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.Z.
Jan 12, 2008

Big ole pile of Darktide changes incoming.
https://forums.fatsharkgames.com/t/provisional-patch-14-notes-part-1/84501/
https://forums.fatsharkgames.com/t/provisional-patch-14-notes-part-2/84503/
https://forums.fatsharkgames.com/t/provisional-patch-14-notes-part-3/84504/

Most important change, Scab Stalkers are finally treated as a shooter by the Vet ult.

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Dandywalken
Feb 11, 2014

We kill Chaos spawn and Beasts of Nurgle. I will face the Chaos Space Marine!!!!

EDIT: ^^^ Helll yeah

Mesadoram
Nov 4, 2009

Serious Business
I am at work and can't read it :smith:, they are adding Chaos Marines?!

Perestroika
Apr 8, 2010

Aw, no more infinite smite. But it obviously was a bug, and I guess they did realise that without it it'd be a bit lacklustre, so there's a buff to damage to make up for it.

Exodee
Mar 30, 2011

Damp and depressing.
It must be a goon in its
natural habitat!
At a quick glance the buffs to the Indignatus crusher might finally make them worth taking? They're also going to (re)buff power swords which was sorely needed.

Also they're finally fixing the crouch recoil bug on autoguns, thank the Emperor

.Z.
Jan 12, 2008

Mesadoram posted:

I am at work and can't read it :smith:, they are adding Chaos Marines?!

No, no new content is in this patch. It's just fixes and rebalancing. Also mentioned was Veteran tree getting further changes to finally get keystones.

edit: Here's pt1. The other two posts are a lot of number tweaks.

quote:

Devoted Rejects,
Today we are sharing with you the provisional notes for our next patch - Patch #14. This update will mainly be comprised of needed balance changes and bug fixes from the Class Rework in Patch #13.

Just to make you aware these notes and changes are not final, and may still be changed before the release.

We will release the final patch notes when we deploy Patch #14 which may come at a later date
Patch #14
These notes contain the second part of changes based on community testing that we’ve had
with select members of the community the past 2 months, and adjustments to live issues
that have appeared.
We once again want to thank the community members for their continued help with
improving areas of the game that need extra attention.

All
● Operative Modifier “Suppression Boost” - Increased Suppression from 5% to 25%

Psyker
Biltz - All
● Set wield Quell chain time to 0 on all Psyker Blitzes, meaning it will be more fluid to
start Quelling after switching to your Blitz

Blitz - Brain Rupture
● Reduced Peril cost of charging right click from 30% to 20%
● Reduced movement penalties from charging
● Increased power from 850 to 900
● Increased Unyielding armour damage modifier from 1.0 to 1.25
● Increased Maniac armour damage modifier from 1.0 to 1.5
● Increased Carapace armour damage modifier from 0.75 to 1.0
● Fixed an issue where “Brain Burst”/”Brain Rupture” would cause an explosion even
with the talent “Empowered Psionics” active

Blitz - Assail
● Shifting power, to reduce spammyness of primary attack but increase the usability of
the secondary aimed attack:
○ Reduced power of primary action from 250 to 200
○ Increased power of secondary action(aimed) throw from 250 to 340 or 400 if
talent “Empowered Psionics” is active
● Fixed an issue where “Assail” projectiles would lose targeting when Force Swords
are wielded
● Fixed an issue that could cause the animation and action for “Assail” to be stuck if
you were attacked while aiming a shard
● Fixed an issue where “Assail” would play critical strike sounds globally and in 3D

Blitz - Smite
● Fixed an issue where the ability didn’t show hit indicators when damaging enemies
● Fixed an issue where Incorrect VFX cloud keeps triggering during the secondary
attack

Dev Note: Smite being able to channel without cost when Empowered Psionics was active
was a bug. We do however feel that without it Smite can feel a bit lacklustre in combination
with Empowered Psionics, so we’re further increasing the power of it. We’ll be keeping an
eye on it, and are up for doing something related to cost in the future as long as it’s more
balanced this time around!

○ Increased bonuses from Talent “Empowered Psionics” - +125% Damage,
50% faster spread between enemies
○ Fixed an issue where the Talent “Empowered Psionics” incorrectly made
Smite not cost any Peril

Combat ability - Psykinetic’s Wrath
● Added a 10% Quell to base “Psykinetic’s Wrath” ability. Meaning that Psykers who
don’t have the upgraded “Psykinetic’s Wrath” still can use the ability to avoid
downing themselves.

Combat ability - Scrier’s Gaze
● Fixed an issue where sound effects were not turned on and off properly when
activating “Scrier’s Gaze”

Combat ability - Telekine Shield/Telekine Dome
● Increased speed of the “Telekine Shield” and “Telekine Dome” placement action
● Increased the max duration of “Telekine Shield” from 15s to 17.5s
● Increased the max duration of “Telekine Dome” from 15s to 22.5s
● Increased the health of “Telekine Shield” and “Telekine Dome” from 15 to 20
● Increased the minimum duration “Telekine Shield” and “Telekine Dome” from 4s to
6.5s.
● Fixed an issue with not being able to place the “Telekine Shield” on certain flat areas
● Fixed an issue where the “Warp Siphon” Talent granted an instant cooldown of the
“Telekine Shield” and “Telekine Dome” Abilities
● Fixed an issue where enemy hits on the “Telekine Shield” and “Telekine Dome”
Abilities could be seen through enemies
● Fixed an issue where impacts on the “Telekine Field” and “Telekine Dome” Abilities
were not vanishing
● Fixed an issue causing sound effects to not trigger correctly when entering/exiting a
“Telekine Dome”

