtle colouring like accents rather than the whole clothing / weapon, it would be a nice touch for customizing.

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The rage in this thread gives me life.

Maybe now Havoc Clearance 40 will begin to mean something–instead of me regularly wondering why I have to regularly scrape Havoc 40s off the floor in a simple 5-hi Auric mission.

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I highly doubt it. And the answer is simple. Because you can clear H40 by sticking to the meta and playing it slow.

People playing Aurics will switch up their builds, maybe try something different and feel more freedom to get outside of the Psyker bubble. Maybe they’re just doing one more round, but are tired or drunk.

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