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Darktide's Mortis Trials put a roguelike spin on the chaotic Warhammer 40k FPS

A new Warhammer 40k Darktide game mode is arriving soon to test your skills in a chaotic fight for survival. Part of the upcoming Nightmares and Visions update, the Mortis Trials are designed as a counterpart to the late-game challenge of Havoc mode that provides "easy access for immediate fun." Developer Fatshark breaks down exactly what we can expect from the new mode, which sees us delve into a new nightmarescape courtesy of the Mourningstar's resident Spyker, Sefoni.


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Introduction: Mortis Trials - Dev Blog



Hello Everyone! 


As promised, we are back this week with another dev blog for the next update for Warhammer 40,000: Darktide - Nightmares & Visions, which releases next week on March 25, 2025. 

This week, we’re focusing on new content coming to the game in the form of Mortis Trials. This feature has been designed to be a unique, replayable activity whereby players will mash through waves of enemies in visions induced by Sefoni, the Mourningstar’s mysterious Psyker. 

With the arrival of Commissar’s Moebian 53rd and the escalation of the Battle for Tertium, Rannick has grudgingly decided that they need to step up the Rejects’ training regime from, well, nothing, to something. 

With resources tight and the warband’s operatives more than a little… varied in their approach to combat, he and Morrow have turned the matter over to Sefoni. Which makes sense, given that she’s the creator and maintainer of the Mourningstar’s Meat Grinder - a psychically generated oubliette where Rejects can familiarise themselves with new weaponry. 

To make this possible, she’s manifested a new nightmarescape that Morrow calls Sefoni’s Reverie.



What is Mortis Trials?


Unlocked from Trust Level 13, Mortis Trials is a new activity in Darktide where players can experience something they wouldn’t encounter in normal missions, something with crazy wave compositions and roguelike elements. The fickle nature of these psychic manifestations has ensured that no two trials are alike, and only those who adapt will prevail. By accessing Sefoni’s Reverie on the Mourningstar, players will be transported to the Theatres of Mortification. These are the arenas where players will face the challenges Sefoni has created for them.  

At the end of a successfully completed trial, players will return to Sefoni’s Reverie.

Havoc is a game mode with multipliers upon multipliers, and stacked mutators; which has been designed for late-game players to face a challenge. The experience of an activity like Mortis Trials is designed to be chaotic, with easy access for immediate fun. That said, players will face horrors in these theatres, where there is no escape or surrender. Only by standing your ground and fighting with unwavering determination will players emerge with victory. 



What will the game play loop look like for Mortis Trials?

Unlike some other experiences in Darktide, Mortis Trials offers more modular pacing rather than non-stop action. Pacing is key, with the difficulty increasing over time in a fun and expandable way. 

Each trial consists of 12 waves of heretics to clear. These waves will be broken into three waves of three, and then a final set of three heretical-filled waves straight from Sefoni herself. 

When launching Mortis Trials, players will first select the difficulty level they wish to try. From there, the players will assemble in a central theatre. 

Before facing the initial wave, players will receive a small buff. The buff they receive is based on the “indulgence” that is chosen before this first wave begins. 

Each indulgence has a specialization which will define the type of small buffs player will get during the play through. These include:

  • Pyrokinetic: This Indulgence Archetype specialises in dealing fire damage, or improving combat effectiveness while attacking burning targets.
  • Voltaic: This Indulgence Archetype specialises in dealing electric damage, or improving combat effectiveness while attacking electrocuted targets.
  • Fulminator: This Indulgence Archetype combines elements from both Pyrokinetic and Voltaic disciplines. It applies both electric and fire effects on enemies and can improve combat effectiveness when fighting electrocuted or burning enemies.
  • Death Dealer: This Indulgence Archetype specialises in close-quarters shooting and melee. Quick swapping between weapons and quicker reloads.
  • Colossus: This Indulgence Archetype specialises in survivability, focused on close-quarters melee combat.

