June Update: Early Balance Look
[h2]Hey Everyone![/h2][p][/p][p]Welcome to a new series of balancing blogs for Darktide! Going forward we will be doing regular balance changes to the game alongside big updates. As part of this journey we want to include you, the community, by sharing our intended changes early on to gather feedback and ensure our intention matches your expectations. Let's begin by discussing our approach to balancing Darktide. We strive to create a balanced game environment, recognizing that perfect balance in a PvE-focused game may be unattainable and perhaps unnecessary. However, a reasonable level of balance among weapons is essential. This ensures players feel empowered to experiment with various setups and choose options that are both enjoyable and engaging for their playstyle.[/p][p][/p][p]This initial set of balance adjustments focuses on improving underperforming weapons so they can better compete with top-tier options. Some of these changes also pave the way for new weapons, such as the powerful signature shotgun coming with the Arbites class. Adjustments to existing shotguns were made to ensure the Arbites weapons feel satisfying without completely overshadowing their existing counterparts.[/p][p][/p][p]While we are aware of some currently powerful weapons that need addressing, we chose to first elevate the lower-performing options rather than immediately nerfing the top ones.[/p][p][/p][p]Detailed explanations of the specific changes to each weapon are provided below. Going forward, we plan to implement more frequent balance updates to keep the game fresh, address outliers, and introduce new and interesting playstyles. [/p][p]List:[/p]
[/p][p][/p][h2]Catachan "Devil's Claw" Swords[/h2][p]This batch of changes for the Devil’s Claw swords aims at further reinforcing the crowd control and reliability of the family.[/p][p][/p][p]We increased the offensive properties of the Light attack profiles, while also significantly increasing the armour damage modifiers of the Heavy Strikedown and Special Riposte profiles against specific armour types.[/p][p][/p][p]We improved the base Stamina statistic, reduced the minimum Block time (the amount of time that the Block stance must be maintained after performing the input) and allowed for most attacks and attack starts to be performed while sprinting.[/p][p]This will make the weapon snappier and more responsive in different situations.[/p][p][/p][p]Finally, we took a pass on all attacks to tweak active windows, ranges and hitboxes to be better aligned with their animations.[/p][p][/p][p]For the Mk I, we added a new Heavy Strikedown attack, only reached from Light 3. In turn, the Light 3 attack is now reachable also from the Push action, and has an increased baseline power multiplier. [/p][p]These additions will grant additional options to a mark which was lacking in single target attacks.[/p][p][/p][p]For the Mk IV, we raised the power level multiplier of the Light 4 attack as it was very far into the attack chain and not particularly enticing.[/p][p][/p][p]For the Mk VII, we increased the power level multiplier of the Pushfollow and Light 3 attacks while also changing the possible combos after a Riposte attack.[/p][p]Now after a successful Special Parry, the combo will chain into the Pushfollow attack instead of Light 3; as the Pushfollow attack still chains into Light 3, this will give the mark a new unique chain.[/p][p][/p][h3]Detailed Changes - Catachan "Devil's Claw" Swords[/h3][p]Damage profiles[/p]
