Why make HAVOC so easy?

If this was supposed to be for the late late late endgame…

Lvl 40 should have been lvl 1?

Dont get it…

Already managed lvl 40 and it was not even that hard as long as the other players dont f*** up (Played with randoms and 2 did die) and one player have shield .

I do like how the ranged enemies now needs to be respected. That adds another dimension to the game, that’s was good. But most of the other modifiers are just noise that doesn’t really make a big difference. And the 5x HP buffs is kind of lazy design. (ammo shortage)

Not sure how to make the game a bigger challenge in a good way. I guess more elites, bit higher dmg from enemies overall and maybe less player HP would be a good start, also higher attack speeds of most melee enemies.

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such bait…

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Kaiser-Soze-Fire-Walk

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lemme guess, 2 zealot / psyker going


and complaining about lack of difficulty.

yeah sure, i beat prime mike tyson in the ring, lemme get my .44 real quick :rofl:

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A little, but they’re not wrong when they say that most of the modifiers are noise. Outside of bullet bros getting more shots per shot, the only mods I actively noticed were bulwarks no longer leaving themselves comically open after a swing and the assassination bosses showing up. Everything else feels damn near imperceptible to me. Hell, I wouldn’t have even noticed the toughness or ammo changes if I wasn’t told about them (I don’t read/memorize numbers).

It would help a lot if we didn’t have to go to a steam guide to learn what modifiers are actually in play.

If Fatshark wants to make melee enemies more dangerous, I don’t think amping the values and increasing density is going to get them there. We’re getting diminishing results here.

They’ll need to actually put in the elbow grease to add new attacks/behaviors and some new enemies in general. There are straight up holes in the roster where Scabs have enemy types Dregs don’t, and whole playstyles that could be better challenged with specific enemy types.

A few posts I’ve made on this topic:

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I played zealot but i did not use book, but one other had book and one PSY with shield…

I never play book, but that’s besides the point isn’t it, people should use the classes/abilities available to them, the design of difficulty should be balanced around the game as it is now?

Sure nerf shield and book is something that can be done, I’m all for it.

I think we need a mix of both nerfs of those abilities and new difficulty mechanics added.

The real issue is why all the levels from 1 to say 30 was there at all… They where easier than Auric maelstrom… The idea of this mode was to make it late endgame content?

Good points, totally agree.

Best way is to add more attack patterns, and increase the speed.

But new patterns will require new enemies, and that takes some effort, not just edit some numbers, and it seems that’s to much to ask for, even with a dev team of hundreds of people…

“Why is the game soooo easy Fatshark?”

P.S. A long time zealot player, even if I’m far from the 1% sweats of this community, but easily above average, mainly thanks to the silly time I played this game. My personal time on zealot is only exceed by my psyker, mainly because there on some of those silly builds I have end up running, if I screw up, then I actually have to pay for it.

Havoc isn’t impossible, but it isn’t easy, especially for the majority of the playerbase. Learn some humility people. I suggest you step away from super sweaty meta for 5 seconds, play with some randoms and accept…the fact this is just a game. It’s meant to be beatable.

Instead of working on Havoc 80, Fatshark should rework the zealot tree, provide some build variety so we CANNOT access all the “good stuff” in one build and forever ignore 2/3rds of the tree.

Also undust those “lessons learnt” from Vermintide 2 movetech and apply those lessons to knives and duelling swords in Darktide. Also before DS MK IV armour piercing values should have been revised ages ago.

A very “easy” way to add some challenge for those thirsty few.

Maybe just maybe it is time to rethink the tendency in Darktide to add game core mechanics and weapon limitations, you know like stagger on hit, armour values, and you know such a tiny thing like hitting ZERO hit points, and then OVERRIDE them through talents and blessings.

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Cool story…

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