Zealot: Crit bleed talent, make crit bonus stackable 3 times - up to 30%
Zealot: Reduce movement speed on taking damage to 20% (was 30%)
Zealot: Increased toughness reduction for “Toughness reduction on crit” talent to 75% (was 50%), and increase duration to 4s (was 3s)
Zealot: Increased bonus from “impact on multiple hit” talent to 30% per stack, increased max stacks to 5 for a totalt max bonus of 150%. (was 10% and max 3 stacks).
Veteran: increased bleed stacks on a grenade to 8 (was 2) - half of max bleed
Veteran: Removed the ability for grenade impact to cause bleed. Only the explosion should cause bleeds.
Veteran: Reduce veteran “damage vs. far” talent to 20% (was 25%)
Veteran: Increased time for replenishing grenade talent to 60s (was 45s)
Veteran: Reduced proc chance for elite kills in coherency gives grenades to 5% (was 8%)
Veteran: Increased toughness on killing an enemy in melee with a teammate to 10% (was 4%)
Ogryn: Heavy hits cause bleed increased to 4 stacks (was 1)
Ogryn: Grenade cluster bomb talent now triggers on Resistant and Armored too
Ogryn: Increased number of grenade boxes in inventory to 2.
Pacing
Tweaked specials pacing speed running values
Tuned down some ramping timer modifiers for specials/horde spawns
Tuned down the number of cultists spawned slightly
Tweaked up trickle horde aggro challenge rating threshold
Tuned down ‘HL-16-11 Chasm Station’ Captain spawns
Ranged Minions
Tweaked attack intensities
Tweaked melee combat range switch, scaled more on difficulties
Tweaked navigation on renegade assault
Tweaked close-range minion attack intensities on toughness break
Tweaked enemy ranged falloff damage reduction starting at 15 meters reduced up to 50% after 20 meters
Force Sword
The ‘push’ charge cost for the Force Sword has been removed, range of push reduced to 3.75m (was 5m).
Bump up for autoguns and autopistols
Autogun damage increased across ranges about this much: ——x----
Autopistol damage increased across ranges about this much: —x—----
Autopistol ammo reserve increased to 8x clip size (was 6x)
Ogryn club bumped up
Made ogryn club more mobile and increased speeds of attack chains overall. Big guy swinging.
Fixed issue with broken action chain to Grenade and Ability in attacks
Bumped and tuned damages on attacks:
Light swings first target damage range from 100-120 to 80-160, second target 80-100 to 60-120
Heavy swings first target damage range from 120-150 to 120-240, second target 80-100 to 80-160
Light combo-finish first target damage range from 75-150 to 100-250
Fixed an issue where Heavy starter (downwards) first target armor mods were using too low values. Set to a proper 100% vs. most things now, as appropriate for a heavy ogryn single-target bonk.
Ogryn shovel bumped up
Made Ogryn shovel more mobile and increased speeds of attack chains overall. Big guy swinging.
What’s happening with the new missions that were in the “what to expect from the beta” roadmap?
Also, what about psykers? I feel they’re a bit lacking with their traits and abilities.
Can we have a glossary for terms e.g enemy types and status effects in the game please. Vermintide players and 40k nerds (like me) can get by without it but it’s a needed QoL if you don’t want new players feeling overwhelmed/clueless.
I hope you plan to have a look at the Revolver and Heavy Stubber because they feel very weak in comparison to other weapon options.
As someone pointed out on the discord, hitting the ‘Sort’ button in the Shop instantly crashed the game.
I don’t know how that happened, but I tried it and straight up crashed the game. Funniest thing ever, but I don’t think many people will have that sense of humor.
How many tics and how much damage is a single stack of bleed supposed to do?
Because in the meat grinder, attacking causes a set of 6 tics of damage, yesterday it was 5 tics for a set, and the damage rate seems like it’s set independently per enemy type. Yesterday damage tics were something like 9 for most infantry types, 2 for the armored Ogryn, and 24 for Bulwarks and Reapers. Today it is 1 - 5 damage for infantry guys, 4 for armored Ogryn, and 25 for Bulwarks and Reapers. Attacking them repeatedly increases bleed damage; around 20 - 30 max damage against the smaller guys and specials, 20 max against Armored Ogryns, 160 max against Bulwarks and Reapers.
I don’t get what’s happening or why the damage numbers read the way they do. Is an attack supposed to cause 4 stacks of bleed at once or are you saying those attacks can now stack up to 4 times?
ONE MOOOOORE THING
The Ogryn’s Bull Gore feat is doing exactly 3 tics of bleed for 1 damage (2 on bulwarks/reapers)
After some testing with the zealot on the dummies in the meat grinder I don’t think the bleed talent is working . ULT into charged melee doesn’t proc it which should be granteed crit hit doesn’t do any bleed procs