Heya Everyone, Welcome to Pt. 3 of the patch notes! Part 2 and Part 3 will be the balancing notes. You can view Part 2 here. You can view Part 4 here. Additional Weapon Changes “Devil’s Claw” Swords Extended the block property of the Special parry to remain active for a short period of time at the start of the riposte attack. Stamina is still drained as normal when blocking attacks during the additional block duration. 0.2s additional block duration. Dev Note: This is to avoid situations where the player could still be hit on a well timed parry if multiple attacks were incoming at the same time. Slab Shield Added ranged block properties during the Push action, in addition to the already existing melee block properties. Dev Note: The Block properties of the shield were still maintained during a Push, but only against melee attacks. Now the Block properties of the Push action should also cover ranged attacks. Branx Pickaxe Improved the stagger properties of the Special bash attack: Stagger_category from “melee” to “uppercut”. Impact power distribution increased on the first 3 targets: [1] from {16,33} to {30,70} [2] from {8,20} to {10,60} [3] from {6,18} to {10,35}. Dev Note: The Branx pickaxe Special attack is a Bash instead of the Pull used in the other two lighter marks, but its stagger output was often underwhelming against bigger targets. After the changes, this attack should now be more reliable in staggering any kind of non-Monstrosity enemy, even when in groups. Reduced the chain timings after specific attacks: Heavy 2 into Light 3 / Heavy 1 start from 0.87 to 0.8 Heavy 2 into Special from 1.05 to 0.8 Heavy 2 into Block from 0.69 to 0.62 Push follow-up attack into Block from 1.1 to 0.9. Borovian Pickaxe Reduced the chain timings after specific attacks: Heavy 2 into Light 3 / Heavy 1 start from 0.63 to 0.6 Heavy 2 into Special from 0.9 to 0.7 Heavy 2 into Block from 0.63 to 0.6. Reduced the windup time for the Heavy 1 attack when chained from Light 2 / Heavy 2 from 0.8 to 0.72. Karsolas Pickaxe Reduced the chain timings after specific attacks: Heavy 2 into Light 3 / Heavy 1 start from 0.56 to 0.55 Heavy 2 into Special from 0.75 to 0.6. Reduced the windup time for the Heavy 1 attack when chained from Light 2 / Heavy 2 from 0.71 to 0.6. Improved the stagger properties of the Push follow-up bash attack when hitting a Weakspot. Dev Note: This will make it easier to quickly control single enemies with carefully aimed attacks, at the cost of some Stamina. Agripinaa Mk XIV Quickdraw Stub Revolver Improved the Cleave properties of the shots. Cleave distribution from {1.0,2.0} to {2.0,4.0}. Rashad Mk II Combat Axe / Antax Mk V Combat Axe Significantly improved the damage and stagger against Maniac enemies for all Heavy attacks. Armor damage modifier vs Maniac from 0.5 to 1 Armor impact modifier vs Maniac from 0.5 to 0.75. Dev Note: The Heavy attacks of the Combat Axes were unfairly penalized against Maniac type enemies, to the point where it was often preferable to use Light attacks instead. Achlys Mk VIII Combat Axe Aligned the Heavy 2 and Heavy 3 attacks to the Heavy 1 attack profile. Tweaked the damage and impact modified against specific armor types for all Heavy attacks: Armor damage modifier vs Carapace Armour from 0.6 to 0.8 Armor damage modifier vs Unyielding from 2 to 1.75 Armor impact modifier vs Maniac from 0.5 to 0.75. Dev Note: The Heavy attacks of the Achlys Mk VIII Combat Axe are now all aligned to use the “spike” version of the attack profile, which also got some rebalancing with improved damage against Carapace and lowered damage against Unyielding. This will make the mark a bit more unique compared to the other two versions of the Combat