[/p][h2]Future Balancing Pass[/h2][p]While not included in this round of changes (and not the only tweaks considered) these are on our radar for a future balancing pass.[/p][h3]Duelling Swords [/h3][p]We are currently undertaking a comprehensive rework of the weapon, examining every aspect. While a damage reduction is probable, and will likely contribute to the solution, our aim is to bring its power level in line with other weapons while reinforcing its player fantasy and raising its skill ceiling.[/p][h3]Plasma Gun[/h3][p]We recognise that the Plasma Gun's primary attack presents an issue. This often leads to gameplay revolving around quick attacks, bypassing the intended trade-offs associated with the potent, yet volatile, secondary charged attacks.[/p][p]
[/p][p]Give this a read and let us know your thoughts in the comments below! We’ll be reading the comments and feedback to our plans. [/p][p]See you on the Mourningstar.[/p][p][/p][p]– The Darktide Team[/p][p] [/p]
- [p]Coming changes in 1.8.0[/p]
- [p]"Devil's Claw" Swords[/p]
- [p]Tactical Axes[/p]
- [p]Shock Mauls[/p]
- [p]Heavy Eviscerators[/p]
- [p]Helbore Lasguns[/p]
- [p]Combat Shotguns[/p]
- [p]Double-barreled Shotgun[/p]
- [p]Light Vanguard[/p]
- [p]1st target damage from {40, 80} to {60, 100}[/p]
- [p]Light Strikedown / Light Strikedown Stab[/p]
- [p]1st target adm vs Maniac from 1 to 1.25[/p]
- [p]1st target damage from {100, 200} to {115, 230}[/p]
- [p]2nd target damage from {25,60} to {40,80}[/p]
- [p]Heavy Strikedown[/p]
- [p]1st target adm vs Unarmoured from 1 to 1.1[/p]
- [p]1st target adm vs Unyielding from 0.75 to 1.25[/p]
- [p]Riposte[/p]
- [p]1st target adm vs Unarmoured from 1 to 1.25[/p]
- [p]1st target adm vs Unyielding from 1 to 1.25[/p]
- [p]1st target adm vs Carapace armour from 0.25 to 0.5[/p]
- [p]Added Allowed during sprint to most attacks and attack starts[/p]
- [p]Block minimum time from 0.3 to 0.225[/p]
- [p]Stamina template update:[/p]
- [p]Base Stamina from 4 to 4.5[/p]
- [p]Tweaked damage windows, hitboxes and ranges for several attacks[/p]
- [p]Updated Inspect screen to correct some attack gestalt icons (visual only change)[/p]
- [p]Added a new Heavy Strikedown attack with 540 power level multiplier [/p]
- [p]This attack will chain only from Light 3[/p]
- [p]Light 3 chains now to Light 2 / new Heavy Strikedown instead of Light 1 / Heavy 1[/p]
- [p]Push chains now to Light 3 / Heavy 1 instead of Light 1 / Heavy 1[/p]
- [p]Heavy 2 chain time to Start attack from 0.55 to 0.5[/p]
- [p]Push chain time to Start attack from 0.35 to 0.3[/p]
- [p]Added 545 power level multiplier to Light 3[/p]
- [p]Added 535 power level multiplier to Pushfollow attack[/p]
- [p]Heavy 1 windup from secondary start from 0.56 to 0.46[/p]
- [p]Added 550 power level multiplier to Light 4[/p]
- [p]Pushfollow damage profile from Light Strikedown to Light Strikedown Stab[/p]
- [p]Riposte chains now to Pushfollow / Heavy 1 instead of Light 3 / Heavy 1[/p]
- [p]Added 535 power level multiplier to Light 3[/p]
- [p]Added 525 power level multiplier to Pushfollow attack[/p]
- [p]Light Assassin[/p]
- [p]Added 3rd target[/p]
- [p]Heavy Strikedown (diagonal)[/p]
- [p]Adm vs Carapace armour from 0.25 to 0.3[/p]
- [p]Added a new Heavy Strikedown profile for vertical and uppercut attacks, with the same properties as Heavy Strikedown (diagonal) aside from:[/p]
- [p]1st target damage from {100,200} to {115,230}[/p]
- [p]1st target adm vs Carapace armour from 0.3 to 0.5[/p]