Talent “Soulstealer”
● Reduced Toughness replenished from 15% Toughness to 7.5%

Talent “Perilous Combustion”
● Reduced the numbers of Soulblaze stacks applied to nearby enemies on Elite or
Specialist kills from 4 to 3

Talent “Prescience” - Increased Critical Hit chance bonus to 5% from 4%
● Aura Talent “Kinetic Presence” - Reduced the Damage bonus from 10% to 5%

Zealot
Blitz - Blades of Faith
● Tweaked knife throw to make it more consistent and easier to hit priority targets:
○ Added small cleave to be able to cleave through one small enemy
○ Reduced projectile radius from 0.37 to 0.2, to make it easier to hit priority
targets in hordes and avoid accidentally hitting the smaller targets.
○ Fixed so Blades of Faith don’t inherit spread modifiers from wielded Ranged
weapons, they should go straight now.
● Increased power from 500 to 585 to help reaching some weak spot breakpoints
● Increased Flak armour damage modifier from 0.75 to 0.8
● Fixed minor animation issues

Combat ability - Shroudfield
● Talent “Perfectionist” - Reduced the Backstab damage bonus from 100% to 50%, but
changed the Cooldown increase from 100% to 50% so the cooldown punishment is
lower. This was made to avoid single hits doing too much damage.
● Changed the Finesse Damage bonus from being multiplicative to additive.
● Daemonhosts will now be able to see Zealots using Shroudfield, to avoid cases
where players can aggro a Daemonhost and make it attack other players.

Combat ability - Chorus of Spiritual Fortitude
● Added functionality to cancel the ability with the secondary action input
● Changed action chaining so that you are not allowed to cancel out of the ability
during wielding animation. This to avoid accidental cancelling of the ability before it is
started
● Changed so that Monstrosities are only staggered by the first and last pulse of the
ability

Talent “Inexorable Judgement”
● now only activates on melee and ranged hits

Talent “Second Wind”
● Added 0.5s internal cooldown
● Increased Toughness replenish from 10% to 15%

Talent “Shield of Contempt”
● Reduced damage reduction from 75% to 60%

Talent “Bleed for the Emperor”
● Reduced damage reduction from 50% to 40%

Dev note: These slight changes to damage reduction talents are to avoid high stacking
damage reduction

● Fixed the Talent “Martyr’s Purpose” having the wrong icon
● Fixed an issue where the “Beacon of Purity” Aura could leave players with remaining
corruption damage
● Fixed issues where the Talent “Sainted Gunslinger” didn’t activate when reloading
Combat Shotguns or Stub Revolvers

Veteran
We are currently working on an update to the Veteran’s Talent Tree, including Keystones,
which will be coming in a future patch. We hope that these changes to your Abilities will still
be interesting enough and open up for a few more build paths, while we finalise the larger
update.

● Reduced Veteran Stamina regeneration delay from 1.25 to 1.0, meaning Veterans
will start Stamina regeneration quicker than before.

Blitz - Smoke grenade
● Added a small stagger to Smoke Grenade explosion
● Duration increased from 10s base, 15s with “Grenade Tinkerer” talent to 15s base,
30s with “Grenade Tinkerer” talent.

Blitz - Krak grenade
● Changed behaviour of the Talent “Twinned Blast”. One grenade will now land where
aimed, and the duplicated grenade will land in a random position nearby, left or right
of the aimed position.

Combat ability - Volley Fire / Executioner’s stance
● Allow cooldown to tick during “Volley Fire”/”Executioner’s stance”, but increase
cooldown from 25s to 35s, meaning achieving a higher uptime on “Volley Fire” will
reward you more.
● Talent “Counter-Fire” - Added Scab Stalkers as Volley Fire Targets
● Fixed issues where the “Volley Adept”/”Executioner’s stance” didn’t activate when
reloading Combat Shotguns or Stub Revolvers

Combat Ability - Infiltrate
● Daemonhosts will now be able to see Veterans using Infiltrate, to avoid cases where
players can aggro a Daemonhost and make it attack other players.
● Reduced Infiltrate cooldown from 60s to 45s
● Increased Infiltrate duration from 6s to 8s

Combat Ability - Voice of Command
● Reduced cooldown from 45s to 30s
● Added stronger stagger to “Voice of Command”, will now be able to stagger
Monstrosities and Mutants.

**Talent “Only in Death Does Duty End” **
● Increased cooldown increase from 33% to 50% - With the reduced cooldown of
“Voice of Command”, this adds up the same 15 s extra cooldown. (33% of 45 is 15,
50% of 30 is 15)

Talent “Duty and Honor”
● Increased toughness gained from from 50 to 100 and duration from 10 to 15
● Fixed an issue where the ability didn’t play sound effects.

Talent “Deadshot”
● Moved from percentage of max Stamina to flat Stamina, 0.75 stamina per second,
0.25 per shot.

Talent “Exploit Weakness”
● Increased from 2.5% Brittleness to 10% and set max stacks to 2
The Description currently reads Rending, but should say Brittleness

Talent “Rending Strikes”
● Reduced from 15% to 10% Rending to all weapons.
With the Class Overhaul we also changed how Rending was calculated, resulting in it
being more effective than before. This resulted in ‘Rending Strikes’ being stronger
than we anticipated.