Axe. Lucius Helbore Lasguns Reduced the buffer time for the hipfire shoot input to avoid unintended inputs to be registered when exiting the ADS stance immediately after shooting. Aligned the minimum ammo usage for minimally charged shots between marks: Mk I from 3 to 2 Mk II unchanged at 2 Mk III from 4 to 2. Lucius Mk II Helbore Lasgun Aligned the Sway values to the other marks. Tigrus Mk XV Heavy Eviscerator Reduced the windup timings for the Heavy 1 and Heavy 2 attacks, depending on the attack chain: Heavy 1 chained from base start / Light 4: 0.4 (unchanged) Heavy 1 chained from Light 2 / Heavy 2 from 0.76 to 0.65 Heavy 2 chained from Light 1 / Heavy 1 from 0.85 to 0.65 Heavy 2 chained from Light 3 / Push follow-up from 0.6 to 0.4. Dev Note: These changes will reward opting to use Heavy attacks when going further down into attack chains, instead of resetting the chain. Orestes Assault Chainaxes Slightly improved the Dodge Distance range on the Mobility stat, from {0.8-0.9} to {0.9-1.0}. Slightly improved the Block cost. Slightly improved the Sprint cost at lower Defences stat values. Orestes Mk XII Assault Chainaxe Significantly improved the movement speed curve for the Heavy 1 and Heavy 2 attack windups. Dev Note: This will make the Heavy attacks of this mark more dynamic and easier to use in more situations. Improved the stagger properties of the Push follow-up attack. Dev Note: This attack was meant to be a quick interrupt against enemy actions, but often failed at staggering key enemies like Ragers. The new values should allow to more reliably create space, still at the cost of Stamina due to the Push. Tweaked the hitbox of the Heavy 2 attack to be more aligned to the animation. Shock Mauls Tweaked the buffer time windows for attack inputs to be more lenient. Dev Note: This will make it less likely for Light attack inputs to be lost if performed too early after attacks with long chain times. Edit added 1 October, 2024: Tweaked the chain timings for specific actions after missing a Special attack. Agni MK Ia Shock Maul: Special attack chained from missed Special attack from 1.3 to 1. Block chained from missed Special attack from 1.5 to 0.8. Light 3 / Heavy 2 chained from missed Special attack from 1.6 to 0.8. Indignatus Mk III Shock Maul: Special attack chained from missed Special attack from 1.3 to 1.1. Block chained from missed Special attack from 1.5 to 0.8. Light 4 / Heavy 2 chained from missed Special attack from 1.6 to 0.8. Dev note: We reduced the chain timings for most common actions to make missing with the Special attack a bit less punishing, as failing to stun any enemy was already an impactful consequence for the miss. Weapon Bug Fixes Crucis Mk XI Double-Barrelled Shotgun Fixed an issue where the aim direction could be incorrectly moved if switching to another weapon immediately after firing. ** Zarona Mk VI Combat Shotgun** Fixed an issue where the Special shell shots failed to be correctly scaled through the Damage stat. Force Staves Fixed an issue where the Celerity Stimm would fail to raise the charge speed of the secondary charged attacks. Blessings Updated Tiered Blessings Blessings that were previously only available in 1 or 2 Tiers, have now been expanded upon to be available for all 4 tiers, with relevant values. Blessing Pool Additions per Weapon The number of Blessings available for the different Patterns has not been consistent, with some Weapons like the Blaze Force Sword having 12 different Blessings, while others like the Ogryns Power Maul only having 4. With the introduction of the new Itemization System we’re trying to make this more even between the Weapons. Going forward, all Weapons should have at least 8 different