- [p]Special Stab[/p]
- [p]1st target damage from {25,50} to {70,140}[/p]
- [p]Removed Crit Chance bonus[/p]
- [p]Special Strikedown[/p]
- [p]1st target damage from {25,50} to {60,120}[/p]
- [p]1st target impact from {8,16} to {10,20}[/p]
- [p]Removed Crit Chance bonus[/p]
- [p]Sprint template from “default” to “assault”[/p]
- [p]Forward acceleration from {0.15, 0.4} to {0.4, 0.8}[/p]
- [p]Forward deceleration from 1.25 to 2.1[/p]
- [p]Sprint speed modifier from {-0.5, 0.5} to {-0.25, 0.85}[/p]
- [p]Increased action total time for most Heavy attacks[/p]
- [p]This will make continuing the combo chain after the attacks more forgiving[/p]
- [p]Added Allowed during sprint to most attacks and attack starts[/p]
- [p]Tweaked damage windows, hitboxes and ranges for most attacks[/p]
- [p]Buffer time for the Special input from 0.2 to 0.4[/p]
- [p]Added power level multiplier 515 to Light 3[/p]
- [p]Added power level multiplier 550 to Special 1 and Special 2[/p]
- [p]Changed damage profile of Heavy 1 and Heavy 2 from Heavy Strikedown (diagonal) to the new Heavy Strikedown (vertical/uppercut)[/p]
- [p]Lowered chain times to Start Attack and Special Attack from Heavy 1 and Heavy 2 from 0.5 to 0.4[/p]
- [p]Added power level multiplier 515 to Heavy 2[/p]
- [p]Changed damage profile of Heavy 2 from Heavy Strikedown (diagonal) to the new Heavy Strikedown (vertical/uppercut)[/p]
- [p]Added power level multiplier 550 to Light 1, Light 2, Light 3 [/p]
- [p]Light Strikedown[/p]
- [p]1st target damage from {100,200} to {115,210}[/p]
- [p]Light Vanguard[/p]
- [p]Cleave from “light” to “medium”[/p]
- [p]From {3.0,6.0} to {4.0,9.0}[/p]
- [p]1st target damage from {100,150} to {110,165}[/p]
- [p]Cleave from “light” to “medium”[/p]
- [p]Heavy Relentless[/p]
- [p]1st target damage from {110,260} to {120,270}[/p]
- [p]Heavy Strikedown[/p]
- [p]Cleave from “big” to “light”[/p]
- [p]From {8.5,12.5} to {3.0,6.0}[/p]
- [p]1st target damage from {140,350} to {160,390}[/p]
- [p]4th target damage override removed (from 0 to {30,50})[/p]
- [p]Cleave from “big” to “light”[/p]
- [p]Light Relentless[/p]
- [p]adm vs Maniac from 0.8 to 0.75[/p]
- [p]adm vs Carapace armour from 0.75 to 0.4[/p]
- [p]1st target damage from {80,150} to {90,165}[/p]
- [p]Special attack[/p]
- [p]Sticky damage tick from {10,70} to {30,80}[/p]
- [p]Stun damage tick from {40,50} to {50,65}[/p]
- [p]Stamina template update:[/p]
- [p]Base Stamina from 4 to 4.5[/p]
- [p]Sprint cost per second from {1.5, 0.5} to {1.25, 0.75}[/p]
- [p]Inner angle Block cost from {1.5, 0.5} to {1.0, 0.5} [/p]
- [p]Light 1 damage profile from Light Relentless to Light Vanguard[/p]
- [p]Added power level multiplier 530 to Light 3[/p]
- [p]Added power level multiplier 550 to Light 4[/p]
- [p]Tweaked hitboxes for Light 3 and Light 4[/p]
- [p]Tweaked damage windows for Light 4 to make it easier to connect with weakspots[/p]
- [p]Tweaked hitboxes and damage windows for Light 1 and Light 2[/p]
- [p]Tweaked damage windows for Light 3 to make it easier to connect with weakspots[/p][p][/p]
- [p]Light Strikedown[/p]
- [p]adm vs Maniac from 0.5 to 0.9[/p]
- [p]adm vs Infested from 0.75 to 1[/p]
- [p]Removed adm reduction on 1st target vs Carapace armour; from 0.1 to 0.25[/p]
- [p]Light Vanguard/Relentless[/p]
- [p]Upped damage on secondary targets[/p]
- [p]Removed damage cap after 4th target[/p]
- [p]Heavy Vanguard[/p]
- [p]1st target damage from {150,300} to {165,345}[/p]
- [p]1st target finesse multiplier from 0.5 to {0.4,1.0}[/p]
