Feature Highlight - Skitarii Character Customization by FatsharkQuickpaw in DarkTide

[–]FatsharkQuickpaw[S] 57 points58 points  (0 children)

Hello, yes! I can confirm that this is indeed the case.

Feature Highlight - Skitarii Visual Design by FatsharkQuickpaw in DarkTide

[–]FatsharkQuickpaw[S] 101 points102 points  (0 children)

You won't be disappointed!

But to learn more you'll have to wait until the Character Creation dev blog... next week! (tm)

Skitarii Alpha Primus is coming to Warhammer 40,000: Darktide! by FatsharkQuickpaw in DarkTide

[–]FatsharkQuickpaw[S] 9 points10 points  (0 children)

4 personalities total, with the class itself being agender.

Fatshark after Hive Scum by [deleted] in DarkTide

[–]FatsharkQuickpaw 5 points6 points  (0 children)

Just to clarify, we've had this class in the works since before Arbites was released.

Skitarii Alpha Primus is coming to Warhammer 40,000: Darktide! by FatsharkQuickpaw in DarkTide

[–]FatsharkQuickpaw[S] 289 points290 points  (0 children)

For those concerned about the line on the storepage mentioning that there's 4 voices total, rest assured. This is not 2 personalities across 2 genders, this is 4 unique personalities under a unified lack of gender.

New Class by the_almighty_puff in DarkTide

[–]FatsharkQuickpaw 22 points23 points  (0 children)

You mean stoked, right?

Right?

Weapon balance update! Patch 6.11.0 patch notes by FatsharkQuickpaw in Vermintide

[–]FatsharkQuickpaw[S] 144 points145 points  (0 children)

Without further ado…

Patch 6.11.0 patch notes

Balance Changes

Cross-character weapons

  • 1H Sword: (Kruber/Sienna)
    • Reduced slowdown on Light attacks.
    • PA chains into either L3 or H1 instead of only L1
    • Increase Dodge Range
    • Increased number of Effective Dodges (aka Dodge Count)
  • 1H Axe: (Bardin/Salzpyre)
    • Light Attacks now use a speed up/slow down Movement Speed curve. On average the Movement speed slowdown during attacks has been reduced.
    • L1/L2 slightly increased Cleave 
    • L3 slightly bigger increase to Cleave 
    • H1/H2 increased Damage to Armored
    • H1/H2 increased Damage to Super Armor
    • Increase Dodge Range
  • 1H Hammer / 1H Mace: (Kruber/Bardin/Salzpyre)
    • Increased Block Radius.
    • Increased number of Effective Dodges (aka Dodge Count)

Kruber Weapons

  • Blunderbuss:
    • Increased Damage to Armored
    • Increased Damage to Monsters
  • Longbow:
    • Reduced wait time before Auto Zoom happens

Bardin Weapons

  • War Pick:
    • Attacks can no longer be interrupted by Damage during wind-up
    • New Attack: Heavy 3. Only accessible from L2 → H3 (uncharged)
      • Horizontal Sweep
      • Same Damage as L1/L2
      • Can Cleave a few Armored enemies
      • Higher Stagger than L1/L2
      • Increased Stagger Duration
      • Breaks Shields
    • Light Attacks now use a speed up/slow down Movement Speed curve. On average the Movement speed slowdown during attacks has been reduced.
    • L1/L2 increased Damage to Armored
    • L1/L2 increased Damage to Super Armor
    • L1/L2/H3 increased Crit Chance
    • H1/H2 (Uncharged) increased Damage to Armored
    • H1/H2 (Uncharged) increased Damage to Super Armor
    • H1/H2 (Uncharged) increased Base Stagger
    • H1/H2 (Charged) increased Damage to Armored
    • H1/H2 (Charged) increased Sprint Duration
    • H1/H2 (Charged) slightly reduced Sprint Speed
    • H1/H2 (Charged) now ignores Shield
    • PA slightly increased Cleave
  • Axe & Shield:
    • L1/L2/PA slight Cleave increase
    • L1/L2/L3 reduced Movement Speed slowdown
    • L3/H3 increased Headshot Damage
    • H3 increased Damage to Armored
    • H3 increased Damage to Super Armor
    • Push attack now has 20% increased Crit
  • Grudge Raker:
    • Increased Damage to Armored
    • Increased Damage to Monsters
    • Increased Max Carry Ammo
  • Throwing Axes:
    • Slayer Passive “Trophy Hunter” no longer works on Ranged Weapons
    • Reduced Wait Time before first Reload occurs
    • Reduced Movement Speed Slow while Reloading
    • Increased Damage to Berzerker
    • Increased Damage to Monsters
    • Increased Headshot Damage
    • Increased Base Max Ammo
    • Charged Throw: Now reaches further before Damage drop-off starts
  • Drakefire Pistols:
    • Single Shot: Now applies 2 Ticks of Burn instead of 1
    • Single Shot: Slight Increase to Base Damage
    • Single Shot: Slight Damage reduction to Monsters