Blessings to choose from. Braced Autogun Ceaseless Barrage Roaring Advance Inspiring Barrage Spearhead Boltgun Puncture Terrifying barrage Fire Frenzy Assault Chainaxe Opportunist Heavy Eviscerator Opportunist Tactical Axe New: Slaughter Spree Guaranteed Critical Hit (Next Attack) on Weak Spot Critical Hit Kill. New: Relentless Strikes +4-10% Power for 2s on Hit (Same Enemy). Stacks 5 times. New: Agile Refreshed Dodge Efficiency on Weak Spot Hit. +2.5-10% Melee Weakspot Damage. Heavy Sword New: Chained Deathblow +5-20% Critical Chance for 3s on Weak Spot Kill. New: Bladed Momentum Hitting multiple enemies in one sweep gives 4-10% Rending for 2.5s. Stacks 5 times. Thrust Duelling Sword New: Relentless Strikes +4-10% Power for 2s on Hit (Same Enemy). Stacks 5 times. New: Agile Refreshed Dodge Efficiency on Weak Spot Hit. +2.5-10% Melee Weakspot Damage. Thrust Purgation Flamer New: Everlasting Flame Critical strikes fill the current clip with 2-5 bullets from your ammo reserve. New: Penetrating Flame 1-4% Brittleness when applying Burn Stacks on a direct hit. Stacks up to 20%. Dev Note: When we previewed the balancing notes a couple of weeks ago, this said “1-4% Rending on Burn Stacks. Which was updated to clarify 1-4% Rending on Burn Stacks. Maximum 20%). The Rending text was an oversight and it was always meant to be Brittleness, due to it being applied on an enemy and any player being able to take advantage of the buff once it’s been applied. Inferno Force Staff New: Penetrating Flame 1-4% Brittleness when applying Burn Stacks on a direct hit. Stacks up to 20%. Dev Note: Same as above Dev Note. Showstopper Blaze Away Electrokinetic Force Staff Transfer Peril Sustained Fire Surge Helbore Lasgun New: Hot-Shot Weak Spot Hits gain 20-50% Cleave. New: Armourbane Target receives 2-8 Stacks of 2.5% Brittleness on Charged Hit. Heavy Laspistol New: Concentrated Fire Up to +2-5% Critical Chance on Chained Ranged Weak Spot Hit (Any Target). New: Desperado +5-12.5% Critical Chance for 2s on successful Dodge. Latrine Shovel New: Smackdown +7.5-15% Critical Chance for3s on Special Action Hit (Staggered Enemy). Opportunist Bully Club New: No Guts, No Glory +50% Toughness Regeneration per second for 2-5s on Elite Special Action Hit. Grenadier Gauntlet New: Disruptive Hitting at least 3 enemies with your secondary attack grants 15-30% bonus to Power on melee attacks for 3.5s. New: Explosive Offensive 6-15% Power bonus for 5 seconds after hitting multiple enemies with your weapon special explosion. New: Gauntlet Momentum +2-5% Power for 1.5s on Chained Melee Hit (Any Target). Max Stacks 10. Point Blank Twin-Linked Heavy Stubber Terrifying barrage Fire Frenzy Power Maul New: Power Surge Special Attacks on Armored Enemies cause an additional Shockwave. Special Attacks have +10-25% Explosion Radius. Opportunist Perfect Strike Supercharge Battle Maul & Slab Shield New: Last Guard Block Breaks push Enemies, 15s cooldown. -15-30% Block Cost. New: Offensive Defence Gain a stack for each stamina spent blocking. Your next attack gains +4-10% melee power per stack and consumes one stack. Last 3.5s. Stacks 5 times. Opportunist Perfect Strike Rumbler New: Explosion Zone +3-6% Explosion Radius for every shot fired during continuous fire. Stacks 5 times. New: Shrapnel +1-4 Bleed Stacks from close range explosions. New: Clonk 15-30% Reload Speed for 3s on Projectile Weakspot Hit. Plasma Gun New: Power Blast Gain Crit Chance between 2-5% and 10-25% based on charge level when firing. New: Energy Leakage Increases power up to 7.5-20%, scaled on overheat. New: Focused Cooling -30-60% Heat generation on Critical Hit. New: Optimised Cooling Increased Charge Speed scaling inversely with Heat Level. 