Based on the archetype selected, the players will receive another small buff for the second wave. Every third wave, the players will be required to move around the arena and complete a designated task. These are the “objectivewaves, which happen on the 3rd, 6th and 9th waves.

Upon completing the objective, Rejects are granted a cache of ammunition and supplies to aid in the trials. Further, players will then pick an additional stronger buff. This buff, along with the others, will continue to stack after each wave is successfully cleared. After each objective wave, players will pick an additional stronger buff. (These buffs are often amplifying player abilities, grenades, etc.) Only the most devout and blessed will survive.

After the last objective wave is completed (i.e. wave number 9), Rejects must endure a final set of three waves surging with enemies.  These are the waves where the players are the strongest. We want to give them plenty of time to enjoy their power to the fullest.

After successfully completing one round of the Mortis Trials, players must return the Mortis Relic to Sefoni in her Reverie. The strain of these Trials pushes her to her limit, causing stray thoughts and memories to slip out of her head. Attentive players might glean unintended insights into key members of the Mourningstar crew, so you better pay attention.

Repeated playthroughs of the Mortis Trials promise different play experiences, with new Indulgences to try and new conversations to unlock.



Narrative Focus: Mortis Trials


To learn more about Mortis Trials from a narrative perspective we are handing the dev blog over to our Narrative Lead, Michael Knight and our Lead Writer, Matthew Ward.

Sefoni’s one of the first characters a new Reject meets, but we don’t know much about her. Is that about to change?
Michael Knight: Yes and no. Sefoni’s delighted that she’s got new playthings to torment - the Rejects probably treat her better than most of the rest of the warband - but she’s also very secretive. That said, generating the Trials of Mortification places Sefoni under enormous pressure, and fragments of her past have a tendency to manifest without her knowing.

MW: Not just her past.

MK: I’m pretty sure that we’re not supposed to talk about that. Grendyl wouldn’t like it. Safe to say, the Trials of Mortification offer the Rejects the opportunity to learn a lot more than Rannick intends. That probably won’t end well for Sefoni, but again, I doubt she cares.

How do the Rejects complete a Trial?
MK: Each Trial of Mortification is effectively a beefed-up exercise in a section of the Meat Grinder. The Rejects need to defeat the waves of enemies being projected by Sefoni, accomplishing tasks along the way. If they win, they’ll unlock a relic and get one step closer to being initiated into the Mourningstar’s elite cadre of Mortis Operatives. Fail, and… you can guess the rest.  

MW: But Sefoni isn’t entirely heartless. The Meat Grinder’s her world. It follows her rules, so she’s prepared to offer the Rejects a series of indulgences (in-game buffs) that will help them meet the challenge.

MK: Rannick isn't going to like that.

MW: There’s definitely a sense that she’s not answering to Rannick any more, if she ever did.

You said something earlier about the Rejects having a chance to learn things that Rannick doesn’t want them to know. Can you tell us a little more about that?
MK: Well … Sefoni’s a psyker, a pretty rare and formidable one. And she’s been with Grendyl a long time. She’s overheard a lot over the years. Chances are, she knows a lot more about the warband than even Rannick. How far that goes - and how deep it goes - remains to be seen.

MW: One thing’s for sure… As time goes on, she’s going to get bolder.

MK: Unless Rannick catches her.

MW: Unless that, yes.

Hmm…there is a lot to be unpacked there. I’ll leave that for the community theory crafters.



Thank you for reading our dev blog on Mortis Trials, part of the new content coming alongside the Nightmares & Visions update slotted for release next week on March 25, 2025. We’ll be looking out for any questions over the weekend and we’ll make sure we answer them in the patch notes.

Remember, the Emperor protects. But He also demands sacrifice.

We’ll see you on the Mourningstar.

– The Darktide Team

Updates to Havoc - Dev Blog



Hey Everyone,

When Havoc Mode was first released at the end of 2024, we mentioned it would be a system we’d continue to hone with community feedback.

Over the last couple of months, we’ve been reading tons of input from the community on Havoc through player comments, threads, videos, memes, etc.

