Some people will definitely argue that this game is supposed to be hard, but my point is that most maxed-out weapon builds should dominate Difficulty 3 and 4 effortlessly. For players who seek a real challenge, isn’t clearing Havoc Rank 40 with just two teammates difficult enough? What’s the logic behind cranking up difficulty on mid-tier missions?
The newly added shield troops in this patch completely ruin the fun of mowing down hordes of grunts. Previous updates buffed the health pools and spawn rates of Carapace Ogryns, while Plasma Gunners now have ridiculously thick head carapace armor. Let’s face it: most underpowered, unusable weapons simply lack armor penetration. All these balance adjustments make it clear Fatshark wants weapons with poor armor pen to see even less playtime.
Even armor-piercing staples like the Power Sword and Duelist Sword received nerfs. This tells me what Fatshark really wants to reduce is the player count itself. Steam’s concurrent player numbers kept dropping after all these updates. Players only flooded back when new DLC launched, yet many quickly quit due to the clunky, unrewarding gameplay of the Skitarii class—and I’m one of them.
After a long day at work, I boot up this game just to unwind and enjoy satisfying hack-and-slash combat. When I’m having a good time, I’ll even buy cosmetic skins as a treat for myself; casual players like me form the core paying audience. Difficulty 1 and 2 spawn far too few enemies, and these tiers should be reserved solely for new players to learn the basics.
We already have tons of endgame challenging content: Difficulty 5, Auric Maelstroms, Havoc Ranks 1 through 40, plus duo or trio playthrough restrictions. There are so many high-challenge options available. Why keep ramping up the difficulty for mid-level missions? Don’t players who want harder content have full access to the Havoc menu?
Difficulty 3 and 4 ought to let players blast through hordes with nearly all max-level weapon builds, while Difficulty 5 should feel rewarding when using powerful optimized loadouts.