Havoc is what the top 1% are asking for and they’re very happy with it. They want an near impossible mode to play.
Tbh I think it has less to do with the Dev that left, and more toward the overly negative reaction by the community whenever there is a Nerf.
See Power Sword being nerfed and DT going about 10% lower in rating
It is kinda funny that when it comes to entire game modes, the devs feel free to go ‘we give the community what it needs, not what it thinks it wants’, but when it comes to changing some numbers on a spreadsheet it’s ‘waaaaaah community scary’.
Maybe they should put the terrified people on game mode duty and the insufferably self-confident ones on balance.
Please no, getting flashbacks of HD2 spreadsheet balancing.
Yes, please tell me more about how the autocannon is the most balanced weapon in the game while simultaneously nerfing the slugger to the point of complete obscurity.
This doesn’t explain why after buffing weapons they aren’t trying to make enemies more challenging mechanicaly but increasing their ammount only.
Those enraged on low HP should have been ogryn and maybe ragers ability. And purple heal - enemy psyker healer.
To counter VoC, relic and partialy dome they could introduce enemy that casts toughness regeneration denial area/totem, etc.
Instead of CDR in every skill tree that scales poorely with the ammount of elites and specials they could make it to be difficulty modifier. Like x1 up to malice, x0,7 up to aurics, and x0,5 for havoc.
I disagree with a lot of the sentiment here about the overall state of combat, but agree entirely that havok is broken now. I do think over performing weapons like the dueling sword need some amount of nerf, and I think chorus and some of the other defensive skills should probably have their durations reduced. But I think the balance between the strength of classes is probably the closest its been since the skill tree update, and now the balance of enemies in relationship to them needs to be addressed. I think DT is fundamentally a game that is never really going to be balancable though. I have a feeling that a lot of the buffs we’ve seen are in response to people complaing about ranged enemy spam, but without ranged enemies en masse its not really a 40k game
@Ragnarok101 On that note:
The 3 new enemy buffs are new mechanics that require special attention/prioritization to deal with, as is the daemonhost ritual. The latter had more of the art team (concept, design, 3d modeling, animation, sound, etc.) involved, but not every new gameplay mechanic needs dozens or hundreds of hours of time from the art team for it to be meaningful or impactful.
The color treatment may not vibe with whatever your aesthetic is (or how you think DT should look), but I personally can’t think of a better way to make stacking buffs that can affect almost any enemy at any point (ie they don’t necessarily spawn with them) be readable in the tide.
It’s an arcadey solution for what has always been an arcadey game (and series).
Im ok with different colors.
Not okay when i see purple leutenants.
Not okay when i see ritual past closed by ambush doors
Not okay that all havoc turned into throwatyoueverythingdirectorhaveatonce
Ah. Demotions need to go.
Lance is excellent but its not flashy or that exciting with its moveset.
Not every modifier needs it, but if your art team can’t keep up, something should probably change in the way their dev cycle works.
They set the precedent themselves with 90% or more of the modifiers/special effects in VT2 (and Darktide) having more than just slapping rainbow colors over them.
The healing modifier was a good opportunity for a new cultist enemy, like the standard bearers in VT. Don’t even need to make a full new model, just slap a pointy hat on em and give em swirly green effects around their body.
I hate to use this phrase because I know game dev is hard, but just adding color palettes was pretty low effort when they set their own bar for the series previously.
The art team is usually the one that knocks it out of the park.
Eh, personally I’d like for them to go with low art effort, but functionally complete, implementations like the colors for new gameplay mechanics that the larger community might not even like.
They’ve proven that they’ll iterate on, and improve, existing content (new flamer/gunner behaviors, level overhauls, etc.), and that’s exactly how I’d like them to operate.
But also, adding a new enemy type to do heals is not equivalent to having any enemy potentially be a healer (and potentially be affected by the other buffs simultaneously as well).
Yeah I know they aren’t 1:1 in themselves, but they could have had 2 birds with one stone there.
Think rather…new healing enemy added across the board with a moderate healing effect to things near them, then the modifier is just having a bunch more of them scattered across the map and with increased healing values to make it like the current modifier.
Problem is more on weapons area in my opinion.
I don’t say that there is no adjustments to do on talents… but the main problem are these weapons
By example, the DS is not balanced on every classes. Same for Boltgun in auto mode… etc.
This is really the weapons that need a balance.
Yes but let’s be honest. Back in these days, you were landing a weakspot hit on this sniper with a revolver that has +25% against unarmored and he was dead.
Now, with 2000 more hours of training, I often land a weakspot hits by instinct.
But tested cause I wanted to use agri revolver. So I clearly remembered that, before, you needed the +25% against unarmored on a zarona revolver. Agri is less powerful, so I wanted to test.
I was surprised to see that an agri without the bonus vs unarmored can kill easily a sniper on damnation…
What happened? Talent tree. I agree about this.
But it is just cause they have given us too much power. And this is continuing… see ogryn.. more power, and asked by players. Instead of nerfing what is too strong on other classes, they decided to buff ogryn.
I am not even sure it won’t be too strong when I read several changes… Then we will buff zealot to meet melee power of an Ogryn? then we buff etc…
When does this stop?
Game has mtx monetization, what are we even talking about. Uh oh buy our cosmetics pls, here is your enemey recolors we spent your money on.
We got what was promised
But at what cost
The stuff you’re defending out here is truly unbelievable. Is there any criticism you will admit?
Zzzz of course. I have all over these forums for years. Derank is bullshiz, no solo is too. Should have released that 100 Aquilas pack already yadda yadda yadda
But I’m also a realist. Do you really want FS, working at patented tried and true FS speed, to have to commit do doing MORE work before they release stuff?
now if “want” would be the deciding factor i’d rather have them freeze any new release and focus on fixing whats been offered a short while ago but is already the source for heavy criticism and frustration among players
the amount of “more” is irrelevant if said content is either inaccessible or simply not fun to play.
give havoc a total makeover,
make modifiers freely pick- and stackable
make maps freely pickable
get rid of demotions
and you have a lot of people proud of clearing awesomely difficult stuff without the anger and pressure of petty demotions and teams trying all day to crack that nut instead of calling it off after 1 or 2 strikes.
premades aint a thing for a huge number of players and given to option having to deal with strangers above the usual ingame callouts and passing on a mode, i take the later.
so what remains is random groups and throwing yourself often enough against hav40 until one clicks.
which is possible, did it a couple times pre patch and should be the norm.
coop doesnt mutually include having to socialise or interact with people besides the ingame utmost necessary.
auric maelstroms dont need a single callout or voice chat, why not build havoc up from there rather than prerequisite discord level voice at every corner/encounter.
these would be my “wants” if i had any say in the matter
No nerfs = No long term player retention.
I. Just. Keep. Seeing. Dev studios. Making. The. Same. Damn. Mistakes. And. Killing. Their. Games.