Now as the first dev blog for our next update, Nightmares and Visions, we’d like to tell players all about the work we’ve been doing on Havoc and the changes we’re bringing to the game mode in March.

First of all, we upped the pacing a bit to keep things fresh. Players might notice there is less time to regroup than there was before. There are other larger changes we’d like to touch on in this blog, though.



[h2]Rank Overhaul[/h2]

One of the biggest points of feedback we received had to do with progressing through different Havoc Assignment Ranks. 

(As a quick refresher, Havoc Assignment Rank is the current Havoc Assignment a player has access to play in the game; Havoc Clearance Level refers to the highest Assignment a player has completed. 

A player’s Havoc Assignment Rank currently changes after each mission or after each weekly reset. It can go down if a player only plays lower Assignment Rank missions that week. However, a player’s Havoc Clearance Level only goes up over time as a player completes higher Assignment Ranks.)


As it stands in the game now, before playing a game of Havoc, the party needs to choose which player’s Havoc Assignment they’d like to attempt to complete. After finishing the game, only the owner of that Havoc Assignment would see their own Clearance Level go up. The remaining players would need to wait until the following week to see their Havoc Clearance Level go up. We read the feedback saying this part of Havoc was frustrating and unclear.

Further, there were worries of “boosting” other players through the initial system we laid out. 

We’ve made some changes. 

With this update, we’ve changed it so everyone who participates in a Havoc game will rank up their Assignment Rank. That is, upon winning the mission, all the players of equal or lower Assignment Rank to the chosen mission will be ranked up. 

All players who participate get the mission reward, as well.

To make it fair, everyone who participates in a mission for Havoc will be eligible to be penalized upon failure (i.e. lose a charge), too.

These changes were made to ensure everyone who participates in Havoc will feel rewarded post-mission. 

How do we determine how many ranks a player will climb after completing a Havoc mission? 

It is determined by the difference between the player's Assignment Rank and the Assignment Rank being played (shown in the chart below).



  • A gap of less than or equal to 5 gives an increase of (1) Clearance Levels.
  • A gap between 6 and 9 gives an increase of (2) Clearance Levels.
  • A gap greater than or equal to 10 gives an increase of (3) Clearance Levels.

A player’s Assignment Rank is no longer determined by the highest completed Havoc Assignment Rank from the previous week. Instead, as long as a player is active each week, the player will retain their current Assignment Rank. (A player is considered “active” as long as they attempt at least (1) Havoc mission in a week. The player does not need to win the game in order to be considered an active player.)

Now, the only way for a player’s Assignment Rank to go down is if they lose all three charges or they are inactive for a certain period of time (i.e. a player does not play at least (1) Havoc mission after a weekly reset).



[h2] Havoc Campaigns [/h2]

Along with Nightmares and Visions, we are introducing something to Havoc called Havoc Campaigns.

Havoc Campaigns is what we’ve opted to call the rotation of the mission pool and mutators within Havoc, we want players to be able to learn and adapt to these combinations while also changing things up over the period of the current Havoc Campaign. It’ll begin from this update!

Maintenance Announcement: With Havoc Campaigns, we’ll be introducing new balancing to the game mode. Ahead of Nightmares & Visions, Havoc will be “off-Campaign” and unavailable to play from the Sunday, March 23 until the day of release on March 25.

During this off-time and to reflect the balance changes made, we’ll reset everyone to their nearest threshold depending on the highest they reached the previous Havoc Campaign period. (Please see the chart below.)




[h2] New Mutators [/h2]

Heinous Rituals: 
Reports indicate that the Admonition has begun creating more Daemonhosts in this area, disrupt these rituals before it’s too late.



The Encroaching Garden:
Marked Enemies will heal affected allies in proximity.
If these enemies are not dealt with quickly, they will rapidly regenerate the enemy forces. 

Rampaging Enemies: 
Enemies in this sector are rampaging. They grow emboldened upon witnessing the death of another of their kind gaining increased defence against attacks.