Talent “Keep Their Heads Down!”
● Increased Ranged Attack suppression from 25% to 50%

Talent “Demolition Team”
● Corrected the description to state that only the Veteran receives a grenade.
The gameplay change was already in, but the description didn’t get updated properly.

Ogryn
Blitz - Big Friendly Rock
● Reduced replenish cooldown from 60s to 45s
● Increased Maniac damage
● Increased impact VS Monstrosities. Stones thrown to the head of Monstrosities will
now stagger them.
● Lowered chaining time from wield to the aim throw - This will reduce the time until the
player can throw the stone, allowing for more reactive gameplay.

Blitz - Ogryn Frag Bomb
● Armour Modifiers Close Damage (near, far):
Unyielding : 200%, 200% to 325%, 200%
● Armour Modifiers Far Damage (near, far):
Carapace: 75%, 37.5% to 100%, 37.5%
Unyielding : 187.5%, 100% to 262.5%, 112.5%

Combat ability - Loyal Protector
● Fixed an issue where Daemonhost was behaving weirdly after Ogryn Loyal Protector
activation
● Fixed an issue where the ability didn’t play sounds effects for other players

Combat ability - Point blank Barrage
● Fixed issue where the ability would not trigger Talent “Reloaded and Ready”
● Talent “Light ‘em Up“ - Reduced Stacks of Burn from 3 to 2

Talent “Batter”
● Reduced number of bleed stacks applied from heavy attacks from 6 to 4.

Talent “Pained Outburst”
● Fixed an issue where the talent would return 100% Toughness instead of 25% and
would replenish Toughness if knocked down.

Enemies
● Tweaked Enemy base health on all difficulties, with focus on bigger Elites to make
them stay alive a bit longer, and for the Conflict Director to not spawn as many:
○ Mutant base health from 1900 to 2000, is now the same base health as
before the Class Overhaul patch.
○ Bulwark base health from 1500 to 1800
○ Crusher base health from 1500 to 1800
○ Dreg/Scab Rager base health increased from 800 to 1200
○ Scab Mauler base health increased from 1200 to 1500
● Added new backstab sound for Elites
● Increased heavy stagger thresholds for Crushers, Maulers and Reapers
● Lowered push force applied by Scab/Dreg gunner shots by around 70%
● Tweaked Scab Stalker combat ranges to increase distance where they switch from
melee to ranged attacks
● Scab Shooter can now trigger “On successful dodge” procs.
● Fixed so Scab Bomber will only drop his grenade once pin-pull sound is played

Spawning
● Fixed issue that caused more flamers be able to be spawned at the same time than
intended
● Added more aggressive speedrunning prevention spawning
● Fixed an issue where the Monster Specials Condition could fail to set weakened
state

Mutants
● Improved dodging when Mutant charges players around corners, added extra wall
collision raycast

Plague Ogryn
● Lowered Plague Ogryn stomp radius

Beast of Nurgle
● Tweaked Beast of Nurgle slime slow from 50% to 20%
● Fixed a crash that could occur if two Beasts of Nurgle tried to consume the same
enemy

General Weapon Changes
Full details on damage values, armour modifiers, etc. are found further down.

General:
● Reduced Bleed damage from 200 to 175

Dev Note: This was 40 before Patch #13 Class Overhaul

● Increased sprint acceleration for ranged assault sprint weapons (E.g Infantry
Autoguns, Recon Lasguns, etc.)
● Fixed so Recoil doesn’t increase while crouched for some weapons
● Rending no longer increases Stagger strength

Duelling Swords:
● Changed chain windows on all swords to have faster access to weapon special
attack
● Adjusted cleave values
● Slightly increase power on stab heavy attack
● Improve armour damage modifier vs Unyielding/Flak on stab heavy
● Changed chain windows on all swords to have faster access to weapon special

Heavy Swords:
● Set same damage profile for 1st and 2nd target

Chainaxe:
● Increased Maniac armour damage modifier

Kickback:
● Faster auto reload after shooting hip/zoomed
● Increased power.
● A bit tighter spread with ADS (Aim Down Sights)
● Minimum pellet hit count changed from 10 to 16 for both hip fire/ads on all Armour
types except Flak/Unyielding.

Grenadier Gauntlet:
● Tweaked values on melee attacks to make it more viable.
● Fixed an issue where heavy melee attacks did not allow for talents such as “Batter”
to proc as intended.

Ripper Guns:
● Reduced base reload speed from 30% to 20%.
● Slightly reduced ammo reserve.

Force Swords:
● Fixed an issue with the smart targeting of the force sword push follow up being overly
prioritised.
● Increased the lights and heavy attacks damage, with a bit increased cleave and
finesse.
● Changed Force Swords dodge limit from Infinite to 5 (same as Combat Knife)

Dev Note: We believe infinite dodges aren’t healthy for the balance of the game and
decided instead to give Force Swords the same dodge count as the Combat
Knife(one of the best dodging weapons). This change was made together with an
overall bump in Force Sword damage and cleave output to compensate for the
dodge loss and other weapons power increase.

Infantry Lasguns:
● Improved sprint ready up time for all Lasguns
● Improved hipfire recoil/spread for all Lasguns
● Increased power.

