Hotfix #80 - 1.9.4 - Patch Notes

Hey Everyone,

Hotfix #80 (1.9.4) is currently rolling out across our platforms. In the meantime, you can read the notes below.

Class Balance

Overall we’re very happy with the outcome of the previous patch. Build variety has increased and win rates are more even between those builds. There are, however, a few points and outliers that we want to tackle.

  • Arbites

    • Arbites Vigilant
      • Duration 10s → 12s
    • Retaliatory Force
      • Attack Speed 10% → 15%
    • Castigator’s Stance
      While we’re happy with the defensive power of the Ability, it’s currently being used a bit too frequently so we’re adjusting the Cooldown of it.
      • Cooldown 45s → 50s
    • Walk it Off
      The uptime and effectiveness of Walk it Off was simply too strong in comparison to similar nodes.
      • 15% over 3s → 10% over 3s
  • Veteran

    • Covering Fire
      • Duration 3s → 6s
    • Lock and Load
      • Clip Size 15% → 25%
    • Redirect Fire
      • 2% → 2.5%
    • Fire Team
      • 5% Damage → 7.5%
    • Duty and Honour
      The long duration paired with the Low cooldown of Voice of Command gave the effect too high uptime.
  • Bonus Toughness Duration 15s → 10s

  • Zealot

    • Punishment
      • Impact 5% → 8%
      • Duration 5s → 8s
    • Pious Cut-Throat
      We’re lowering the Cooldown Regeneration due to how easy it is to keep uptime on it.
      • 100% for 2s → 75% for 2s
    • Riposte
      • Melee Damage 4% → 3%
  • Psyker

    • Inner Tranquility
      • Peril Reduction 6% → 8%
    • Kinetic Presence
      • Damage 7.5% → 10%
    • Psykinetic’s Aura
      Psykinetic’s Aura came out of the previous patch too strong, resulting in very low Ability Cooldowns.
      • Cooldown Regeneration 100% for 3s → 60% for 5s
  • Ogryn
    The Ogryn can still be extremely tanky without investing that many points into the defensive nodes. We’re increasing the power of a few nodes in the defensive parts of the tree with the intent that we will see more successful builds that prioritize defense.

    • Stay Close!
      • Toughness Increase 15% → 20%
    • For the Lil’Uns
      • Cooldown 30s → 20
    • Feel No Pain (Keystone)
      • Stack Replenish Rate 3s → 2s
    • Get Stuck In
      • Duration 4s → 6s
    • Delight in Destruction
      • Stacks 4 → 6
      • DR per stack 8% → 5% (32% → 30%)

Enemy Balance

  • Scab Captain health has been changed:
    • Uprising from 24000 to 20000
    • Malice from 32000 to 24000
  • Dreg Captain health has been changed:
    • Uprising from 21000 to 17500
    • Malice from 28000 to 21000
      Dev Note: Fix for unintended health increases; this change will bring the Captain’s health back to where it’s intended.
  • Lowered spawn chance for the Scab Plasma Gunner during events.

Fixes

  • Crash fixes
    • Fixed a crash that could occur when rendering in-game icons and portraits.
      • Dev Note: Commonly encountered when switching loadout in your operative screen or browsing various options in the barber.
    • Fixed a crash which could occur if two players managed to start the Auspex minigame at the exact same time.
    • Fixed a rare crash which would occur when trying to equip items to an operative.
      • Dev Note: This was affecting players with old loadout preset data and as a result of the fix, operative loadouts will be deleted for some players.
    • Fixed a rare crash which could occur when voting for a mission started while a player was Sacrificing weapons.
    • Fixed a crash which could occur when loading icons in the modify appearance options and when switching to a loadout with a previously equipped item that has been deleted.
  • Cosmetic Fixes
    • Corrected the colors in the naming of the Veteran “Scavenged Kantrael MK XF Flak Helm” headgear cosmetics for the previously labeled ‘Green’ and ‘Red’ items.
    • Fixed an issue where facial hair would clip with the Psyker “Krieg Witch Mask” type headgear cosmetics.
    • Fixed issues with some backpack accessories clipping with the Zealot “Pilgrim’s Jerkin” upper body cosmetic.
  • Lawbringer Mk IIb Power Falchion
    • Tweaked attack ranges for Light attacks to be more aligned with each other (particularly, slightly increased the reach of the Light 1 attack).
      • Dev Note: Thanks to player “aroth68” for bringing this to our attention!
    • Smoothened out the windup of the Heavy 2 attack animation.
  • Catachan “Devil’s claw” Sword
    • Fixed an issue where an incorrect third person animation would be played when performing the windup of specific Heavy attacks on mk IV and mk VII.
  • Fixed an issue where ‘Time to Kill’ would proc on non-damaging backstabs like ‘Fury of the Faithful’ impact hit.
  • Fixed an issue where ‘True Grit’ applied the wrong amount of Health damage.
  • Fixed an issue where Psyker’s ‘Charged Strike’ talent electrocution damage would scale with the ‘Empowered Psionics’ Keystone damage boost.
  • Fixed an issue where ‘Remote Detonation’ would not get extra charges from buffs or mission modifiers (e.g. “Enhanced Blitz” Maelstrom modifier).
  • Fixed an issue where ‘Crystalline Will’ would still deal corruption even when canceling the Perils of the Warp explosion (e.g. by quelling Peril through ‘Venting Shriek’).
  • Fixed an issue where ‘Steady Grip’ could fail to trigger after using a weapon Special action with certain weapons.
  • Fixed an issue where Penance unlock popups during missions could sometimes show wrong information.