Enraging Elites: 
Elite enemies will upon taking critical damage become enraged, increasing their attack speed, movement speed, and give them complete CC (crowd control) immunity. 

These four mutators will replace the current four mutators in Havoc. 




This summarizes the first wave of changes we’re bringing to Havoc for 2025. We still have more ideas we’d like to explore and bring to the game mode this year.

We’ll be reading the comments across our platforms in response to this blog, so please join the conversation and let us know what you think!

Thank you for reading and playing.

– The Darktide Team


Warhammer 40k Darktide details Ogryn rework and new endgame challenge mode

Before Space Marine 2 stomped onto our PCs in 2024, Warhammer 40k Darktide was my go-to for futuristic Chaos-smashing action, and the co-op FPS game still feels the most replayable of its ilk, standing alongside its Warhammer fantasy sibling Vermintide 2 as a mighty, meaty offering to keep you and your friends in the thick of things. Developer Fatshark has been hard at work improving Darktide since launch with a series of updates, and now it gives us a comprehensive look at many of the big changes coming in its next overhaul, titled Nightmares and Visions.


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Nightmares & Visions - Early Balance Look - Dev Blog Pt. 1

Hey Everyone,

Ahead of our Unlocked and Loaded update last year (aka Itemization), we released the intended balancing changes ahead of the rest of the patch notes. The idea was to give players a sneak peek ahead of time, and to allow the players time to give their feedback.

We’re doing it again.

[previewyoutube][/previewyoutube]

For Nightmares and Visions, we will be including a rework to the Ogryn Talent Tree and a series of Weapon balance changes.
  • Part 1 (Ogryn Talent Tree Rework)
  • Part 2 (Ogryn Weaponry Balancing)
  • Part 3 (Additional Weapon Changes and Tweaks)

To tell us more about our proposed changes, we’ve brought along two developers who assisted with the work: Gunnar (Ogryn) and Matteo (Weapons).

Without further ado, we’ll pass the dev blog over to Gunnar to talk about the…

Ogryn Talent Tree Rework


Left Branch / Skullbreaker
The Left part of the Tree has been very focused on the use of Heavy Attacks. While we do think that Heavy Attacks are thematic to the Ogryn, it should not be the only viable Melee focused Build.
We’ve removed the ‘Heavy’ restrictions on some Talents, added new Melee focused Talents without it, and reworked some Talents to provide different bonuses depending on if you’re using Light, or Heavy, attacks.
Middle Branch / Bodyguard
We’ve felt that the Ogryn has been lacking interesting options for the Bodyguard playstyle, and have added many new Talents that allow you to explore both Tank Builds, as well as Supportive Builds.
Right Branch / Gun Lugger
We’re updating the Burst Limiter Override Keystone to be better overall for any Ranged Build, along with its modifiers. We’ve also added nodes that flesh out a few Ranged Builds, focusing on critical hits, explosives or sustained fire.


[h3]You can now find the Ogryn rework in the Gameslantern Darktide Build Editor. Under class select Ogryn Rework. Additionally, we also added it to the Ogryn Rework overview page.[/h3]

Note: This is a WIP. We have not finished all the icons for this tree, etc. A final version will be included with the patch notes at release.
[hr][/hr]
[h2]Existing Passives[/h2]
Base Toughness
We've removed some Toughness from the Tree, and to make up for it we bumped the Base Toughness.
  • Toughness: 50 to 75.
Thick Skin
We've removed a few Defensive nodes from the Tree, and to make up for it we’ve given the Ogryn a bump to his innate Tank Passive.
  • Toughness Damage Reduction: 20% to 25%.

[hr][/hr]
[h2]New Passives[/h2]
Outta My Way!
The large hitbox of the Ogryn could get in its way on more than one occasion. Pox Hounds and Trappers were more difficult to avoid while not dodging, and even when dodging he could get stuck on nearby Horde Enemies, abruptly canceling the dodge and leaving him vulnerable.
We’re giving the Ogryn a new passive ability that should make his Dodges more consistent, while also doubling down on the theme of our Brutish friend.
  • Dodging staggers nearby Non Elite/Special, human-sized, enemies, knocking them out of the way. The effect is reduced on consecutive dodges.