Laspistol:
● Increased power
● Reduce sprint ready up time
● Slightly increased fire rate
● Tweak recoil, spread, stability to be far less severe, focused on stability even when
mobile
● Tweaked the input buffer so as to reduce the feeling of lost inputs

Thunderhammers:
● Added 1 more dodge
● Switched Crucis Mk II Thunder Hammer’s push follow up to be light sweep.
● Switched Ironhelm activated strikedown heavy sweeping profile to heavy single
target profile, meaning it will be more effective against single targets.
● Switched Ironhelm chain from pushfollow to heavy 3 for easier access

Crusher:
● Crusher has been changed to be more of a fast, crowd-controlling, headshotting
focused weapon.
● Added 1 more dodge
● Tuned lights/heavies damage profile to be more efficient, with focus on headshotting.
● Increased heavy hitbox length from 1.15 to 1.4.
● Tuned up attack speed.
● Switch push followup to light sweeping with higher finesse.
● Reduced light and heavy activated explosion radius, larger decrease on light attack.

Tactical Axes:
● Atrox Mk II
○ Tuned up single target damage for Light 1 and Light 3

Ogryn Club:
● Increased the speed of heavy attacks on “Brunt’s Basher” Mk IIIb Bully Club
● Slap
○ Tuned down impact a bit to avoid juggling enemies in the air.
○ Fixed so slapping a weak spot can stagger stronger elites, such as Crushers.
Combat Swords:
● Added chain to heavy attack 1 from push follow up and slightly increased the chain
time.
● Devil’s Claw Mk VII push followup switched to single target damage profile, following
attack changed to a sweeping profile, meaning the first attack will be more useful
versus 1 target and the following attack more useful with multiple targets.

Combat Axes:
● Achlys
○ Added chain to heavy attack 1 from push follow up, slightly reduced the chain
time

Headhunter Autoguns
● Bash weapon special
○ Tweaked hitboxes to be a bit easier to hit
○ Increased speed of normal/heavy bash
○ Added chain window from hip shoot so shooting won’t lock you out from firing
as much.
● Vraks Mk III Headhunter Autogun
○ Tweaked recoil behaviour
● Vraks Mk VII Headhunter Autogun
○ Tweaked recoil behaviour
○ Increased damage per shot
○ Decreased fire rate
● Agripinaa Mk VIII Headhunter Autogun
○ Changed burst time from 0.175 to 0.1

Braced Autoguns
● All Braced Autoguns:
○ Replaced push on weapon special to sweep.
○ Add stagger reduction on bash hit, higher on weak spot hit
○ Tweaked hitboxes to be a bit easier to hit
○ Increased speed of normal/heavy bash

Boltgun
● Bash weapon special:
○ Replaced push on weapon special to sweep
○ Add stagger reduction on bash hit, higher on weak spot hit
○ Tweaked hitboxes to be a bit easier to hit
○ Increased speed of normal/heavy bash
● Power increased

Infantry Autoguns
● All infantry Autoguns: changed crit effect to be a less flash-bangy one. Should be
less blinding to get a lot of crits.
● All infantry Autoguns: increase ammo clip and reserve.
● Agripinaa Mk I Infantry Autogun
○ Tweaked recoil, fixed faulty crouch settings that caused recoil to go up when
crouching.
○ Reduced recoil on first 3 shots
○ Increase recoil when moving to more around x2 of stationary
● Columnus Mk V Infantry Autogun
○ Tweaked recoil, reduced horizontal by a lot, fixed faulty crouch settings that
caused recoil to go up when crouching.
○ Increased sprint speed.
○ Increased dodge.
○ Changed damage profile to be more effective at close range, far range falloff
○ Set same falloff range as other infantry Autoguns
○ Slightly reduced vertical recoil
● Graia Mk VIII Infantry Autogun
○ Tweaked recoil, fixed faulty crouch settings that caused recoil to go up when
crouching.
○ Increased sprint speed.

Force Staves
● Tweaked fire times on Force Staves with a projectile primary attack (Nomanus Mk VI
Surge Force Staff, Equinox Mk III Trauma Force Staff, and Equinox Mk IV Voidstrike
Force Staff). Fire time is now 0.1s, up from 0.025s, and the animations and time
scales have been tweaked to better match the fire time.
● Special attack bash
○ Slightly faster
○ Changed damage profile to be similar to other bash changes, high stagger on
weak spot hit, higher on heavy, more cleave on sweep
○ Increased hitbox range
○ Tweaked chain timings
○ Fixed the impact sfx/vfx on special attack bash to be blunt

Ogryn Cleavers
● Fixed so uppercut special can stagger heavy targets, such as Crushers.

Orox Mk II Battle Maul & Mk III Slab Shield
● Increased push radius from 3.25 to 4
● Tuned chain timings

Standard-issue Munitorum Sapper Shovel
● Tune chain timings
● Increased damage of lights and heavies

Catachan Mk III Combat Blade
● Tweaked up light/heavies, tune chain windows
● Added innate 25% backstab damage bonus to heavies.

Power Swords
● Munitorum Mk VI Power Sword block cost reduction by 25%
● Activation can be cancelled to block 0.3s in, keeping the activation

Dev Note: This change was made to make Munitorum Mk VI Power Sword more focused on
defensive chaining, by allowing the block chain to be activated. The activation animation also
matches the block animation so the transition from block → activate is smoother.

● Activated attack power buffed significantly; Heavies with a focus on horde clear,
lights for dps or smaller target counts, push attack weak spot hits for carapace and
unyielding damage.

Voidstrike
● Chain timing from start next projectile set to quell chain time
● Slightly reduced the previous 70% buff applied to secondary fire to tune down
extreme damage on high health targets.

