Patch 1.10.6 - Patch Notes

seems like still broken

and also special (blue mode) of needle pistol mk 2 now do not triggers chem toxin on impact from the ground and bulwark shield

I think nerfing it would mean bye bye autopistols, and/or lead to ammo greed that’ll make havoc scarsity feel like bullets rain

I can’t agree. Desperado allows us to go full dakka, pickpocket + vultures dodge does exactly the same thing, so we can just print dps the whole game.

What is the point of desperado then except for minor buffs and magdumping hordes?

Nerfing pickpocket would actually make a difference in the gameplay loop where scumms would actually need to think about pressing f depending on the type of enemy they face instead of just using it off cooldown.

Awesome.

Nerfing pickpocket would destroy desperado builds, because when players build for it, melee takes hit, so without it, scum basically becoming a burden that others must carry in between ability use.

Desperado builds are doing purgatus level damage now. I don’t think that nerfing pickpocket would push them into ‘being carried’ territory.

wow if anything Rampage! should have gotten a noticeable downside like attack speed instead the +damage and no stamina thing was so pointless on a character with this much dodge. would have thought we’d get some toning down for Scum if anything, the only thing they have that needs buffs is the crowbar.

That’s fine too.

I could see this working if they reduced the cooldown of desperado (or even just having the cooldown start on activation, maybe)

autopistols are amazing, but they go through ammo like crazy, and I for one like the design of HS as a brain-addled maniac blazing away instead of optimizing ammo usage like the other classes do.

With the last changes a fully ranged build is the most costly out of the tree, and when I use it on autopistols I depend on pickpocket and I’m also somewhat strapped for ammo if there’s extra monsters (as elites/specialists kills are not guaranteed there). Even with CD stimm and CDR on trinkets the cooldown of the ability is bad. As things are I use it when I need it. Without pickpocket I’d definitely spam it whenever, so I think at least the point where the nerf would bring more consideration on desperado usage is invalid

On the other hand one thing that would make desperado more sustainable - which could be important if they nerf pickpocket - is refreshing duration on monstruosity/boss hits. Otherwise, if you are playing close to no ammo all it will do is guarantee you 10 seconds of shooting. Not nearly enough to have an impact

well idk, Rampage was cool and all, but it was almost NEVER played in high Havocs 30-40, so makes sense it’s the one ability that gets buffed.

outside of Havoc, it doesn’t matter as much.

hive scum was already insane and didnt need buffs but if you think zealot needs buffs then you are just bad at the game

As a Scummer; fixing ‘Pickpocket’ is so simple by changing the talent so it only give you ammo back when you’re out.

That’s how I already play: shoot till I am out of ammo with my Stub Pistols, then use ‘Desperado’ and blast fools with free ammo and get a special kill before ‘Desperado’ runs out.

Making ‘Pickpocket’ only give you ammo for melee kills is ridiculous, considering the whole point of ‘Pickpocket’ is to be used on ranged-only builds like mine, and I only use melee to stun-lock and kill Crushers with my crowbar since I don’t have a real anti-Carapace ranged solution.

Let both melee and ranged play styles exist, and if you want to mix them together, build the talent trees to allow for this, but don’t push people to play ways they don’t like to.

Variation and choice is essential for having fun.

Also: the idea that ‘Pickpocket’ is too strong is ironic when Veteran exist and is thriving.

Hmm, there appears to be nothing addressing Uncanny interactions with Soulblaze or Purgatus staff infinite cleave. Oh well, maybe there will be a Psyker focused patch in the near future.

Also this exploit lol:
lv_0_20260210071652

Because they probably want to sell more?

I disagree. I can understand not liking the idea personally and giving opposing feedback but calling such a suggestion ridiculous is a HUGE stretch. It’s perfectly aligned with what such a Talent could be meant for. You run out of Ammo, so you rush and kill an important Enemy in Melee and “Pickpocket” the Ammo off of their corpse. This creates a gameplay dynamic where, if you want to shoot THAT MUCH, you’ll have to, on occasion, go into Melee, and bam you get a chunk of your Ammo back. I’m open to other solutions, but this one would suit the theme just fine.

Nerf both? Nerf Psyker too while we’re at it.

I don’t see what the point of saying “well x isn’t broken because y exists” would be?

Cap uncanny at 40% first, then work through the bazillion things that get broken by uncanny later.

They’ll be a lot less broken if the common factor (uncanny strike) is toned down first.

i guess not enough buyers bought HS, need to make more OP to get that power fantasy to the next level xo

it is my fundamental belief that the havoc should be balanced around the game, not the other way around. that’s how we get this stupid power creep

in havoc you only see bad players afraid to experiment, you do not buff abilities to give them a wider comfort range.