[hr][/hr]
[h2]Combat Ability Changes[/h2]
Loyal Protector
“Removed ‘Big Lungs’ talent, increased base value to make up for it.”
  • Radius Increased - 8 to 12.
Bull Rush
“Will protect you from Flying Dogs, Nets, and Bullets.”
  • You now count as Dodging during Charge.
Point Blank-Barrage
“Lowered the Reload Speed slightly to make room for new 'Keep Shooting Talent'.”
  • Reload Speed - 70% to 65%.

[hr][/hr]
[h2]New Combat Ability Talents[/h2]
Loyal Protector
No Pain!

“Should provide some good defense against the newly taunted enemies.”
  • Loyal Protector Replenishes 25% Toughness and an additional 0.5% Toughness Replenished each 1s per enemy affected, to a maximum of 10%, for 10s.

[hr][/hr]
[h2]Blitz Ability Changes[/h2]
Big Box of Hurt
“Should let you be less stingy about when to use it.”
  • Charges: 2 to 3.
Big Friendly Rock
“Should make it feel more reactive and incentivise weaving it in between weapon attacks more often.”
  • Wield Time: 1s to 0.5s.
  • Chain Times: 0.6s to 0.4s.

[hr][/hr]
[h2]New Blitz Ability Changes[/h2]
Big Friendly Rock
That One Didn't Count

“For those with either great or poor precision…”
  • Big Friendly Rock Replenishes a Charge if you hit an enemy Weakspot or hit no enemies. 5s Cooldown.
Big Box of Hurt
Bigger Box of Hurt

“To make the Box a greater Crowd Control option.”
  • +3 Grenades Released.

[hr][/hr]
[h2]Coherency Changes[/h2]
Stay Close! “Toughness gained through Coherency is less reliable, this should make the Coherency a lot more useful in a majority of situations.”
  • 25% Coherency Toughness Replenishment to 15% All Toughness Replenishment.
Coward Culling “We’ve removed the +25% Suppression State Node, but still wanted to keep the effect in the Ranged Ogryn Builds.”
  • New Effect: +25% Suppression to you.

[hr][/hr]
[h2]Keystone Changes[/h2]
[h3]Heavy Hitter - Keystone[/h3]
“Heavy Hitter has been too focused on Heavy Attacks. We want to open it up more for Light Attacks, but still keep some of the incentives to go for the Heavies.”
  • 5% Melee Damage to 3% Melee Damage.
  • Stacks 5 to 8.
  • On Heavy Attack Hit to On Melee Attack Hit.
  • Heavy Attacks grant 2 Stacks.
Modifier Changes - Heavy Hitter
Just Getting Started
“To match the increased Max Stacks of the Base Talent.”
  • Stacks: 5 to 8.
Unstoppable
“It didn’t feel necessary to limit the bonus behind Max Stacks. Also increasing the max output.”
  • 100% Melee Toughness at 5 Stacks to 15% Melee Toughness Per Stack.
Brutish Momentum
“Obsolete with the reworked Base Talent.”
  • Removed.
New Nodes - Heavy Hitter

Don't Feel a Thing
“As an alternative to ‘Unstoppable’.”
  • Heavy Hitter also grants 1.5% Toughness Damage Reduction for each stack.
Great Cleaver
“An additional choice of customization for Heavy Hitter.”
  • Heavy Hitter also grants 15% Cleave for each stack.
Impactful
“An additional choice of customization for Heavy Hitter.”
  • Heavy Hitter also grants 10% Impact for each stack.