4-10% to 20-50%. Crusher Opportunist Thrust Slaughterer Thunderous Power Sword Thrust Blessing Changes To make all Blessings have a difference in strength between Tiers, we’ve changed the following Blessings. Unstoppable Force Now also provides 2.5-10% Heavy Melee Damage based on Tier. Power Cycler Now also grants 2.5-10% Melee Stagger based on Tier. Blessing Bug Fixes and Additional Changes Punishing Salvo Specifically on the Infantry Autogun. Fixed bug where the description was displaying the wrong values. “…14-20%…” to “…35-50%…”. Trauma Fixed issue where the Stagger values were too low. Was 7.5-15%. Is now 14-20%. Headhunter Specifically on the Recon Lasgun. Fixed bug where the description was displaying the wrong values. “…2-5%…” to “…3.5-5%…” Dumdum Fixed an issue where the stacks and duration could be refreshed by Damage over Time effects (e.g. Burn). Dev Note: Those effects will still be affected by the damage bonus of the blessing. Terrifying Barrage Fixed an issue where the blessing failed to trigger for secondary charged attacks of the Equinox Mk III Trauma Force Staff and the Nomanus Mk VI Surge Force Staff. Adhesive Charge Fixed an issue where the bonus damage of the blessing failed to be applied. Deflector Changed the block cost reduction bonus to also be active when blocking melee attacks Overpressure Now also affects Damage over Time effects (particularly, Burn). Classes Psyker When we started overhauling the Classes for Patch #13, we did it one Class at a time. The first one we tackled was Psyker. As a result, the Psyker ended up with a lot less Passive Nodes available compared to the others, resulting in less room to Customize your preferred build. In this Patch, we hope to remedy that. Psyker Talent Updates Scrier’s Gaze To further define this Ability as the go-to choice for those wielding non-Force Staff Ranged Weapons. Now also grants Suppression Immunity for its initial Duration. Malefic Momentum To incentivize weaving between Warp Attacks and Regular Attacks Now also grants +4% Damage to non-Warp Attacks for 8s after a Warp based Kill. Stacks 5 Times. Psyker Talent Tree Updates With more nodes having to fit into the tree, we’ve restructured it a bit. All builds you have been playing up until now should still be available for you, but you might have to take a slightly different path to get there. Inspiring Presence Removed. New Psyker Talents Warp Unbound (As a modifier to Scrier’s Gaze) Scrier’s Gaze prevents you from overloading from Perils of the Warp during its lingering effect. Charged Strike (As a modifier to Smite) Your Heavy Melee Attacks electrocute enemies, damaging them, without stunning them. On the Left Side of the Tree: Perilous Assault Up to 50% Weapon Wield Speed (based on Peril). Channeled Force +30% Damage to Force Staff’s Primary Attacks after Fully Charged Force Staff Secondary Attacks. Lasts 5s. Empyric Shock 6% Warp-Damage Taken by victims of your Force Staff’s Primary Attack. Max Stacks 5. Lasts 10s. On the Right Side of the Tree: Lightning Speed +10% Melee Attack Speed. Warp Splitting Up to 100% Cleave, based on Peril. By Crack of Bone Melee Weakspot Kills Quell 5% Peril and Reduce further Peril Generation by 20% for 4s. Souldrinker Killing an Enemy with Soulblaze restores 5% Toughness and grants 5% critical Hit Chance for 5s. On your way to the Warp Siphon Keystone: Penetration of the Soul +10% Rending on Warp-Attacks when above 75% Peril. Empyric Resolve -40% Peril Generation. -30% Toughness Replenished. On your way to the Disrupt Destiny Keystone: Tranquility Through Slaughter Non-Warp Ranged Critical Hits Quell 4% Peril. Surety of Arms +25% Reload Speed while below 75% Peril. On Reload, generate up to 