Surge Staff
● Added gibbing to Surge Staff kills

Rumbler:
● Reduced sway to make aiming trajectory more reliable
● Added crosshair during reload

Human Shotguns
● Upped ammo pools.
● Increased Armour damage modifiers vs unarmoured, infested, maniac and
unyielding.

M35 Magnacore Mk II Plasma Gun
● Increased power
● Increased cleave
● Increased finesse

Grenades
● Changed aiming of grenades to update aiming trajectory up to the point of throwing
the projectile.

Blessing Changes
Fire Frenzy

● Changed from “Attack Speed” to “Close Damage”.

● Close Damage

○ 7%, stacking 5 times.

○ 8%, stacking 5 times.

○ 9%, stacking 5 times.

○ 10%, stacking 5 times.

Stripped Down

● Stripped Down has been fully reworked into a solely Ranged Attack Immunity
blessing, thus the Sprint Speed bonus has been removed. We want to keep
Movement Speed bonuses in the Talent Tree layer instead.

Speedload

● Changed from triggering on Melee Kill to Close Kill.

● Added stacking of bonus, up to 5 stacks.

● Reload Speed:

○ 14% to 7%

○ 16% to 8%

○ 18% to 9%

○ 20% to 10%

● Duration (Infantry Autogun): [Tiers 1-4] 2.5s.

● Duration (Braced Autogun): [Tiers 1-4] 2.5s.

● Duration (Autopistol): [Tiers 1-4] 2s.

● Duration (Recon Lasgun): [Tiers 1-4] 3.0s.

● Duration (Laspistol): [Tiers 1-4] 3s.

● Duration (Revolver): [Tiers 1-4] 4s.

Limbsplitter

● Cooldown:

○ 5s to 5s.

○ 5s to 4.5s.

○ 5s to 4s.

○ 5s to 3.5s.

Ruthless Backstab

● Rending Bonus:

○ 35% to 90%.

○ 40% to 100%.

○ 45% to 110%.

○ 50% to 120%.

Infernus

● Burning Maximum Stacks (Recon Lasgun):

○ 8 to 10.

○ 10 to 12.

Can Opener

● Brittleness Stacks:

○ 5 to 10.

○ 6 to 12.

○ 7 to 14.

○ 8 to 16.

Bug Fixes
HUD/UI

● Fixed several issues where buff icons were not behaving as expected

○ The icon for the Blessing “Brutal Momentum” is now only shown when active,
instead of always

○ The icon for the Psyker Talent “Kinetic Flayer” is now shown when active

○ The icon for the Psyker Talent “Mettle” is now shown when active

○ Fixed an issue where the icon for the Ogryn Talent “Massacre” didn’t update
correctly when at max stacks

○ The icon for the Ogryn Talent “Maximum Firepower” is now shown when
active

○ The icon for the Veteran Talent “Fire Team” is no longer shown

○ The icon for the Veteran Talent “Leave No One Behind” is now shown when
active, both for the player moving towards or reviving a knocked down player,
and the player being revived.

○ The icon for the Veteran Talent “Tactical Reload” is now shown only while
reloading

○ The counter on the icon for the Zealot Talent “Blazing Piety” now starts at 0
instead of 1

● Fixed an issue where grenade icons in the team HUD were shown as red/empty for
players that had cooldown based Blitz abilities. Now the icon will remain white for
those players. Additionally fixed an issue where the icon would show the wrong
colour sometimes.

● Fixed issues with non-localised or missing values in texts for the following Blessings:

○ Fire Frenzy

○ Punishing Salvo

○ Speedload

○ Inspiring Barrage

○ Stripped Down

● The mission lobby timer should no longer overlap other UI elements while in the

Talents tab

● Fixed an issue where the cursor would still be visible in some menus while using a
gamepad

Weapons, Curios, Blessings, and Talents

● Fixed an issue where the rating value for Perks on Curios displayed the incorrect
numbers. This issue was purely visual, and the game will now display the actual
numbers the item always had.

● Fixed an issue where the Blessing “No Respite” could stack infinitely

● Fixed an issue where the Blessing “Man-Stopper” on shotguns affected melee
weapons

● Fixed an issue where the Blessing “Thrust” would not always wind up to max stacks
consistently

● Fixed issue where the shell loaded from a Weapon Special action on Combat
Shotguns was not fired if shooting immediately after reloading with enough +%
Reload Speed

● Fixed an issue where Surge Force Staves didn’t show hit indicators when damaging
enemies

● Typo fixed in Veteran talent “Close and Kill”

● Fixed an area around the combat ability in the Psyker tree, where talent node paths
would allow for incorrect navigational behaviour
Localisation

● Fixed an issue where the text for a Psyker talent would show up as unlocalized

● Penance descriptions should now consistently refer to the correct Class in all
languages

● Fixed localization of talents in the Class creation screens
VFX, SFX, and Animation

● Fixed an issue where Toughness damage SFX was only played when getting hit by
ranged attacks
Mourningstar and Mission Board

● Fix for long loading times into the Mourningstar caused by very long running DNS
requests

● Fixed an issue in the Mission Board screen where Secondary Objective text would
remain if the focus swapped from a mission with Secondary Objectives to one
without
Misc

● Fixed a crash that could occur when aiming down sights or bracing a weapon and
getting interrupted by an attack

● Fixed an issue where players entered a crouching state after sliding if Hold to Crouch
was disabled

● Fixed an issue where the display on Auspexes wasn’t visible when spectating during
hacking

● Fixed an issue where explosion kills sometimes did not get reported correctly to the
kill feed

