Patch 1.11.6 - Patch Notes

Warband!

Patch 1.11.6 is now being rolled out on all platforms, and while you wait for it to download you can read the notes below!

This patch contains extensive balance changes, focused on Carapace Armoured enemies, particularly Ogryn Crushers. These enemies (and the tools used to counter them) have become a central part of the current meta. As we lower how frequently these threats appear, we’re also adjusting the most dominant anti-Carapace options.

In case you missed it, check out last week’s dev blog where we go into more detail on the reasoning behind these changes.

Beyond that we also have a bunch of bug and crash fixes, and a few minor tweaks.

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Balance changes

Enemy Balance Changes

  • Reduced Ogryn Crusher spawn amount
  • ~35%
    • Due to how spawning works, this number isn’t exact and is more of an average result over the course of a mission.
  • This affects ambient spawns, Horde spawns and Event spawns
  • Havoc Changes:
    • An additional ~15% reduction in Ogryn Crushers, Bulwarks and Reapers
    • Rotten armour
      • Armour override has been changed from Carapace to Infested – This allows for a greater diversity of weapons to be brought to a Rotten Armour mission
      • Lowered the amount of Rotten enemies spawns

Class Balance Changes

Ogryn

  • Increased the height at which the Ogryn is able to Vault over obstacles. This puts him at a similar level as the Human Classes and will hopefully smooth out how you traverse obstacles while playing as our favorite Big’Un.

Veteran

  • Split talent ‘Demolition Stockpile’ into different replenish timers for each Blitz
    • Krak Grenades from 60s to 90s
    • Frag and Smoke Grenades unchanged at 60s

Hive Scum

  • Boom Bringer
    • Max charges from 3 to 2 (With ‘Extra Pouches’, from 4 to 3)
  • Chem Grenade
    • Max charges from 3 to 2 (With ‘Extra Pouches’, from 4 to 3)
  • Chem Toxin DoT
    • Damage per tick while at max stacks changed from 440 to 350

Weapon & Blessing Balance Changes

Uncanny Strike

  • From Rending to Brittleness
    • Blaze Force Sword, Combat Blade, Duelling Sword, Sapper Shovel
      • From 12/16/20/24% Rending per weakspot hit (max 60/80/100/120%) to 2/4/6/8 stacks of 2.5% Brittleness per weakspot hit (5/10/15/20% per weakspot hit; max 40%)
    • Shivs
      • From 4/5/6/8% Rending per weakspot hit (max 20/25/30/40%) to 1/2/3/4 stacks of 2.5% Brittleness per weakspot hit (2.5/5/7.5/10% per weak spot hit; max 40%)

Melee Rending Blessings

  • From Rending to Melee Rending
    • Opportunist
    • Bladed Momentum

Sapper Shovel

  • Damage profiles (against 1st target of the attack)
    • Heavy Relentless ADM vs Carapace armour from 0.4 to 0.5
    • Heavy Relentless ADM vs Flak armour, Maniac, Unyielding from 0.75 to 0.8
    • Heavy Relentless Damage from {110,225} to {125,250}
    • Heavy Relentless Impact from {10,20} to {12,20}
    • Heavy Special Sticky second Damage instance ADM vs Carapace armour from 0.5 to 0.6
    • Heavy Strikedown ADM vs Carapace armour from 0.4 to 0.6
    • Heavy Strikedown ADM vs Flak armour, Maniac, Unyielding from 0.75 to 0.8
    • Heavy Strikedown Damage from {125,275} to {145,295}
    • Heavy Strikedown Impact from 15 to {12,20}
    • Light Vanguard ADM vs Carapace armour from 0 to 0.2
    • Light Vanguard ADM vs Flak armour from 0.75 to 0.8
    • Light Vanguard damage from {80,160} to {85,170}
    • Light Relentless ADM vs Carapace armour from 0 to 0.2
    • Light Relentless ADM vs Flak armour from 0.75 to 0.8
    • Light Relentless damage from {55,120} to {70,140}
    • Light Strikedown Damage from {95,180} to {100,190}
    • Light Special Sticky initial and second instance ADM vs Carapace armour from 0.4 to 0.5
    • Pushfollow attack ADM vs Carapace armour from 0.25 to 0.35
    • Pushfollow attack ADM vs Maniac from 0.5 to 0.75
  • Damage profiles (against secondary targets of the attack)
    • Heavy Relentless and Heavy Strikedown Damage scaled up on all targets
      Blaze Force Sword
  • Damage profiles ADM vs Carapace armour (against 1st target of the attack)
    • Light Vanguard from 0.01 to 0.2
    • Light Strikedown Stab from 0.25 to 0.4
    • Light Assassin Uppercut from 0.25 to 0.35
  • Damage profiles ADM vs Carapace armour (against secondary targets of the attack)
    • Heavy Vanguard from 0 to 0.1
  • Obscurus Mk II Blaze Force Sword
    • Slightly delayed the active window for the Light 2 uppercut attack to make it easier to hit weakspots.

