over 3 years ago - /u/orz-PHX - Direct link

Last year, we committed to making changes to the Wound mechanic. This was due to player feedback that it was hard to understand, occupied a niche role in Dauntless combat, and was generally underwhelming. I’m pleased to say we’re ready to roll out our changes to wounding and the war pike in 1.6.0, on April 8!

We set out to achieve the following goals when redesigning the wound mechanic:

Give wounding an ‘event’, with better visibility and more impact on gameplay Separate wounds from part breaks, so that wounding is its own mechanic, rather than an optional support for the other. Make the benefits from exploiting a wounded part easy to understand for all Slayers Increase the viability and use of the war pike

With 1.6.0, when you wound a Behemoth part, you’ll see a large plume of aether escaping. You’ll also find yourself moving faster, attacking faster, hitting harder, and regaining stamina more quickly. This is the Aether Rush, and it represents Slayers using the aether released from a wounded behemoth to empower their weapons. You are essentially harnessing the power of your opponent and using it against them.

Other players can attack the part you’ve wounded in order to enter aether rush themselves. They’ll have to act fast, as Behemoths heal quickly and a part only remains wounded for a short time!

A part can be wounded even if it’s broken, and breaking a wounded part won’t end its wounded state. No more worries about hitting the right part at the right time. Wound away, and aether rush to victory!

Here’s a sneak peak at the 1.6.0 Patch Notes for more clarity:

  • Striking a wounded part no longer deals increased part damage.
  • When a part is wounded, it will remain in that state for 15 seconds.
  • Wounded parts have new VFX that show aether leaking from the wound.
  • Parts can be wounded even if they have already been broken, and breaking a part while it is wounded will not end the wounded state.
  • The player who wounds a part will enter an aether rush state, gaining +15% damage, attack speed, movement speed, and stamina regeneration for 20 seconds.
  • Other players can enter aether rush by dealing 1,500 damage to wounded parts. This damage can be split over multiple wounded parts.
  • If a player enters aether rush while it is already active, its duration will be refreshed.

War pike is the primary wounding weapon, so we took this opportunity to make some balance and quality of life changes to it.

The special meter no longer increases damage; instead, base attack damage has been greatly increased for most attacks. Your special meter is no longer diminished when hit. In addition, the stamina cost of all attacks has been reduced. Taken together, these changes make for a much smoother play experience, allowing war pike users to focus on landing their hits where they need to instead of managing their stamina and special meter.

Here’s another patch note summary in advance:

  • Taking damage no longer reduces the special meter charge.
  • Slowed the rate of decay on the special meter.
  • Special meter charge level no longer increases damage dealt.
  • Retuned damage for all basic attacks to increase overall damage output.
  • Piercing Flurry no longer consumes stamina.
  • Piercing attacks generate 2% of special meter per hit, harvesting attacks generate 7%.
  • Ammo now only has four levels of quality (1/2/3/4) based on meter threshold when stored (10%/33%/66%/90%).
  • Piercing attacks now deal 100% of base damage as part damage and 133% of base damage as wound damage.
  • The Munitions Amplifier mod now provides an additional 25% quality to stored ammo.
  • The Savage Wellspring special now has a fixed duration of 10 seconds.
  • Ammo quality now affects the amount of critical chance for Savage Wellspring, up to 30%.
  • Decreased the aim time of Concussive Payload by 15%.
  • The lunge from Pike Charge can now interrupt.
  • Pike Charge lunge base damage increased to 250 (from 210).
  • Pike Charge lunge now triggers more consistently.
  • The HUD meter now has threshold markings. Ammo icon art updated to better distinguish differences in ammo quality.

We’ve also taken a look at the war pike’s specials and mods, and made adjustments. We hope they will give Slayers meaningful options to tailor their kit for their preferred playstyle or the specific hunt they’re embarking on.

The war pike also has a brand new dodge animation! This acrobatic flip covers more distance than the old dodge roll, and can go vertically over ledges and obstacles. In addition, some other animations have been shortened or modified to improve the experience.

Full patch notes will drop tomorrow with lots more numbers, for mathematically minded slayers.

Thank you all for your continued feedback, and be sure to let us know what you think in the comments below!

External link →
over 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Breezy_Bunz_777

This gives me a good reason to give dauntless a couple hours of playtime, though I can't say I'll play any longer than that. This sounds like a good push in the right direction so I'm hopeful

Definitely come check it out when it launches on the 8th. Let us know what you think!

over 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by glitching-remains

This is some great news for the War Pike!