● Fixed a crash which would occasionally happen when using a gamepad in the Social
menu

● Fixed a crash occurring when starting the game with a computer sound device that
has been removed/no longer exists

● Fixed an issue where Wargear presets would not save properly if making changes
when the mission lobby timer ended

● Fixed an issue where the game would still accept action inputs while text chat was
open

● Fixed an issue where weapons cosmetics could not be shown on Operative while
inspecting them in the Commissary

● The default option should now always be “Accept” when receiving a Mission Request
while using a gamepad

● Fixed an issue while using the Inspect options in the Cosmetics menu where
zooming and toggling mannequin/operative preview would trigger from the same
input

● Fixed name and description text for the Zealot cosmetic “Krieg Fatigues (Marked by
Faith)”

.Z. fucked around with this message at 18:05 on Oct 18, 2023

Preechr
May 19, 2009

Proud member of the Pony-Brony Alliance for Obama as President
I sure hope that every single psyker staff now having exactly the same damage modifiers, particularly 0% to carapace, is a typo, because holy poo poo they just murdered every single force staff.

.Z.
Jan 12, 2008

Preechr posted:

I sure hope that every single psyker staff now having exactly the same damage modifiers, particularly 0% to carapace, is a typo, because holy poo poo they just murdered every single force staff.

Those numbers are for the melee attacks, not the primary or secondary attacks. I made the same mistake.

Exodee
Mar 30, 2011

Damp and depressing.
It must be a goon in its
natural habitat!
edit: nvm .Z. has it right

v It probably had to be done given how busted grenade-regen would be with the Ogryn's mini-nukes, but yeah the name doesn't make any sense right now.

Exodee fucked around with this message at 18:44 on Oct 18, 2023

Sayara
May 10, 2009

Fatshark posted:

Talent “Demolition Team”
● Corrected the description to state that only the Veteran receives a grenade.
The gameplay change was already in, but the description didn’t get updated properly.

Boo. They should've just renamed it to Demolition Man then.

I wonder how big of a change those enemy health changes will be. 50% more health on ragers sounds like alot at least?

tangy yet delightful
Sep 13, 2005



code:
Changed Force Swords dodge limit from Infinite to 5 (same as Combat Knife)
ahhhh gently caress you fatshark

Preechr posted:

I sure hope that every single psyker staff now having exactly the same damage modifiers, particularly 0% to carapace, is a typo, because holy poo poo they just murdered every single force staff.
If I'm reading their patch notes right, it looks like the Voidstrike is at 75% to Carapace while the other staffs are 0% to Carapace. I'm not great at just reading all these numbers though to tell if something will be good or not in the grand scheme of everything coming together but yeah seems kinda poo poo to be at 0% for all the other ones except maybe Purgatus (not sure what the Zealot flamer does to Carapace)melee only apparently as noted above

Enemy health getting buffed across the board is going to change things up too I'd imagine.

They still need to make crafting better so players can accommodate the changing balance of everything without feeling like total poo poo. I love playing this game but holy hell.

edit 2: how long do dodges take to reset, is it all at once or a slow trickle?

tangy yet delightful
Sep 13, 2005



Unrelated to the above, I actually got over 500K damage last night for the first time, 552K on a Damnation HI: special condition, running Claysthetics Voidlord Psyker talent build but with some tweaks. I gave up "Perfect Timing" and "Empathic Evasion" so I could snag "Crit Chance Boost" into "Kinetic Deflection" because I decided I don't like running the Deflector blessing if I'm not using peril to block attacks.

Voidstrike with Warp Nexus and Surge, and Deimos with Deflector and Uncanny Strike. I don't know the Uncanny Strike is better than Slaughterer but I just got the blessing so wanted to try the shiny new thing plus for my swords role of elite killing I think it might be better. Obviously not running the Illisi makes it harder for me to deal with hordes that make it up close but I sorta just wanted a change in build and jabbing a big boi in the head with the Deimos special attack is something that brings me joy. As it turns out the buff to enemy health pools might make a Deimos over an Illisi more of a real choice, depending on how bad the Illisi will handle the elites now.

Magitek
Feb 20, 2008

That's not jolly.
That's not jolly at all!

tangy yet delightful posted:

code:
Changed Force Swords dodge limit from Infinite to 5 (same as Combat Knife)
ahhhh gently caress you fatshark

edit 2: how long do dodges take to reset, is it all at once or a slow trickle?

Just saw that. Sucks, but at least they're buffing the damage a bit to compensate. In most situations it'll be a net gain.

Dodges reset all at once, about one full second after you stop dodging.

Ra Ra Rasputin
Apr 2, 2011
Well can't say I didn't see the force sword change coming for awhile, was always weird it was so op.

Exodee
Mar 30, 2011

Damp and depressing.
It must be a goon in its
natural habitat!
Those plasma gun changes :allears:

Fatshark posted:

M35 Magnacore Mk II Plasma Gun

● Base Damage (0%, 80% Damage Stat):
○ 600, 1080 to 700, 1260.

● Finesse Modifier:
○ 20% to 50%.

● Armour Modifiers (near, far):
○ Unyielding: 125%, 100% to 150%, 150%.
○ Maniac: 100%, 100% to 125%, 125%.

● Cleave:
○ 4.15 to 100.