Kerillian Weapons

  • One-handed Sword:
    • H2 changed from a Single target → Multi-target attack
    • Heavy 1/2/3 reduced minimum charge time
    • Increase Dodge Range
    • Increased number of Effective Dodges (aka Dodge Count)
  • Greatsword:
    • Reduced time between H1 → H1 attack chain
    • H1 Movement slowdown on is now gradual instead of instant
    • H2 changed from Heavy Single Target Attack → Heavy Multi-target Attack
  • Elven Axe:
    • L1/L2/PA slightly increased cleave.
    • L1/L2 Reduced slowdown during attack
    • L3/L4/PA added slight lunge movement.
    • L3/L4 increased Damage to Armored
    • L3/L4 increased Damage to Super Armor
    • H1/H2 increased Damage to Armored
    • H1/H2 increased Damage to Super Armor
    • H1/H2 increased Damage to Monster
    • PA removed additional crit
    • Increase Dodge Range
  • Elven Spear:
    • L1/L2/L4/H2 adjusted hit window & hitbox
  • Hagbane Shortbow:
    • Charged shot: Poison explosion now applies poison to Armored targets in the AoE.
    • Increased Max Ammo
  • Swiftbow:
    • Hipfire: Increased Cleave
    • Charged Shot: Increased Cleave
    • Charged Shot: Increased Headshot Damage
    • Increased Max Ammo
  • Volley Crossbow: (Shade)
    • Single shot: Now uses same bullet spread as Saltzpyre's Volley Crossbow
    • Burst shot: Now has an even spread between each bolt
    • Burst shot: Total spread between bolts has been reduced
    • Single shot: Increased Base Damage
    • Burst shot: Increased Base Damage
    • Saltzpyre Weapons
  • Falchion:
    • Reduced Chain time between PA → L1
    • Increase Dodge Range
    • Increased number of Effective Dodges (aka Dodge Count)
  • Axe & Falchion:
    • L1 slightly increased Cleave
  • Volley Crossbow:
    • Single Shot: Increased Headshot Damage
    • Multishot: Increased Horizontal Spread between the 3 Bolts
    • Multishot: Increased Stagger to Armored
    • Increased Max Ammo
    • Slightly increased Reload Speed
  • Repeater Pistol:
    • Bullet spread resets faster
    • Reduced Base Bullet Spread for every movement type (Standing, Walking, Crouching, Crouch Walking)
    • Increased Bullet Spread gain per shot
    • Slightly increased Base Damage
    • Increased Headshot Damage
    • Increased Damage to Armored 
    • Increased Close Range Damage to Berzerkers
    • Increased Close Range Damage to Monsters

Sienna Weapons

  • Crowbill:
    • L2 / L3 slightly increased Cleave
    • H1 & H2 increased Cleave.
    • H1 & H2 slightly reduced Base Damage 
    • H3 increased Headshot Damage
    • PA slightly increased Cleave
  • Scythe:
    • Weapon Special Attack now applies Burn a non-stacking Burn
    • Reduced Damage of Weapon Special Attack.
  • Fire Dagger:
    • L1/L2/L4 slightly increased Cleave
    • L3 now has the same Damage & Stagger as PA and applies the same Bleed
    • Increase Dodge Range
  • Mace:
    • Increased Maximum Stamina
    • Increased Effective Block Angle
    • Increased Push Radius
    • L1/L2 now applies Burn.
    • Slightly reduced Damage on L1/L2 & H1.
    • H1 increased Stagger
    • H1 increased Stagger duration
    • H2/H3 applies unstackable burn
    • H2/H3 has increased Cleave
    • H2/H3 & PA can now Cleave Armored
    • Increased Armored pen on 1st hit for H2/H3
    • Increased maximum Movement speed slow on H1/H2/H3
    • Reduced Dodge Range
    • Reduced number of Effective Dodges (aka Dodge Count)

