Patch #14 Notes Part 1

That wasn’t really aimed at you. It was in response to:

I wasn’t saying you personally don’t know what you’re doing. I was saying that’s not a great defence, anyone who can’t work out to slap on Onslaught instead of EW, in many cases because they copy pasted their recon build from a YouTube video, probably does not have the most insightful feedback on balance. You’re welcome to disagree with that obviously but it doesn’t feel like a hot take.

Wasn’t defending not including changes in patch notes either, to be clear. I would also like to know why they didn’t fill us in on that change or the change to shocktrooper not counting crit chains beyond the first crit. That was very sloppy and annoying of FS, no arguments there.

So to reiterate.

No issue with feedback like that. I have an issue with someone giving feedback on how a weapon performs against crushers when they haven’t even equipped the talent that makes it kill crushers.

To be fair, they did have a talent for killing Crushers equipped, but the undisclosed change pulled the rug out from under them. Provided I’m not mistaken in which post is originally being referenced

Nerfs don’t bother me too much, undisclosed things are far more annoying because (1) it’s more than likely gonna come as a surprise and (2) in many cases, we don’t have any idea if it’s a bug or intentional.

Like the Shock trooper stuff; in my mind, it kinda makes sense - getting 5 free ammo for every 4 ammo spent (at a 20% crit rate) doesn’t sound like an intentional outcome. Crit strings seem like a fundamentally janky thing (since it changes the value of crit quite significantly), and with things like this on top of it… extra jank :joy: With burst fire, crit strings kinda work (99% of the time, you’re going to be committing to a full burst so it’s gonna be all crits or no crits), but automatic weapons are either 1 non-crit or N crits (if you don’t leave off the trigger). Pre-patch, 16% crit on the fastest Recon Las translated to 50% crit since you’d roll (on average) 5 hits, and one crit roll would guarantee 5 crits

The cap reduction was entirely disclosed though so if you’re building to be able to shoot crushers effectively (not saying you SHOULD do that to be clear), then swapping EW for onslaught should be expected. S’all I’m saying.

so what? again the undisclosed change makes your comments meaningless

that person wasnt experiencing going from 40% britleness down to 20% as anyone would expect after reading the official patch notes above they were experiencing 40% brittleness going down to 0 due to the talent randomly being changed to only apply for melee crit hits and prolly didnt think to check the description in-game and were just going off the official patch notes assuming the devs werent just lying(lol, lmao)

i’m sure they and others will begrudgingly switch to onslaught following this nerf + undisclosed change, i know i have(i know it’s way better even compared to pre-nerf EW but it costs more talents to reach it)

The difference between patch 13 and patch 14 veteran in “rending” is huge.
Not sure how is it possible that 5% on reckon lasgun can make it so much worse.
Tested it already on meat grinder lvl 5 - It was awesome, now it’s awful.
+Exploit Weakness is a Melee only talent now = useless on vet tbh

Having had little time to play yet I‘d like to share my first impressions from a veterans pov:

Lucius Lasguns
I completely underestimated how fun the bayonet change would be - I love it! Bayonet slashes are still awkward but the thrusts are extremely satisfying and more useful then expected.

Shovel
It now kills stuff despite feeling less sharp then swords and axes - good work!

Infantry Lasguns
Ia and IV are in much better places now performance wise and the improved accuracy from the hip feels good. I love the changes! Just the XII is now missing some important breakpoints by a margin. Could use a slight damage increase.

**Recon Lasguns **
Nerfed to hard for my taste. It was finally viable after patch 13 due to shock trooper ammo sustainability. The easy crusher melting max have been over the top. Nerfing it’s effectiveness against carapace would have been enough - the shadow shocktrooper nerf was unwarranted from my perspective.

**Plasma gun **
Awesome. Power is fully balanced by it‘s ammo troubles in my opinion - very good!

Power sword
After being total trash after patch 13 it’s usable again. The reduction of energised strikes half a year ago still sucks - but it’s once again a viable choice.

Executioner stance
Recharge during use and stalker highlight are extremely welcome.

TLDR
What could test until now felt mostly great - only recon Lasguns were hit far too hard in my opinion.

So you didn’t fix toughness nodes not giving any toughness in the talent trees? Thought that would have been an obvious one to fix for anyone who can count.

It’s probably quite an excellent 2 point spend for shred + rampage Claw sword, as well as a full bleed knife that isn’t running the rending talent. Very easy stack condition and now it’s a self buff rather than an enemy debuff getting crits here and there should keep it up on basically everything you hit with your melee weapon. Vet is very solid at melee in patch 14 even if you don’t spec particularly hard into it, so it should definitely have its place.

Edit: Apparently it is still brittle, so not as good as I’d thought, but should still be good for those melee weapons.

it’s not rending it’s brittleness, which makes one wonder why they bothered to update it’s description to include the stealth change of it now being melee-only but not to make it say brittleness instead of rending

from my quick testing it seemed to apply a unique brittleness-type debuff so the mod that shows debuffs wasnt picking it up but it was definitely not actually working as rending, would crit a the psykhanium mauler and immediately hit a crusher and dmg was dealt as if they had full armor values

Ah I was misled by another thread on the topic then. Thanks for doing some testing and clearing that up.

Stand by the comments on which weapons it should be good for, but presumably does not stack with onslaught so I’ll edit that part out of the previous post.

Woah there, Catfish is a community manager, not a developer and has little actual input into the patches. Let’s keep this civil.

Yeah, Some weapons desperately need either more blessings or to have the ones they have that are unique to them (but not very good) reworked.

Catfish is a she.

I think you’re going too far. Yes, CMs puts the info together but it’s not their responsibility to make sure they’re correct, they’re the relay, not the editor, for technical information like patch notes. It’s the devs who are providing that information. CMs then relay any mistakes or errors found back to the devs and if the devs have the time or wherewithal they provide corrections. I don’t think CMs really have the power to demand anything. Inconsistencies, missing or outright misleading information in patch notes lie almost totally with the devs or their managers.

Honestly for the absolute vomit of information there is its formatted a little better than usual. We need to give them credit when they make some progress on complaints.

@zaygr Friendly reminder this is the poster that gave us this golden chestnut:

Child, you weren’t even able to read to a manual when I was gaming.

Don’t waste your time responding, just kick back and enjoy the pasta that’s provided and flag anything that’s obviously going too far :+1:

The medium Infantry Lasgun buff was nice. The MGXII needs some love though, it’s definitely lacking. It is quite a bit easier to use the medium variant as it is just objectively better against large amount of trash shooters. and the higher rate of fire makes tight situations a lot easier to get out of.

Having both of these guns hit most of the same breakpoints is a strange choice. It’s time for the MGXII to be consistently one-shot headshotting all non-Mauler man-sized targets.

The MGIV still has yuck flak mods, I could almost tolerate how awful it is the very odd time you’re shooting a reaper with it but the performance on the regular gunhands is just too poor. It amounts to far too many weaknesses for one upside (maniac damage).

Sure, it can be a “fun” build. Yet when we are doing auric 5 we like to go what has best efficiency. We don’t need a vet and zealot running and knifing around.
So if we want to make a fun build for easier diff sure! go ahead and let’s feel like in London.
But atm the difference in ranged damage/capability is enormous comparing patch 13 and patch 14.

*For recon.

Reaching a bit to say the exploit weakness nerf is that wide reaching in terms of the guns it seriously affects.

Also knife and claw sword are both good melee weapons regardless, and EW is 2 points to get, that’s not an unreasonable spend to boost your melee effectiveness even on a primarily ranged build