25% Peril based on the Percentage of the Clip Restored. Above Empowered Psionics: Crystalline Will Overloading through Perils of the Warp no longer knocks you down, but you still take the appropriate Corruption Damage. Veteran Veteran Talent Updates Skirmisher Duration 5s to 8s. Opening Salvo First Percentage of Ammo: 10% to 20%. Kill Zone Ranged Damage: 15% to 20%. Veteran Talent Tree Updates Vanguard Removed. Replaced by ‘One Motion’. Dev Note: Vanguard wasn’t performing as we wanted, and it was mostly viewed as a blocker to the talents below it. One Motion +25% Weapon Swap Speed. Relentless Removed. It is now included in Executioner’s Stance per default. Edit (Sept. 13, 2024): This patch will include a fix that allows players to pull out a Melee weapon without cancelling the special. Dev Note: Relentless was pretty much a must pick for the viability of the Ability. Zealot Zealot Talent Updates Invocation of Death Changed from 1.5s Cooldown reduction on Melee Critical Strike to: +200% Cooldown Regeneration for 4s on Melee Critical Strike. Dev Note: *We missed the mark on the last change to ‘Invocation of Death’, leading to frustration. We hope this brings it to a satisfying and balanced state. In the previous patch notes, this was set to 175%, but we have increased it to 200% Sainted Gunslinger Reload Speed per Stack: 3% to 6%. Max Stacks: 10 to 5. Dev Note: The purpose of these changes is to allow the talent to reach its full potential faster. Vicious Offering Toughness: 7.5% to 10%. The Voice of Terra Toughness: 2.5% to 4%. Fortitude in Fellowship Toughness Coherency Modifier: 25% to 50%. Ambuscade Damage: 20% to 30%. Stalwart Now also provides 25% Toughness Damage Reduction while ‘Fury’ is Active. Perfectionist Ability Cooldown Increase: 50% to 25%. Master-Crafted Shroudfield Duration: 6s to 5s. I Shall Not Fall Toughness Damage Reduction per Stack: 5% to 6.5% Restoring Faith Heal 25% to 20%. Time for Full Heal: 5s to 4s. Dev Note: These changes were made because Restoring Faith made taking stray damage a bit too forgiving. Swift Certainty Sprint Speed: 10% to 5%. Dev Note: The Dodging effect of Swift Certainty is already a very strong effect. We’re lowering the movement speed slightly. Ogryn Ogryn Talent Updates No Pushover Reworked. New Description: Your Pushes have +250% Stagger. Can only trigger once every 8s. Dev Note: The Old ‘No Pushover’ was frankly not up to par. Maybe this spices things up a bit? Big Boom Explosion Radius: 22.5% to 27.5%. Reloaded and Ready Ranged Damage: 12% to 15%. Duration: 6s to 8s. Bruiser Combat Ability Cooldown: 5% to 4%. Massacre Duration: 6s to 10s. Steady Grip Toughness: 3-5% toughness regeneration per second. Delight in Destruction Damage Resistance per Stack: 10% to 8%. Too Stubborn to Die Health Threshold: 25% to 33%. Ogryn Talent Tree Updates Swapped places of Toughness Damage Reduction Operative Modifier, and Suppression Boost Operative Modifier, on the Bottom Right part of the Tree. Thick of the Fray Removed. It is now included in Point-Blank Barrage per default. Additional Miscellaneous Talent Changes Fixed an issue where the Zealot class base Aura “The Emperor’s Will” remained active after selecting the “Loner” Aura talent. Fixed an issue where an additional stack of the Psyker “True Aim” talent was gained when inflicting stagger to an enemy during the castf “Brain Rupture”. Dev Note: A stack of the talent will still be gained when completing the cast. Changed the Psyker “Mettle” talent to only receive a maximum of 1 stack for each Critical attack, regardless of the amount of enemies hit by the attack. This is the end of the Patch Notes Pt. 3! Go back to Pt.2 or continue on to Pt. 4. 12 posts - 9 participants