1.0.7 Update - Expanded Patch Notes (Balance & Tweaks)

Ratherdone has clocked out, it’s 00:30 where he is! :smiley:

He’s a combat guy exclusively, not UI or systems, but I can speak very lightly to some of it.

The Barber Chirurgeon doesn’t let you change everything right now, some by design, and some due to tech limitations (such as height, name and voice to name 3). It wont be a high priority to update those things, there’s way more tech issues that need to be looked in to before we find the time for more QOL stuff on the Chirurgeon front.

As for the explanations of ‘stuff’, there’s an entire interface not far from being ready which really blew my mind when I saw it, and made me appreciate how complex stuff is behind the scenes, and why it took us three games to figure out how to present it in a meaningful way through an in-game interface.

In other words
“establishing Zealots’ survivability as an engaging challenge with sensible power.” translates to “We have no idea how to balance a melee class, so we created RNG gear which the player is required to roll for players to use to make the class worth bringing on level 5 missions.”

You realise in many communities this is why developers just nope out of forums, right?

Cool. Cool.

Sorry Hedge. I’m coming with a small amount of my own salt though.

The Pre-Order Beta Test November 17-29, 2022…please get it off the screen. I’m trying to imagine why it’s there. So any screenshots people take of the Beta are clearly marked as that?

All I know for sure is that it’s incredibly distracting, and I would love for it to not be there.

Stay stronk though, it’s always darkest before the dawn.

Thank you both for answering questions, had a good read seeing how all these things work that people asked about. Shame about the trolls and haters though, keep up the good work!

Just ignore those people. You should try browsing the steam forums! its a total cesspool over there lol This forum is a like a relaxing day-spa in comparison

Can I make an unrelated request? Could you guys tweak the how missions are chosen during this beta to favor the new maps/modes on all difficulty levels? Ive played the same mission types on the same mission locations about 50 times now and I really want to try something a bit new, but so far the new ones seem to only show up for one or two difficulties and the rest of the options are the same old missions

That’s really cool and good to know. Knowing that gives me a few ideas for changing my strategy up. Also explains why the zealot got a little extra health thrown in, and makes me a little less jealous of my veteran comrades who don’t venerate the beneficent Emperor with as much… fervor. =)

This is great–thank you guys for the detailed patch notes and explanations.

sorry if this has been mentioned already, but if this is the case then you guys need to update the tutorial. Because the tutorial shows that you won’t take any damage until toughness is broken, even if you engage the demo enemy in melee.

I was under the impression that the game was just broken, but your explanation makes much more sense as to how it works. It’s just a shame that the game is basically lying to everyone right now

I think the patch notes are missing the change to Ogryn uninteruptability. I’ve noticed it’s a lot easier to be interrupted during revives and when doing the button mini-game.

Hey, not sure if it has been reported yet.

On veteran with a dagger that has “bleed on non-weakpoint hit” the bleed ticks refresh and apply new stacks of bleed.

It also nakes non-weapon attacks bleed, mainly grenades (without grenade bleed perk) as long as the dagger is in hand

So you apply one bleed stack and then it ranps up to max and lasts until the enemy dies.

Its wack although it still doesnt make bleed very useful but thats a seperate issue xd

O merciful Emperor the steam forums are awful. Usually reddit is the best options since the shitposts from the entitled manbabies can get downvoted into oblivion and disappear from sight. It would be a good place to post these notes as well.

You do realize that crafting will be coming at launch, right?

With how un-chill you’ve been your name is like a sick irony

@Ratherdone This note is rather confusing. If that’s referring to the max stacks, it’s definitely much much higher than 2 currently. If it’s referring to the damage per stack that’s also incorrect, as before 1.07 the bleed was doing 15 damage per tick to horde enemies, and 9 damage per tick to everything else.

Is this line wrong or does it have some third meaning I’m just failing to grasp?

On the topic of bloodletting, nerfing the damage of a single bleed stack to this extent seems somewhat questionable. Previously it at least had some utility against hordes, as a single bleed proc could do respectable damage. Now with the need to stack bleed several times to get any decent damage out of it, horde enemies die outright long before you can get any value out of the bleed. I like that bleed stacking is more relevant against single targets now (though if we’re being honest a lot of weapons still struggle to get stacks going), I think it was extremely odd to completely neuter the effect of bleed on horde clear.

Was this an intentional design choice, and if so can you explain why it was felt that bleed needed to be pushed into a single target role specifically?

I’m not complaining, I love my autogun, but what does this even mean? :laughing:

Edit: derp, you answered it two posts later. Thanks!

Now this is what I call a Militarum Surprise! So excited to try an autogun after work now!

Since I see some Zealot changes, as a Zealot main I wanted to probe the devs how they expect Zealot to be played at difficulty 4 and 5. The current buffs create a build where you use a finesse weapon with bleed as a modifier to constantly keep the toughness 75% damage reduction active, and spamming your ability to refresh the damage you take to toughness. I typed up a long rambly post, but I feel like getting an idea of what you’re going for seems more productive.

I wanted to use two handed weapons at higher difficulties, but I find it hard to use Zealot other than that build at the moment. Ranged units still make it difficult for Ogryn and Zealots to close the distance, and ranged specialists such as Psykers and Veterans are in their element since the Psyker can hide behind cover and pop heads, while the Veteran gets toughness from a distance, along with bonuses to ranged attacks and weapons.

Current Zealot feels like it’s in not in the right place for higher difficulties. Feats to help with non-crit weapons would help build diversity, or changes to the ability so you can gap close instead of using it as a toughness refill. Veteran can specialize in how they use their ultimate, such as more damage to certain types of specials, or just have a way to prolong their ability. I think some high level feats to change how the Zealot’s ability works would help them with gap closing for melee, or some changes to toughness generation, or toughness in general would help them get to their destination.

Also, is it possible for the devs to give us a simple description of each stat type so we aren’t in the dark somewhere? I get that implementing it into the game would be a different ballpark, but a text pin in the discord, a tweet, something to reference would help a ton.

Thanks for replying to us in these devposts. I enjoy Tide games and all the work you guys do, including the Community Managers dealing with some of these posts.

There is a slider for camera movement. Turning it down to 0% is basically no wobble.

Have you considered that maybe we were using it to kite cause it’s kinda sorta ridiculous that our sprint isn’t enough to rush over to a teammate who may or may not be downed/dying without killing every enemy within 20 feet of ourselves?

sprint is definitely worthless for anything other than moving quick when there aren’t any npcs around. dodging made heresy/damnation bearable for me. now it’s pointless to even bother trying to dodge. idk why they’d kill it off like this, considering the game clearly isn’t balanced enough without it.