Glad you're excited! Can't wait until everyone can try it :D

over 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Artemis_Bow_Prime

This is some good stuff, def gonna log in and try it out, acidic savagery might be back on the menu with these changes.

Let us know what you think once you give it a go!

over 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Meirnon

Anything specific about Warpike's replaced dodge? Does it have lower recovery time? Larger distance covered?

It covers a slightly larger distance from what I've seen and can help you vault over small ledges. I wouldn't say it's huge, but it looks must flashier.

over 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Kakizoreo

What about repeaters though?

Maybe one day!

over 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by Threef

Nice changes, but I wonder now if all Wound Cells are even more useless? It seems that one player doing wounds is enough for whole party. Other players just need to do 1500 damage to wounded part. So every other player should even more than before keep away from wound damage.
Maybe having more wound damage extend duration of wound? Or counting twice for 1500 damage? Anything that would still make Wound based Cells feel useful... and for parties with multiple Warpikes ;)

Interesting thought! Would love to know more once you've gave it a test run :D

over 3 years ago - /u/orz-PHX - Direct link

Originally posted by MegaAlphaVulcan

So, if we don't get an innate damage boost against wounded parts, will we still receive a boost from Savagery?

Additionally, adding stamina regen to Aether Rush doesn't make sense unless it decreases the time for stamina to begin regenerating since pretty much all the stamina most weapons are getting is either being expended immediately or said weapon doesn't consume enough stamina for it to be necessary. Of course, more definition as to what "stamina regeneration" actually means would be welcome too.

Lastly, I know pike's dodge function was adjusted in the Dauntless Experimental but I see no mention of it here. Has that feature been scrapped or just not listed like a bunch of other details or what's up with that?

Savagery hasn't changed- it will still boost "raw" damage against wounded parts. The implications are a bit different, with the time limitation on the wound and wounded/broken functioning independently.

Stamina regeneration refers to the rate at which you stamina refreshes.

The whole wounds/pike package is a big change to balance, and we'll be keeping a close eye on it in the next few weeks to make adjustments if something is under performing.

over 3 years ago - /u/orz-PHX - Direct link

Originally posted by professorlitwick

I’m excited for these changes, war pike needed some love and wounding needed to be overhauled to make it more useful overall.

My concern with these changes is that removing the part damage bonus will make getting certain part breaks cough Urska cough significantly harder. Do you have any plans to adjust the health of some behemoth parts, or adjust other forms of part damage to compensate for these changes?

While the part damage specific bonus is removed, the Pike stab attacks have also had their penalty to part damage removed, and the bonus damage from wounding / damaging a wounded part increases part damage as well.

We will be keeping a close eye on balance after this patch and making adjustments as necessary.

over 3 years ago - /u/CreatureTech-PHX - Direct link

Originally posted by VioletPheonix

Finally, my beloved spear gets some attention!

We did it just for you!

over 3 years ago - /u/orz-PHX - Direct link

Originally posted by StormerGaming

i love these changes! but i felt like the concussive payload should have a system where there aren't any stages of quality, but rather a scale of quality, like the meter is 23%, then you get that 23%. but other than that, this will definitely make for a more interesting weapon :) i might even consider playing pike again now 😳

That's how it worked before- there were a few issues we wanted to address: -The ammo display is more accurate this way. Previously, a stored ammo just over a threshold would look different to one stored just under that threshold, but have basically the same effect

-There's a stronger reason to try to keep your combo going to hit the next threshold with the new system, creating more risk/reward gameplay

over 3 years ago - /u/orz-PHX - Direct link

Originally posted by Meirnon

Anything specific about Warpike's replaced dodge? Does it have lower recovery time? Larger distance covered?

It covers about 40% more distance than the default dodge, and as mentioned can go vertically over small changes in elevation.

over 3 years ago - /u/orz-PHX - Direct link

Originally posted by Meirnon

Appreciate the specific number, definitely makes dodges fit between attacks easier.

Any other special properties to care about? Still resets combo counter, or does it keep your combo count for finishers like the old sidestep?

Still resets combo counter

over 3 years ago - /u/orz-PHX - Direct link

Originally posted by Adniwhack

I have two questions:

  1. What does the special meter do, now that damage is not increased?
  2. Have you done any changes to the God Hand by chance?

Special meter still determines the quality (output) of your ammo when you store it, as outlined in the notes.

The damage of the Godhand's beam was increased, but no other changes specific to it.