Shivs

  • Weapon Special
    • Direct hit Damage from 190 to 235
    • Finesse boost from 1.2 to 1.6
    • ADM vs Flak armour (near) from 0.5 to 0.6
    • ADM vs Flak armour (far) from 0.25 to 0.35
  • Mk I damage profiles
    • Crit boost curve on most profiles lowered by around 0.15
      • from around 0.8/0.7 to 0.65/0.6

Duelling Sword

  • Heavy Strikedown
    • Finesse boost from {1.1, 2.1} to {1.0, 2.0}
    • Crit boost curve from 0.5 to 0.4
  • Heavy Stab
    • ADM vs Carapace armour from 0.5 to 0.4
    • Finesse boost from {1.2, 2.4} to {1.1, 2.2}
    • Crit boost curve from 0.5 to 0.4

Inferno Force Staff

  • Direct hit ADM vs Carapace armour from 0.25 to 0.35

Damage over Time effects

  • Burn ADM vs Carapace armour from 0.1 to 0.2
  • Soulblaze ADM vs Carapace armour from 0.1 to 0.25
  • Soulblaze damage (at max stacks) from 250 to 255

Features & Tweaks

  • Added automatic file integrity checks to the launcher after crashes caused by corrupted game files. If corruption is detected, the launcher will prompt Steam file verification to repair the game install.
  • Reduced the time of Expedition capture zone objectives.
  • Made the ‘Scavenged Kantrael Mk XH’ helmets equipable for both Veteran & Zealot.

Fixes

  • Fixed a crash that could occur when having the inventory open while transitioning into a mission loading screen.
  • Fixed an issue where voice chat information would show with the team panel HUD visible when in a mission.
  • Fixed the Veteran ‘Survivalist’ Aura not going into cooldown when other players kill an enemy.
  • Added a Hud Icon to ‘Desperation’ to more clearly show its effect.
  • Fixed an issue where objects would end up slightly below the ground in the Expedition extraction.
  • Fixed an issue with themes not being applied correctly in expedition game mode.
  • Fixed an issue that caused players to die when joining while the team was at the exit of a sanctuary
  • Items sold in the Expedition Sanctuary can now be marked/pinged by players.
  • Fixed issues that caused zone progression to not display properly after hot-joining, there are still other issues that cause this that we are investigating.

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Known Issues

  • When hot-joining an expedition, players might enter the mission as dead if it happened while the existing players were leaving a Sanctuary.
    • Fixed!
  • Players can use some of the new grenades while inside a Sanctuary. Please be nice to the locals.
  • Some of the new items found in Sanctuaries can’t be tagged.
    • Fixed!
  • Some textures can bug out when playing on AMD GPUs.
  • Players can hot-join private matches if they enter matchmaking through Quickplay. Fix worked on and coming in future hotfix.
    • Fixed!
  • [Xbox Only] Some level and enemy textures can take a while to load, leaving a low-quality texture visible until it finishes loading.

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That’s all for today!

We’ll see you on the Mourningstar.

