Patch 1.10.6 - Patch Notes

L patch

True, I was too quick on the triggerfinger on that one. :face_savoring_food:

Are you “people” aware that the game is hanging itself on exit for 20 seconds for the last 2 months?

17:09:47.928 warning: [Profiler] [renderer] Stall 168 ms on frame 226638:
RI::update_world 169 ms
update_world 169 ms
RenderWorld::update_state 169 ms
update_state (destroy_package_stream) 168 ms
RenderWorld::update_state 168 ms
17:09:47.943 warning: [Profiler] [main] Stall 129 ms on frame 226638:
PatchedResourcePackage::flush 129 ms
PatchedResourcePackage::finish_unloading 129 ms
RI::wait_for_fence 129 ms
17:09:53.401 warning: [Profiler] [main] Stall 4991 ms on frame 226638:
PatchedResourcePackage::flush 4991 ms
PatchedResourcePackage::finish_unloading 4991 ms
PatchedResourcePackage::start_unloading_resources 4991 ms
cleanup 4991 ms
17:09:53.506 warning: [Profiler] [main] Stall 105 ms on frame 226638:
PatchedResourcePackage::flush 5096 ms
PatchedResourcePackage::finish_unloading 5096 ms
PatchedResourcePackage::start_unloading_resources 5096 ms
unload 105 ms
17:09:53.548 warning: [Profiler] [renderer] Stall 5107 ms on frame 226638:
ThreadPool::do_work_while_waiting_for_event 5107 ms
17:09:53.698 warning: [Profiler] [renderer] Stall 118 ms on frame 226638:
ThreadPool::do_work_while_waiting_for_event 118 ms
17:09:53.734 warning: [Profiler] [main] Stall 127 ms on frame 226638:
PatchedResourcePackage::flush 127 ms
PatchedResourcePackage::finish_unloading 127 ms

@FatsharkQuickpaw @FatsharkJulia wasn’t that quite enough time to get it fixed?

I mean you don’t have one PC in your offices with the live version of the game on it to tell you that? I find it hard to believe you people are this incompetent and disregarding!

You just don’t care or what?

1 Like

Did not expect them to get rid of exhaustion without any trade-offs. At this stage, the +20% attack speed really could go, and maybe then Adrenaline Frenzy would have a raison-d’ĂȘtre.

Also everyone can notice they didn’t touch Pickpocket with a 10-foot pole 


Not enough, they don’t know how to balance it themselves.
They look at things like ‘pick rates” for talents for sure, and often buff what isn’t taken
but anything that need a solid or decent perspective in the balance of the game (Knowing meta builds, how strong a weapon really is or how bad, analysing bad design decision) isn’t taken into account UNTIL the community complain a lot about it.
Which isn’t optimal, since what’s too strong or too weak for many isn’t always the issue

2 Likes

Here’s a scoreboard screenshot of an auric duo game I ran with my dad (yes really) who played support Zealot using Chorus. I was playing Rampage. Sure, it’s hard on its own, but with a VoC Vet or a Chorus Zealot you can mitigate the squishiness completely and turn into an invincible murder machine.

7 Likes

Genuinely loosing faith in fatshark being able to wheel this game in a healthy direction..

7 Likes

fantastic patch!! rampage is now much easier to pick over stimm crate. love the toughness changes for the cartel stimm, now i don’t have to default to cooldown reduction all the time (which i may still do anyway tbh)

pocket toxin changes are fair, but i don’t think i’ll pick it now since it was so good with blinder grenades. it was kinda crazy before lol.

i think scum’s in a much better place now. this was great.

1 Like

I would let the talent working like it’s working now but give it a cooldown I think, even if I don’t know what kind of duration would be fair.
the problem with this kind of talent is, I think it’s difficult to balance it fairly, you either make it too difficult to regen reliably or you make it too convenient.

It’s not that Rampage is bad, it’s just weaker than the two other ultimates. Also W Dad.

1 Like

Its not that its bad, no classes are bad.

But it has received some nerfs to its CDR that i felt were a bit heavy handed when you compare it to the uptime and impact of some of the other classes abilities.

I also felt like the Duelist nerf was unnecessary as well, i suspect the talent caught a stray due to the availability of the dueling sword on zealot.

1 Like

God forbid talents and classes to have downsides you need to play and build around

Easier to play doesn’t mean interesting. They just keep removing any friction that adds flavour to the game leaving only smooth brain autopilot exipirience.

Noone expects talents to have PoE skillgems design, but holy hell can we have some nuanced things with mechanics not only more DPS.

11 Likes

This sample has too many factors that don’t make it a great evidence for anything, I’m sorry.