[h3]Feel No Pain - Keystone[/h3]
“Coherency Toughness regeneration was simply not impactful enough.”
  • 2.5% Coherency Toughness Replenishment to 2.5% All Toughness Replenishment.
Modifier Changes - Feel No Pain
Pained Outburst
“Getting a small boost of 20% Toughness once at 0 stacks, felt like it was too little, too late. Bumping the Toughness and lowering the activation requirements.”
  • Reaching Zero stacks to Falling to, or below, 5 stacks. Toughness Replenished: 20% to 50%.
Toughest!
“See Base Talent note..”
  • 2.5% Coherency Toughness Replenishment to 2.5% All Toughness Replenishment.

[h3]Burst Limiter Override - Keystone[/h3]
“Burst Limiter Override was both too weak and uninteresting. We’re giving it a baseline ranged power bonus that isn’t dependent on Chance, while also giving you a bit more control over when it's activated.”
  • Chance to Proc: 8% to 15%.
  • Now also grants 2% Ranged Damage. 10 Max Stacks, 10s Duration.
Modifier Changes - Burst Limiter Override
Maximum Firepower
“Other than simply being too strong when paired with High Rate of Fire weapons, it was also quite poor on slower weapons. This will hopefully make it more balanced."
  • Ability Cooldown Reduction: 200% to 100%.
  • Duration 2s to 4s.
More Burst Limiter Overrides!
“We’ve increased the base chance of activation, and replaced this with more interesting choices.”
  • Removed.
New Nodes - Burst Limiter Override
Back Off!
“Should pair well with more of a Hybrid Combat playstyle, and also with the Weapon Special Actions of your Ranged Weapons.”
  • Lucky Bullet has a +10% chance to trigger after a Killing Melee Attack, stacking 10 times.
Heat of Battle
“To double down on the Hybrid Combat playstyle.”
  • Burst Limiter Override also grants 1.5% Fire Rate per Stack.
Bulletstorm
“For those who want to share in the Ogryn’s newfound talents”.
  • 15% Ranged Damage to you and Allies in Coherency on Lucky Bullet. Lasts 8s.

[hr][/hr]
[h2]Talent Changes[/h2]
Slam
“Slam needs some love now that it has a new place in the Tree. The bonus stamina should go well with the Tanky playstyles of the central branch.”
  • New effect: Staggering Melee Attacks replenish 5% Stamina. 1s Cooldown.
Furious
“Light Attack Ogryns rise up. Loosening up on the theme of only using Heavy Attacks.”
  • Heavy Melee Attack to Melee Attack.
The Best Defence
“Light Attack Ogryns rise up.”
  • Toughness on Heavy Melee Attack 20% to 15%. Now also replenishes 5% Toughness on Non-Heavy Melee Attack.

Smash 'Em!
“Light Attack Ogryns rise up.”
  • Toughness on Heavy Melee Attack 20% to 15%. Now also replenishes 5% Toughness on Non-Heavy Melee Attack.
Batter
“Light Attack Ogryns rise up.”
  • Now also applies 2 Stacks of Bleed on Non-Heavy Melee Attacks.
Soften Them Up
  • Description changed to specify that it only applies to Melee (previous Description was Wrong).
Payback Time
“To make it a bonus you are more in control over, but reducing the effectiveness to make up for a higher uptime.”
  • Damage: 20% to 15%.
  • Now also triggers on Successful Dodge.
Hail of Fire
“30% was in some situations a gamebreakingly high bonus. We’re lowering the Rending bonus, but giving it a bump towards Ranged Damage as a substitute.”
  • Rending 30% to 15%.
  • Now also grants 15% Ranged Damage.
Light 'em Up
“Reaching 32 stacks in virtually no time at all with some weapons was way too powerful; we’ve increased the stacks per to make it a better talent for slower weapons, but capped the Maximum stacks at 16.”
  • Stacks applied 2 to 4. Now only applies stacks up to 16.
Hard Knocks
“We like the theme of stagger, but we want to lean more into the Bodyguard / Support themes.”
  • Old functionality removed.
  • New: Enemies staggered by you take +15% more Damage for 5s.
No Stopping Me!
“No Stopping Me from towering through like a battering ram.”
  • New effect: Reduced Movement Speed Penalty while charging Heavy Melee Attacks by 100%.
Bruiser
“Giving it the same treatment as Zealot’s Invocation of Death, for the sake of Balance.”
  • 4% Combat Ability Cooldown Reduction Instantly to 100% Ability Cooldown Regeneration for 3s.
Pacemaker
“Updating the reload mechanic and hit requirements to make it more reliable. Lowering the Reload Speed a bit since you’ll have more alternatives to increase it.”
  • 25% for 5s to 15% on your next Reload.
  • Hit Requirement: 5 to 3.
Unstoppable Momentum
“Increased the duration to gain more use out of it as it previously felt too short.”
  • Duration 2s to 3s.
Massacre
“Increasing the Crit Chance bonus as it didn’t feel impactful enough, and also increased the Duration to make it easier to maintain.”
  • Critical Chance: 1% to 1.5%.
  • Duration: 10s to 12s.
Crunch
“It became increasingly difficult to fully charge an attack on our higher difficulties. This should give you some great benefit even if not fully charged.”
  • Now works similar to the Thrust blessing, granting the bonus based on charge time.
  • Maximum Impact: 40% to 30%.
  • Maximum Damage: 40% to 15%.