-- The Darktide Team

Ogryn vaulting fixed its so peak

uncanny is kil

Just a reminder of Devbloa’s post: you’ll be able to test the changes to the Rotten Armor there’s no new rotation, and certainly no Rotten Armor.

The puddles season continues.

As usual, well done.

I’m surprised this is being done in a “hotfix” update. But that’s a good thing, I hope we’ll see more of this in the future.

Solo game mode, now that you made a “balance” patch?

I have no problem with the nerf to Uncanny Strike, but I’m confused why it wasn’t updated in the same manner, instead of being turned into a Brittleness blessing.

Not going to happen. The second demand would be “Make bots useful” and the amount of work required to achieve that would make half of the dev team quit.

Wait for real? Best news I’ve heard in a long time!

Edit: It actually grutting works! Rashuns earned!

Best patch ever :joy:

Already discussed. Bots are already too much effectives, in fact. Better than a lot of players. The problem is just the possibility to use our characters as bots. And on this, a mod exists, so not really hard to do. At least, it is easier than creating Havoc, Mortis Trial and Expedition game modes.

Is it actually fixed this time

Uncanny is exactly where it was before, BIS choice for dueling sword blessings and actually very little changed in regard to carapace or about the players choices!

Uncanny it was, Uncanny it is!

This is a mistake and the change is based upon nothing but the community hallucinating waves of crushers and devs buying into it!

Yesterday our Havoc 40 run had 21 crusher in it, 21 crushers over the spam of 35 minutes. Was it really necessary to reduce it by what is effectively a 50% decrease?

Was it given any thought besides indulging community on a fictional issue? Was any consideration given to the possibility that under a rather common circumstance we gonna see more bosses than Crushers in a match now?

Since these dots got buffed due to the nerf to Uncanny, will there be any changes done to bleed? It loses a fair chunk of damage due to the Uncanny nerf as well.
When testing it with no talents you lose about 100 damage per tick when you have 40% brittleness instead of the old rending you got from Uncanny Strikes.

Does this mean that these two blessings wont affect bleed damage? Your devblog specifically mentioned that these two blessing would only apply their rending bonus to melee attacks instead of interacting with any attack/effect.

Does this mean that these two blessings wont affect bleed damage?

Yes, the goal of all of these changes is to across the board significantly detach rending and dots, so both can be strong independently on their own merits. It changes from global rending (affecting all outgoing damage when the buff was active while the weapon was held) to melee rending, so it only applies to the weapon damage itself.

I might be forced to eat my words later, but Crusher spawn rates, outside Rotten Armour clown cars weren’t a serious problem, even in Havoc. Melee elites (maybe with exception of scab ragers as those defy most of the melee mechanics) are one of the few hard checks on player defensive abilities.

Anyway, I’m glad that Fatshark are attempting this small step balance changes, instead of massive changes across multiple systems introduced at the same time. This should make it easier to observe impact, and make adjustments.

To be fair… I don’t think crushers were the only enemy that was spawning too much.

In a horde shooter, I often wonder where are these enemies that could be an horde. In fact, we have hordes of elites… that’s a non sense.
Fatshark should not have increased so much player power… this has lead to spawning with incredible elites density.
If the elites were deadly and stronger, we could have less. But players ask more and more spawns…

If there was only one game mode I always wanted it is one with less elites and special, elites that are more dangerous, same amount of lesser enemies and the old hordes, the ones we had in heresy when it was bugguy.
Please fatshark… you add game modes unneeded every year, please give us a fun one. You can label it “Old good times”.

Good patch, good balance changes. Keep an eye on the soulblaze. Keep it coming.

UNLIMITED FLAME POWER!!!
QUICK WELLNESS CHECK ON AMELIA!
NO DON’T DO IT!
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Vet’s shovel damage against armored target seems worse now, despite the base weapon changes. It’s still really bad without even new Uncanny Strike against carapace, I don’t know what you’re talking about blessing diversity. You still have to use it to deal any decent damage to Crushers and Maulers.

That’s what I was worried about the most. Not duelling sword falling behind, but weaker weapons without uncanny…