Patch #13: Class Overhaul

Devoted Rejects!
Here are the Patch Notes for Patch #13: Class Overhaul. Not all our notes would fit in one Steam post! To read the rest of the patch notes please click here to continue reading on our forums.
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[h2]New Features & Improvements[/h2]
[h3]Talent Trees[/h3]
We have replaced the old Feats with new Talent Trees!
Instead of unlocking a new row of feats every 5 levels, you will now be granted one Talent Point for each level you reach, to a maximum of 30 points at level 30. Spending and removing points in the Trees is free, so don't be afraid of trying out different configurations and creating multiple presets!
Every Class will start with a Baseline Ability, Blitz, and Aura (Most of them are the same ones you are playing with today), and in the Trees you will find options to upgrade them or replace them completely with new ones. For a few Classes this means that we've also lowered the strength of the Baseline Abilities, and you'll instead be able to regain the lost power further down in the Trees.
Most of the Feats that were available to you before can be found scattered around in these Trees, so if you loved the build and playstyle you had before, it should still be available to you even with these changes!
Veteran
- Volley Fire: No longer designates Elites and Specials as a baseline. You can upgrade Volley Fire to include this feature further down in the Tree instead.
- Scavenger/scroungers aura: Changed to keep track of "leftover" percentages and apply it on later procs instead of rounding up on every proc. For example, you are about to replenish 0.5 ammo. Earlier we would round it up to 1 ammo, but now you will instead store it away and replenish the stored ammo once it adds up to 1.
- Psykinetic's Wrath: Reduces the Quell amount of the baseline ability. You can increase this further down in the Tree.
- Brain Burst: Lowered the damage of the baseline ability. You can increase the damage further down in the Tree.
- Kinetic Presence: As a baseline we've replaced this with 'The Quickening', reducing Ability Cooldowns for you and allies in coherency. You can still find Kinetic Presence further down in the Tree.
[h2]Changes[/h2]
Enemies
- General
- Adjusted most enemy health pools, hit mass values, and stagger thresholds to be a bit higher overall, with higher increase on Monstrosities, with the goal to match the overall increase in power output from players.
- Added more ways for the Conflict Director to spawn hordes. Hordes can now spawn in different ways to respond to player behaviour, including coordinated strike with Specialists, mixed in Elites with the horde, push from behind while ranged enemies spawn ahead, bigger ambushes with more spread and more.
- Replaced fast transitioning sprint animations for far ranged enemies with a smoother start animation for easier aiming.
- Fixed so Dreg Bruisers have right hit sounds based on their blunt weaponry.
- Fixed an issue where Monstrosities that were meant to be Weakened did not receive the Weakened debuff in Monstrous Specialists condition.
- Adjusted most enemy health pools, hit mass values, and stagger thresholds to be a bit higher overall, with higher increase on Monstrosities, with the goal to match the overall increase in power output from players.
- Pox Hound
- Made improvements to the way Pox Hound leaps are calculated for more consistent & reliable behaviour.
- Mutant
- Tuned functionality for when players dodges Mutants on high latency.
- Fixed a case where Mutant could bring players into enemies' spawn rooms.
- Tuned functionality for when players dodges Mutants on high latency.
- Poxburster
- Increased Poxburster explosion vs Infested so Poxburster chain explosions can happen.
- Fixed a case where Poxburster could ignore stagger if just walked in fire.
- Fixed issue when using Surge Force Staff secondary on Poxbursters that would make them stagger backwards multiple times during a very short timeframe.
- Increased Poxburster explosion vs Infested so Poxburster chain explosions can happen.
- Bomber
- Reduced radius of stun when grenades detonate by around 50%, reduced stun duration.
- Beast of Nurgle
- Increased corruption gained when eaten by Beast of Nurgle.
- Chaos Spawn
- Made Chaos Spawn grab a bit easier to dodge.
- Tweaked Chaos Spawn attack durations to give players a bit extra room to get in melee hits between attacks.
- Slightly reduced Chaos Spawn combo damage.
- Reduced knockback radius for leap land, reduced force on players, Ogryns only get pushed.
- Made improvements to the way Chaos Spawn leaps are calculated for more consistent & reliable behaviour.
- Made Chaos Spawn grab a bit easier to dodge.
- Plague Ogryn
- Switch Plague Ogryn broken stomp particles to better match the stomp, increase stomp radius.
- Fixed case where Plague Ogryn charge push had wrong direction when hitting players.
- Switch Plague Ogryn broken stomp particles to better match the stomp, increase stomp radius.
- Corruptor
- Reduced tentacle regrowth speed from 2 to 1.5 on Damnation.
[h2]Balance[/h2]
Almost all of the weapon and blessing changes were made with the help of closed community testing where we got the opportunity to hang out with members of the community while giving them early builds to try and feedback on. These tests also gave us a lot of early feedback regarding the talents and new abilities which helped us iron out rough bits of the balance. We want to extend a huge thanks to these people, as they have been very important to help us iterate on the balance.
Some balance changes made in these tests are still being worked on and will be released in future patches.
[h3]Weapons[/h3]
Below you will find a list of changes to weapons in this patch. The first list is a quick explanation of the changes, and further on in the patch notes you will find the raw number changes for each weapon if you want the finer details.
All weapons:
- All weapons now have weak spots as sweep hitzone priority.
- Changed moveset to include faster stab chain followed by sweeping light, switched up heavy chain to feel smoother to use.
- Changed stab profiles for all cleavers to be better at handling Flak/Carapace/Maniac armour type.