Mesadoram
Nov 4, 2009

Serious Business

Exodee posted:

Those plasma gun changes :allears:

:sickos:

Ra Ra Rasputin
Apr 2, 2011
Rumbler:
● Reduced sway to make aiming trajectory more reliable
● Added crosshair during reload

This is actually a huge change because SO MANY TIMES I would aim, see the arrow going directly to the specialist I am aiming at and then it will veer to the left or right instead of the trajectory it said it would fire.

● Fixed an issue where the Blessing “No Respite” could stack infinitely
So, that explains why people said it was mandatory for shotguns to feel good.

Ra Ra Rasputin fucked around with this message at 19:46 on Oct 18, 2023

Evil Kit
May 29, 2013

I'm viable ladies.

Ra Ra Rasputin posted:

Rumbler:
● Reduced sway to make aiming trajectory more reliable
● Added crosshair during reload

This is actually a huge change because SO MANY TIMES I would aim, see the arrow going directly to the specialist I am aiming at and then it will veer to the left or right instead of the trajectory it said it would fire.

● Fixed an issue where the Blessing “No Respite” could stack infinitely
So, that explains why people said it was mandatory for shotguns to feel good.

yeah, No Respite had to have been bugged and it probably just needed to happen. Shotguns all got. it's too, so might make up for it. That said I took my Kantreal Shotgun out last night and it felt anemic, the incendiary shot does not nearly enough stagger anymore.

More importantly, aside from Plasma getting buffs the Kickback is also getting a huge round of buffs. Might actually be worth using now!

Perestroika
Apr 8, 2010

Exodee posted:

Those plasma gun changes :allears:

It's pretty wild, I've been using it a fair bit on Heresy recently, and it already feels pretty solid all around? You may need to be a bit more judicious in picking your shots, but it's still an excellent tool for removing specials very quickly, and still dealing solid damage to monstrosities. With those buffs it's gonna be incredible.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
Pretty funny to hear about them doing a larger rework on the vet tree so soon after the discussion in here about it. Wonder what the keystones will be.

Glad to see Infantry Autos being buffed a little. I really enjoyed using them on vet pre-patch but losing the free ammo and instant reload really took the wind out of their sails I feel.

Evil Kit
May 29, 2013

I'm viable ladies.

Perestroika posted:

It's pretty great, I've been using it a fair bit on Heresy recently, and it already feels pretty solid all around? You may need to be a bit more judicious in picking your shots, but it's still an excellent tool for removing specials very quickly, and still dealing solid damage to monstrosities. With those buffs it's gonna be incredible.

Plasma is just as good on Damnation, with +maniac perk you can body shot bombers and headshot trappers, which is pretty important to do for those particular targets.

Ra Ra Rasputin
Apr 2, 2011
People been saying the plasma gun has sucked, but I felt it was pretty good, these changes are much welcome to hit gunner breakpoints again and that insane cleave.

Also surprised to see this with how good the recon lasgun vld is right now.
Infernus

● Burning Maximum Stacks (Recon Lasgun):

○ 8 to 10.

○ 10 to 12.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
So what does finesse damage actually control? Headshot and crit damage?

Edit also looking forward to that insane plasma cleave. Fire into the middle of a horde and watch the carnage.

DeathSandwich fucked around with this message at 20:04 on Oct 18, 2023

Ra Ra Rasputin
Apr 2, 2011
Also I wonder what this tweak to "tune chain windows" will mean, maybe heavies will come out faster?
Catachan Mk III Combat Blade
● Tweaked up light/heavies, tune chain windows
● Added innate 25% backstab damage bonus to heavies.

DeathSandwich posted:

So what does finesse she actually control? Headshot and crit damage?

I think it's weakspot and critical hit damage, whether that is individually or weakspot critical hits only I am not 100% sure.

Magitek
Feb 20, 2008

That's not jolly.
That's not jolly at all!
Here's a short youtube guide that gives a good overview on the plasma. The first tip is literally "replace the crosshair using this mod" because the default is beyond awful.

.Z.
Jan 12, 2008

Ra Ra Rasputin posted:

People been saying the plasma gun has sucked, but I felt it was pretty good, these changes are much welcome to hit gunner breakpoints again and that insane cleave.

Also surprised to see this with how good the recon lasgun vld is right now.
Infernus

● Burning Maximum Stacks (Recon Lasgun):

○ 8 to 10.

○ 10 to 12.

It gets balanced by the Rending Strikes nerf and this

quote:

Accatran Mk VId Recon Lasgun

● Armour Modifiers (near, far):

○ Unarmoured: 75%, 100% to 90%, 75%.

○ Flak: 75%, 100% to 75%, 50%.

○ Unyielding: 50%, 100% to 65%, 50%.

○ Maniac: 50%, 60% to 60%, 50%.

○ Infested: 75%, 100% to 100%, 75%.

Ra Ra Rasputin
Apr 2, 2011
That makes sense and was weird the "smg" of the lasguns did less damage close up before.

Zealot is just getting better knives and 10 and 15% toughness damage reduction moved off some of their most op talents, I am very surprised Chorus didn't get hit with a +30 second cooldown or something because that ultimate is frankly ridiculous and run saving.

UP AND ADAM
Jan 24, 2007

by Pragmatica
Why are they changing the balance a week after they released another big balance change that was widely accepted as good and revitalized the game?

Dandywalken
Feb 11, 2014

UP AND ADAM posted:

Why are they changing the balance a week after they released another big balance change that was widely accepted as good and revitalized the game?

nobody knows when itll be patched tho

Evil Kit
May 29, 2013

I'm viable ladies.