-Are you and your dad the exact same skill?
-Did you both try to win the scoreboard?
-How do you know Hive Scum isn’t meant to do more damage than Zealot in the first place?

I do expect Hive Scum with Rampage to deal a lot of damage, because damage is practically all it has. No tankiness, no stagger, no space clearing, no effects to enable teammates, just damage in melee to hopefully make up for those weaknesses.

And yes, if you support that type of character, it will do better. It’s like giving a Rumbler Ogryn all the ammo and supporting him with Survivalist and Gunslinger Improved auras.

Edit: I think it’s awesome that you play with your dad though! :blush:

1 Like

It was 3 stacks for blinders before the change and is still 3 stacks after.

2 Likes

you’re not alone in this.

at least compared to the braindead crutch fantasy that is arbites, one had to think about placement, movement and when to disengage lest be smashed to a pulp.

fast action at the risk of a fast ending.

now? you get a crutch, you get a crutch, everybody gets a crutch!

copyImage

gun scum was a close contender to completely disregard skill wise with arbi, now the bit of melee engagement downside gets removed so the wannabe strugglers don’t feel as inept.

oh, “no one used it in havoc40”, f havoc with a tenpole and rusty nails.

plenty good guys made it work before it was turned into :poop: for the masses :face_vomiting:

why the hell should havoc be a measurement for any other than how well your discord works and you get your buddies to work for you?

where’s the personal pride in an earned accomplishment through your own means?

but yeah, buff everything and add some exterminatus button on top for the ones that even fail with a crutch the size of the warp.

9 Likes

Oi! Who are you calling a no-skiller?!

joji-pink-guy

I’d also keep maining Arbites if Scummer wasn’t released.

It’s fun to play a copper down on Atoma.

I only wish they had made Enforcers instead of Arbites because Enforcer uniform variations are much cooler.

3 Likes

Rampage Hive Scum still needs to think about placement, movement, and when to disengage. The class has no invulnerability insurance like Zealot, little stagger, low toughness on demand, and no escape tools.

While ‘exhaustion’ was thematic, it didn’t make the Rampage experience any good, just overly punishing. The biggest drawback of Rampage is still human psychology. People will continue to do risky plays just to extend the duration of Rampage, and that’s gonna continue to get them killed.

2 Likes

I do and I stick to it :laughing:

from every example in every match recorded so far, gun scum was a greater nuisance than the odd psyker, netting far more than they would be due to their sloppy and forgiving, forward pushing playstyle.

it is somewhat rewarding to out dps and out kill em still (though not always possible)

but the notion this conveys is the reason ogryn etc are perceived as “weak” when in fact the other classes in question just offer far more leniency.

people should put in the works to top off the killfeed the way gunscum does, not by playing mario kart in space.

in my book something desperately needed if one wants to set himself apart from the one trick ponies and meta wannabes.

at least I can respect people going above and beyond based on their own decisions and skills rather than what the class offers in abundance.

besides, the risky playstyle if done right is a thing of beauty to withhold and not easy to maintain.

that in itself sets it apart in my opinion from face tanking castigators and never ending ammo uzi sprayers.

the mere fact that if you’re not up to snuff you fk up in the way you deserve to.

1 Like

1770745179119119175778167180991

You snooze you lose! :rofl:

Killjoy being mad at a none-boring mucker! :wink:

I haven’t played Ogryn since
 Forever, but I remember that he was always the most comfortable to play. Even more so than the tithe-rat.

The last time I recall playing Ogryn was after his Talent Tree rework, and I felt invincible while clicking lights with the Knife.

Only Crusher’s (as usual) were annoying, but I was almost unkillable thanks to the huge toughness restoration on light spam.

2 Likes

Good questions, lemme try and answer them:

  • No, we’re both strong players but I am the stronger player of the two with a far more aggressive playstyle.
  • It wasn’t a competition, it was just a duos run for fun. His goal was supporting my offense with stunbombs and chorus. It is true that the scoreboard doesn’t tell the whole story - I likely would not have been able to do it on my own, his support was invaluable.
  • As you can see, it very clearly worked out. I think overall Zealot has the highest burst damage potential with Shroudfield, but consistent damage output versus multiple enemies, especially armored enemies, Hive Scum clearly wins out with Rampage shivs.

Naturally the best defense is a good offense (death is the best status effect), so if you can augment an offense even further you’ll be unstoppable. I did actually try going back to Zealot in a pub with my usual frontline FotF brawler build with an Eviscerator/Relic Blade, and it just felt so much weaker compared to Rampage - and I’ve played Zealot to level 500.

1 Like