1.0.7 Update - Expanded Patch Notes (Balance & Tweaks)

Are u all ignore me? Or u ignore problems?

Something I’d like to request in a future fix:

Please consider fixing current penances (such as the Psyker’s warp charge penance being mis-labelled as needing to be completed on “Malice” when it actually doesn’t trigger unless you complete it on “Heresy” difficulty).

The other thing would be to consider reducing the difficulty of said penances since most of them are either practically impossible to achieve or make them so that the team’s cohesion falls apart every time due to all the players competing to finish their own objective which typically leads to failure.

Having the veteran complete an entire mission and not get hit in melee? Impossible. (Or they sit back and literally do nothing the entire for fear of losing out on completing their penance) Also, Cliffhanger is incredibly difficult with little push power from your ‘F’ ability, especially within 2 seconds.

Please consider amending these in the near future.

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The crit bleed talent for zealot has had no tooltip update, is this intentional?

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Zealot: Increased bonus from “impact on multiple hit” talent to 30% per stack, increased max stacks to 5 for a total max bonus of 150%. (was 10% and max 3 stacks).

Both in-game and here, you don’t precise what kind of buff it is. Is it swipe range ? power ? Resistance to stagger ? Can you make it a bit more clear pls ?

But thank you for your work. I hope you’re not overworking during this beta (even if I think I know the answer).

Keep doing awesome games

We’re sitll looking in to it my dude, I recommend copying the template in the megathread you’ve been in and providing all the information, not just crash logs or console logs, but the whole template.

it helps.

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Fraid so, given the rapid iteration we’re not always able to update tooltips as there are multiple localisations for the game that we would need to update at the same time, so whilst we’re going through more rapid changes, tooltips may be out of date for an update or two. Once we get in to a post launch groove and flow, this stuff shouldn’t be an issue.

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Maybe not the place to ask, but are there any investigations into overall nVidia 3000 series card performance?

Right now a lot of the difficult challenges come down to:
-Protect the one person trying to do the challenge, ignore the mission objective till it is completed.

Which really takes away the challenge aspect and turns it into a glorified escort mission for veterans or gather up hordes for psykers.

I dont have a problem with challenges being locked to a higher difficulty, but they should be more team oriented.

Replace veteran not be hit/100% accuracy cheese, with something like
-Provide xxx ammo to team through aura effect on Heresy
-Suppress xxx enemies with ranged so team can melee them
-Mark xxx elite/specials for a teammate

Right now the challenges CAN be done, but almost exclusively with a team who go into the match with the sole purpose of getting it done. Like getting to the extraction, and then after your Vet not having shot a single round all game, use a shotgun to hit groups as they attempt to get to the ship while your team kites them around in a small enough pattern that you cant possibly miss and have wasted 20 minutes of being useless to the team for a cosmetic which everyone wants to get.

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Reporting in SAH! Answering nerdy things SAH!

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Misstake/misscommunication - we only touched the force sword but fixed a couple of the texts for talents across the board, but no other changes to the Psyker this time apart from range and cost of push.

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no, but the autopistol uses separate damage profiles on the braced as to allow us to change things - can double-check so no little bugs have snuck into the updated values.

It’s only meant to have slightly more suppression on braced, cause it’s scarier to get shot at with a tilted gun…?

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Apologies, new profile doesn’t have the issue.

Bleed has a max stack of 16 and ticks for 20 damage per tick at max stacks vs unarmored enemies, there is a nicely curved ramp of damage per tick based on number of stacks and bleeding has, as all other attacks, different damage multipliers depending on target armor type.

Bleeding stacks work like other DoTs now - Stacks will tick damage while reducing the number of stacks over time until all stacks run out and the DoT ends. A single stack of bleed ticks damage every 0.5s and has a duration of 1.5, so should tick on average 3 times.

Will take a look at the bleed stacks applied by Ogryns Bull Gore - it was not tweaked this time around, might be a bit low but then again you can hit like 100 guys with it so the total stacks up.

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hm… interesting - which weapon? Will keep an eye out for broken stuff

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Recently seen a lot of people I follow on Twitter picking up Darktide, but one post stood out to me, and I wanted to see if maybe Hedge or someone could give an opinion, and this isn’t intended to be malicious at all.

image

Does it feel bad that Fatshark has gotten this kind of reputation, joking or otherwise, by the gaming community at large? Does it sort of push you to do better or does it not really matter at all?

As far as the original statement goes, would you say that Darktide would be “polished up” in a year? Obviously we know you’d like it to be in a good state as soon as possible, but does that seem realistic?


In reference to the recent patch, I have noticed ranged enemies behave basically the same when closing in to do melee on Malice or above. I understand that it’s meant to scale based on difficulty, but I personally haven’t experienced any change there on higher difficulties.

In the future, is it possible to provide statistics in the patch notes relating to changes like this after the patch notes are released? Numbers, percentages and the like.

It’s helpful to know just how much something was “tuned” or “tweaked”, and only after the notes are released so people won’t just look at them, not even play the game, and complain anyway, lol.

Who is the person who decided to make the Preacher a crit character that is dependent on gear which is 100% RNG? What is the idea for making the Preacher gain half it’s toughness when 1 melee attack from any mob on 4+ missions will remove your entire toughness bar in one strike AND BLEED INTO HEALTH? Why does the VET have better toughness regeneration at a distance than the Preacher does in melee? Did you guys get the classes switched around?

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What about keeping it at 2 stacks but tying bleed stacks multiplied by distance travelled but reduced by enemies hit? Kind of representing momentum. If it could always stay between 2 (lowest) and 20 (max) I think that’d be good. So it’s a buff but doesn’t become insane when charged through a massive crowd as you’ll be doing the current level of 2 stacks to each enemy after hitting a certain threshold of enemies charged.

Out of interest how is Bull Rush damage calculated? Does it attempt to simulate momentum like this or is it done another way?

That would be me. Hi!

Melee damage bleeds through based on you current % of toughness - so if you’re at 100% you shouldn’t be taking any damage (edit: There is a min 10% damage even at max toughness, sorry - it’s late over here) . Combined with the toughness gained on melee kills and toughness gained on ability use we hope to reach a balanced yet challenging experience.

Thank you for your feedback.