[hr][/hr]
[h3]New Talents[/h3]
For the Lil'Uns
  • On Ally getting Toughness Broken, gain 10% Strength, and 25% Toughness Damage Reduction for 10s. 30s Cooldown.
  • On Ally getting Knocked Down, gain Stun Immunity, and 25% Revive Speed for 10s.
No Hurting Friends
  • 2.5% Strength on Health Damage Taken by you or Allies in Coherency. 5 Max Stacks. Lasts 10s. 15% Toughness Damage Reduction on Max Stacks.
Focused Fighter
  • 4% Damage Resistance from Melee Attacks on Successful Melee Attack. Stacks 5 times. Stacks are removed upon taking Damage from a Melee Attack.
Strongman
  • 10% Damage Resistance on Elite Kill or Special Kill. Lasts 5s.
Can't Hit Me... Again
  • 20% Damage Resistance vs Ranged for 2.5s after getting hit by a Ranged Attack. 4s Cooldown.
Keep Shooting
  • 15% Reload Speed when reloading an Empty Clip.
Strike True
  • 15% Melee Weakspot Strength.
Beat Them Back
  • 15% Melee Damage on Successful Heavy Melee Attack. Lasts 5s.
Pumped Up
  • 15% Damage Resistance while above 75% Stamina.
Brutish Strength
  • 2 Stacks of Brittleness on Push.
Simple Minded
  • 30% Corruption Resistance.
Unbreakable
  • Your Perfect blocks can block all Melee Attacks. On Perfect Block gain 20% Melee Damage on next Attack.
Concentrate
  • 60% Sway Reduction, 20% Spread Reduction, 15% Recoil Reduction, while bracing your Ranged Weapon, but lose 0.75 Stamina per second.
Fire Away
  • Your Explosions apply 1 Stack(s) of Burn, increased to 2 Stack(s) on close explosion. Max Stacks 12.
Frenzied Blows
  • 2% Melee Attack Speed on Chained Hit for 5s. Stacks 5 times.
Bash and Blast
  • 2.5% Ranged Damage on Melee Kill. Lasts 8s. Max Stacks 6.
Dedicated Practice
  • 20% Swap Speed.
Spray and Slay
  • 15% Melee Damage and 7.5% Melee Attack Speed for 6s after emptying your Clip.
Lucky Streak
  • 25% Critical Strike Damage.

[hr][/hr]
[h2]Stat Node Changes[/h2]
In the previous version of the Talent Tree, many of the Stat Nodes served a purpose to extend the length of the branches and clusters. Now that we’ve added a lot of new Talent Nodes, many of the Stat Nodes have been either replaced or removed.



Continue on to Part 2 in order to read about the upcoming Weapon Balancing and Tweaks for Nightmares & Visons!