decorator

We’ll see you on the Mourningstar.

– The Darktide Team

29 Likes

Giving feedback works :smiley: :smiley: :smiley:

15 Likes

This took me by surprise! :flushed_face:

Great job, Fatshark! It’s wonderful to see how much more meaningful these Hotfixes have been becoming recently. Balance Passes, however small, for us outside of Major Updates? I’ve noticed your improvement. Keep it up!

Thank you for the meal! :folded_hands:

Post Scriptum: Infantry Lasgun buffs when? :smiling_face_with_horns:

27 Likes

Will be interesting to see how these affect the game. Shame no activation change for Ogryn Paul but hopefully soon!

Great to see more regular smaller balance tweaks. This is the way! Keep it up :flexed_biceps:

10 Likes

“Kill Team” ???

What is this?

1 Like

Pious Cut-Throat
We’re lowering the Cooldown Regeneration due to how easy it is to keep uptime on it.

Book nerds (me) in shambles

8 Likes

@aroth68

12 Likes

Probably Fire Team. The aura. Like that’s gonna change anything, Survivalist is just too unique.

5 Likes

What difficulty are you looking at when making changes like this?
The game is so insanely different from uprising to havoc 40, it is impossible to ballance the game around one difficulty without leaving the others broken.
Knowing what the games design intent is helps with understanding decisions like theese.

Overall glad to see number tweaking in small patches! hope to see more of this in the future!

17 Likes

I find it funny that the crit side isn’t touched but those changes.

3 Likes

Is anyone actually playing around perfect block? Seems a bit of a rough gamble with server inconsistencies.

This isn’t going to make a difference. No one in their right mind is going to pick an aura other than Seer’s Presence, unless another Psyker in the team already has it.

CD is always going to be the top pick. Just get rid of it.

It’s competing with No Hurting Friends, so any CD on this will make it the inferior choice. And since Ogryn tree is now the most bloated tree of all classes, no one will spare the points to pick both.

Also won’t make a difference. A keystone revolving around taking damage will never be the top pick for skilled players when it competes against doing more damage.

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@FatsharkQuickpaw You guys need to see what a mediocre of a job you’re making in havok.

https://youtu.be/66LEBrYIgJo

1 Like

Balance changes in a hotfix? That’s new.
Hopefully, that’ll be a regular thing going forward.

10 Likes

I’ve been asking for such for years and if they’ve finally worked out how to do that I will be happier. Let’s see if it’s consistent going forward.

7 Likes

lmao – but I agree fixing the crash is the priority.

Didn’t affect my arbites or zealot.

1 Like

I mean it does make sense

PCT has an infinitely better uptime than Crit cdr

3 Likes

Right then folks, seeing as FS finally realised they can make small balance tweaks via hotfixes, clearly this means the sun is about to implode. It’s been a pleasure serving with you all.

:saluting_face:

I jest but @FatsharkQuickpaw thank you and the dev team for finally doing this stuff. I can only hope it stays consistent and we can squash the balancing issues and bugs that’ve been plaguing the game for far too long :raising_hands:

12 Likes

who decides the balances? drugs are free in sweden or what? seems like you people are high all the time. nerfing pious cuttthroat? not fixing havoc modifiers? you devs are stuck in malice difficulty or what?

6 Likes

We look at everything. We have metrics on build representation and winrates across all difficulties and can notice trends depending on game mode and difficulty. This raw data is then also compared to player feedback on our platforms, as well as the designers’ own perspective on how things have been shaping out.

I don’t think there’s a specific difficulty that we balance exclusively for, I can go ask though. But I think the intent is to keep the game fun and engaging at all difficulties, while accepting that the highest and lowest extremes of the game’s difficulty modes are skewed too much to achieve perfection on.

16 Likes