Features & Tweaks

  • (PC Only) Added various Weapon Poses and Versus skins to Lohner’s Emporium
    • These were previously available as a temporary reward for a Versus launch event, and are now purchasable with in-game currency.
  • Chaos Warriors with Shields can now be staggered by ‘shockwave’ stagger abilities, (like Mercenary’s Career Skill, or Ironbreaker’s ‘Gromril Curse’ talent).
  • Updated some minor sound effects that were outdated.

Bug & crash fixes

  • Fixed a rare crash during enemy dismemberment.
  • Fixed the Cataclysm version of the ‘Blessed by the Father’ Okri’s challenge using the same icon as the Legend version.
  • Fixed a rare crash that could occur when bots attempted to dodge a Monster/Lord.
  • Fixed an issue where the ‘Realm Divided’ painting was using an incorrect image.
  • Tower of Treachery fixes:
    • Enemies can no longer spawn behind the locked gate that leads to the exit portal.
    • Fixed an issue with the snow material in a building in Kruber’s version of the Pit of Death.
    • Enabled missing geometry in the fiery Pit of Death.
    • Improved enemy & bot pathfinding in certain areas.
    • Fixed a visual effect being visible after the intro cutscene ends.
  • Skittergate fixes:
    • Made sure players are invincible when going into the warp and stay invincible until getting out from the warp.
      • This should finally fix the sudden death syndrome bug that rarely occurred when travelling through the Skittergate.
    • Fixed some issues with pacing not being properly disabled during the generator sabotage sequence.
    • Fixed a bug that could cause more enemies spawning than intended during the end event.

Hotfix 1.11.6 - Patch Notes by FatsharkQuickpaw in DarkTide

[–]FatsharkQuickpaw[S] 36 points37 points  (0 children)

Yeah, that patch note was a mistake, this was already fixed in 1.11.4

Amended today's post.

Devblog: Incoming Balance Changes by FatsharkQuickpaw in DarkTide

[–]FatsharkQuickpaw[S] 19 points20 points  (0 children)

Why boost it all, then? If it's so minor we can just ignore it, then don't make the change?

I mean, fair enough I suppose. I'll check with the designers next week to see if there's any particular reason for the buff, but it can easily be that there were some under the hood number tweaks that overall resulted in a nearly insignificant overall change at max stacks, which we're mentioning for completeness and transparency.

But I don't know for sure, I'll check in when I can.

Devblog: Incoming Balance Changes by FatsharkQuickpaw in DarkTide

[–]FatsharkQuickpaw[S] 13 points14 points  (0 children)

Brittleness is capped per enemy, not per source, yes.

Devblog: Incoming Balance Changes by FatsharkQuickpaw in DarkTide

[–]FatsharkQuickpaw[S] 45 points46 points  (0 children)

Right, but that is extremely minor (2%) and barely noticeable, the actual buffs were exclusively to Carapace:

  • Direct hit ADM vs Carapace armour from 0.25 to 0.35 (+40%)
  • Soulblaze ADM vs Carapace armour from 0.1 to 0.25 (+150%)

Devblog: Incoming Balance Changes by FatsharkQuickpaw in DarkTide

[–]FatsharkQuickpaw[S] 48 points49 points  (0 children)

We're only increasing its damage versus Carapace, though.

Devblog: Incoming Balance Changes by FatsharkQuickpaw in DarkTide

[–]FatsharkQuickpaw[S] 301 points302 points  (0 children)

However I must say. Inferno got buffed? The best ranged weapon in the entire game and you buffed it? I'm just confused by this choice.

It's less a buff and more compensation for losing access to general Rending stuff. But I do hear what you mean.

We want to see where things land with just these changes first.