Magitek posted:

Here's a short youtube guide that gives a good overview on the plasma. The first tip is literally "replace the crosshair using this mod" because the default is beyond awful.

sounds like a skill issue, I use the default crosshair just fine.

Evil Kit
May 29, 2013

I'm viable ladies.

UP AND ADAM posted:

Why are they changing the balance a week after they released another big balance change that was widely accepted as good and revitalized the game?

it's been two weeks, and there are definitely some balance issues that need to be addressed lol. The overhaul being good doesn't mean there aren't pain points and changes that were lacking (Vet infiltrate, Vet in general not getting keystones, bunch of bugged Psyker things skewing the power level, Voidstrike just being straight up OP)

Internet Explorer
Jun 1, 2005





I think it's pretty normal to do a relatively quick balance pass after completely redoing the entire system, both talents and a lot of blessings.

Magitek
Feb 20, 2008

That's not jolly.
That's not jolly at all!
Melee-focused Ogryn's getting hit pretty significantly due to the bleed nerfs. Heavy attacks will now stack 4 bleed instead of 6, and bleed damage is being cut by ~13% across the board. I'm curious to see where this leaves breakpoints -- if poxwalkers are getting thrown around by heavies but aren't bleeding out afterwards, it's going to really suck.

Ra Ra Rasputin
Apr 2, 2011
2 Weeks is about expected for a balance/bug fix patch after a major overhaul and with psykers bugs and overtuned weapons nerfed a bit they can see how things settle afterwards, especially with all the buffs to unused and underperforming weapons mixed in.
Honestly most game companies probably would of hotfixed the psyker bugs for infinite smite and infinite shield domes just trivializing the difficulty, but I think we're all still in shock that fatshark delivered a massive overhaul patch and there were almost no (negative) bugs in the whole thing and everything seemed to work on release.

Looking forward to shouty veteran this patch with -15 cooldown and +100 golden toughness for the team and a supercharged plasma gun.

Ra Ra Rasputin fucked around with this message at 20:56 on Oct 18, 2023

Evil Kit
May 29, 2013

I'm viable ladies.

Magitek posted:

Melee-focused Ogryn's getting hit pretty significantly due to the bleed nerfs. Heavy attacks will now stack 4 bleed instead of 6, and bleed damage is being cut by ~13% across the board. I'm curious to see where this leaves breakpoints -- if poxwalkers are getting thrown around by heavies but aren't bleeding out afterwards, it's going to really suck.

Bleed was gonna catch a nerf no matter what and especially the Ogryn talent, def overturned. With the bleed talent as is currently I can use the Rumbler's melee special to kill any enemy that wasn't a Crusher or Mutant in three swipes, while also staggering it. That's pretty absurd! Excluding monsters of course.

Dandywalken
Feb 11, 2014

Ra Ra Rasputin posted:


Looking forward to shouty veteran this patch with -15 cooldown and +100 golden toughness for the team and a supercharged plasma gun.

Thinking the same here! Going to be fun times

Ra Ra Rasputin
Apr 2, 2011
I do like that fatshark had the foresight to add dev notes to the nerfs like "Reminder: this is still a 300% buff from patch 12's version" and get ahead of the complainers.

Lassitude
Oct 21, 2003

Vet changes look good. Pretty amazing they finally caved on making the stance highlight scab stalkers.

drrockso20 posted:

I mean we are serving under an Inquistor so Tech Heresy isn't really all that big of an issue

Though honestly I'm not really picturing these as being true Servitors, more like really low budget Skitarii, describing them as Servitors just gets across the aesthetic they'd have better

The AdMech doesn't really care what the Inquisition says and pissing off the only people who're really adept with advanced technology probably isn't worth having insane murder-borgs over. Mars isn't the co-equal empire with Terra that gives the aquila its two heads anymore, but they certainly insist on acting like it still.

Budget skitarii are really just skitarii. A skitarius isn't fancy or especially powerful. When the AdMech does purges of its forge worlds to control population numbers, the healthier prisoners are forcibly converted into skitarii while the less healthy into servitors. Skitarii are generally considered just as disposable by the Mechanicus as servitors.

Lassitude fucked around with this message at 21:13 on Oct 18, 2023

Reiley
Dec 16, 2007


Speaking of AdMech, I like the tiny little detail that everyone else speaks to you through radio crackle, but Hadron alone beams crystal clear disappointment directly into your earpiece.

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The Demilich
Apr 9, 2020

The First Rites of Men Were Mortuary, the First Altars Tombs.



Sharkopath posted:



Made the crushiest ogryn I could and its very fun, when you charge a heavy attack you get like 6 different buff pop ups on your screen. Recommended with the Brunt's Special.

I did say I thought the right/gun path ogryn capstone could use some extra strength but I do think its the one capstone where you want every node in it for ogryn, the others your choices are often way more situational. For middle/tank path nodes like Pained Outburst seem pretty hard to trigger unless everything is about to go real bad, and for this melee build you have enough regen from melee attacks and are mainly using heavy attacks so the other two nodes in this capstone don't seem needed to me.

I tried this in the meatgrinder and was destroying crushers in 2 hits.
Got in game and couldn't keep my toughness regent high enough to survive at all (granted the team breaking coherence didn't help).

Brunts Special is a single target beast but hordes were a huge issue. I settled on the Knife mk6 since you can just spam heavy attacks, but I don't have all the blessings to make my knife as good as it could be. Brunts Basher is effective but honestly too slow.

Ended up rage quitting after my 5th public loss. I was just too tired of poo poo going catastrophically wrong

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