Patch #14 Notes Part 1

If I’m trying to be charitable I think it’s to avoid it of being an auto pickup. It’s an “easy pickup” since you want either Iron Will or CK anyway and with the rending changes it was a huge damage boost to low-pen weapons (and still an almost 4% boost to full-pen weapons making it work like a general damage boost) even tho I think as an enabler node this was the least problematic.

I’m more puzzled by the fact that they didn’t touch Onslaught at all even tho they did change Exploit Weakness… or that they didn’t touch Ogryn’s Dominate.

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I think the minimum pellet hit count determines the minimum damage dealt - if only 1 pellet hits, you deal damage equivalent to 16 pellets

If I’m not mistaken, if you mouse over the Range stat, it says the Effective Range (Near) is 14m and the Effective Range (Far) is 20m

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On only scabs mostly melee condition it was ridiculous, like full run it’s only maulers and crushers, no rangers and almost no bruisers.

Honest question: Are elite enemies more taxing on the hardware then poxwalkers and common enemies?
Because if not the arguement doesn’t work.

My guess:
30 walkers+20 bruisers+10 ragers
is not much harder for current gen consoles then
30 walkers+20 bruisers+4 ragers

I could be wrong of course - so feel free to change my mind.

PS
One exception may be flamers and to a lesser extend bombers.

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As I said earlier, they have already split up hordes to a few separate waves so while the hordes are the same numbers, they are spread out over a bit longer time and there are fewer around at once. It was concurrent with the spawn behaviour change where they spread them out a bit instead of all from the same direction, but resulting in some dribble of enemies at the tail end of a horde as well.

It probably helps when a horde pulls in a patrol.

At same time, you need more pellets on target before you deal good damage. It’s effectively damage on range reduction while increasing spread. But f you, if you hit half of your pellets on single target - minimum damage for you.

Oh before I forget, here’s some feedback. Right side of Vet tree doesn’t have enough toughness sustain and center toughness sustain is too deep to be reached comfortably.

Since the minimum damage is going up significantly, I’m not sure why it’s a “F you”

It narrows the overall damage range, in a positive direction. Instead of 100-300 damage (numbers made up), you get 160-300 damage. If you hit with >=16 pellets, nothing changes. If you hit with less, your damage goes up 60%

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Hey Fatshark, I HOPE you’re also working on fixing some broken penances. Especially the veteran one called “resupply allies” does not work currently at all. Feels very bad not being able to get some items just because of a bug.

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where do you think vet hass ammo issues? difficulties/mods

Please correct me if I’m wrong and misunderstand sth!
83,33% of 540 = 450
In game 79% damage is around 418.5. Lowest value is 300 and highest 450
So when they reduce the “old highest value” 450 to 300 it nerfes the base damage of the revolver, doesn’t it? (And this is 66%)

Sidenote:
Yeah they buffed the damage for Carapace but you dont want to shoot Carapace with Revolver anyways cause without Crits you can’t hit any valid breakpoint. (they even buffed Healthpool of all Carapace Units btw)

You guys decided to stop dying on your dumb hill of Scab Stalker isn’t a ranged enemy? Wow! Maybe crafting won’t be atrocious soon after all, especially since I’m seeing buffs to Veteran again! Is that… a Plasma gun and Bolter buff I’m seeing? By the Emperor, I even see a small power sword buff. Aw rip, slight nerfs to chain sword. Sad, very sad.

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Where did you get those stats?

Ah.

Also I need to correct myself.

It’s not 30, it’s 32 pellets. So it’s possible to do good damage on 2 targets.

[

Ah, man. Can’t the Ogryn’s ‘Loyal Protector’ get a little extra love? It feels really underwhelming compared to ‘Indomitable,’ especially if you’re a shieldgryn wanting to draw attention to yourself.

‘Indomitable’ lets you can knock down a lot of baddies, reach distant enemies/allies, get 25% extra movespeed (+45% with 'Get Stuck In), and then taunt anything in range with ‘Attention Seeker.’ All this, for a 30-second cooldown on ‘Indomitable’ compared to the 45-second cooldown of ‘Loyal Protector’

Heck, even ‘Attention Seeker’ with a shield does a better job of taunting shooters than ‘Loyal Protector.’ Just raise your shield, block a few bullets, and shooters will run up to melee you instead!

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No wonder if it’s gonna be as it was with flamer nerf, there were numbers in patchnote as for 80% but in game it become for 100% and 80% numbers were different in the end.

What does “tuned chain timings” (Shield) mean?

I hope they polished how the push-bash chain works

Might we be able to trouble you for a more specific explanation of this fix @FatsharkCatfish? Does this mean that psyker is intended to not be able to access all three keystones depending on what combat ability they choose? Because that sounds very vexing.

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It feels like to me that the weapon team, the blessing team, the talent team, (or person) etc. were all told to make a change that will prevent an undesirable action, eg. being able to 1-hit monstrosities, and they just throw in all the changes at once. It’s really reminiscent to how it feels crafting was designed and put together.

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I’m really surprised how good these patch note are. A lot of buff and the nerf make all sense.

Phyker’s balance is good, Ogryns’ is OK, Veterans’ is not sure but definitely better than this one because veteran’s talant tree is a totally disaster, but WHY zealot will get nerf, again? Seriously? Thanks for the nerf about hallowed soul and stronger enemy, now zealot is much more fragile than before, and you guys still think zealot is still a tough boy and need less damage reduction? Yes, “Shield of Contempt” seems good, but it can ONLY useful when zealot chooses loner and stay ALONE. “Bleed for the Emperor”? Now we only have 25P HP after survived from the fatal blow, at most 2 wounds in Haz5 actually, now do this talent is really overpower?

Maybe you guys want to say I am a noob or something else so I think zealot is weak, but I could tell you, I have already played this game for more than 1400H and spent more than 30P time on zealot. Dev, please consider about this nerf again, zealot does not deserve this.

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and we had to play semi finished game for a year

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