- [p]Upped damage on secondary targets[/p]
- [p]Heavy Strikedown[/p]
- [p]1st target damage from {150,300} to {175,350}[/p]
- [p]1st target adm vs Carapace armour from 0.25 to 0.5[/p]
- [p]1st target finesse multiplier from 0.5 to {0.5, 1.0}[/p]
- [p]Light Strikedown (Special active)[/p]
- [p]Removed damage overrides[/p]
- [p]Removed finesse multiplier override[/p]
- [p]Light Vanguard/Heavy Strikedown/Pushfollow (Special active)[/p]
- [p]Removed damage overrides[/p]
- [p]Added 0.4s buffer time to the Unwield input[/p]
- [p]Heavy 1 chain to Unwield from 0 to 0.45[/p]
- [p]Heavy 1 chain to Start attack from 0.6 to 0.45[/p]
- [p]Heavy 1 chain to Block from 0.7 to 0.6[/p]
- [p]Light 2 time scale from 0.85 to 0.9 (sped up)[/p]
- [p]Added power level multiplier 525 to Heavy 2 and Light 3[/p]
- [p]Updated Heavy 2 and Pushfollow attack damage profiles on Special abort [/p]
- [p]Updated Pushfollow attack damage profiles on Special active and Special abort [/p]
- [p]Near charged shot [/p]
- [p]adm vs Unarmoured from 1 to 1.1[/p]
- [p]adm vs Maniac from 1 to 1.25[/p]
- [p]adm vs Infested from 1 to 1.1[/p]
- [p]Far charged shot[/p]
- [p]adm vs Unarmoured from 1 to 1.25[/p]
- [p]adm vs Infested from 1 to 1.25[/p]
- [p]All shots Finesse Boost[/p]
- [p]vs Carapace armour from 0.1 to 0.2[/p]
- [p]vs Maniac from 0.25 to 0.35[/p]
- [p]vs Unyielding from 0.25 to 0.3[/p]
- [p]Special Slash[/p]
- [p]Added Ignore stagger reduction[/p]
- [p]1st target finesse multiplier from 0.75 to 1[/p]
- [p]Added time scale 1.5 to Wield action (sped up)[/p]
- [p]Added 0.05 radius to hitscan templates[/p]
- [p]Buffer time for the Special input from 0.2 to 0.4[/p]
- [p]ADS Vertical Field of View from 65 to 55[/p]
- [p]Chain from Special start to Special attack from 0.3 to 0.25[/p]
- [p]Chain from Special attack to Special start from 0.7 to 0.645[/p]
- [p]Tweaked Special attack hitbox and damage window[/p]
- [p]ADS Vertical Field of View from 65 to 45[/p]
- [p]Sprint template from “killshot” to “assault”[/p]
- [p]Sprint forward acceleration from {0.15, 0.4} to {0.4, 0.8}[/p]
- [p]Sprint forward deceleration from 1.25 to 2.1[/p]
- [p]Sprint sideway acceleration/deceleration from 5 to 7[/p]
- [p]Sprint speed modifier from {0.5, 0.5} to {0.25, 0.85}[/p]
- [p]Updated Stamina template [/p]
- [p]Stamina modifier from 2 to 4[/p]
- [p]Sprint cost per second from {2, 1.5} to {1.5, 0.5}[/p]
- [p]Increased Reload speed by around 10%[/p]
- [p]Affecting both regular and special shells[/p]
- [p]Zarona MK VI[/p]
- [p]Damage from {250, 500} to {300, 600}[/p]
- [p]Cleave[/p]
- [p]Cleave attack From 0.01 to {2, 4}[/p]
- [p]Cleave impact from 0.01 to {2, 4}[/p]
- [p]Ammo reserve from {60, 80} to {70, 95}[/p]
- [p]Agripinaa Mk VII[/p]
- [p]Damage from {200, 400} to {250, 480}[/p]
- [p]Cleave[/p]
- [p]Cleave attack From 1.3 to 2.5[/p]
- [p]Cleave impact from 1.3 to 2.5[/p]
- [p]Ammo reserve from {75, 95} to {80, 105}[/p]
- [p]Finesse boost curve shooting from HipFire increased to match ADS.[/p]
- [p]{0.6,1.2} to {1.25,2.5}[/p]
- [p]Accatran Mk IX[/p]
- [p]Damage from {450, 700} to {550, 740}[/p]
- [p]Cleave[/p]
- [p]Cleave attack From 2 to 3.5[/p]
- [p]Cleave impact from 1 to 3[/p]
- [p]Ranges[/p]
- [p]Close range from {6, 8} to {6, 11}[/p]
- [p]Long range from {12, 16} to {12, 17}[/p]
- [p]Ammo reserve from {45, 65} to {55, 85}[/p]
- [p]adm vs Unyielding[/p]
- [p]Near from 1.0 to 1.1[/p]
- [p]Far from 0.5 to 0.65[/p]
- [p]Ammo reserve increased from {40, 80} to {50, 90}[/p]