As promised, we’re providing more detail in to the balance and tweaks outlined in the 1.0.7 Patch Notes
Dodge tweak pass to remove kite-ability and edge-case slowdowns
- Removed linger time vs. ranged attacks (was 0.2s extra after dodge finished)
- Tuned dodge curves to maintain a slower end of curve to disallow chain-dodge move speeds above sprinting (no kiting for you)
- Limited speed mods to only scale speeds above normal movement speed to ensure low-rolled mobility weapons don’t get stuck in place
Talent balance pass, bleeding, and grenade amounts tuned.
- Tuned bleeds, stacking rules, durations, and damage output increase vs. Resilient and add the full range of stackable DoT functionality.
- Zealot: Crit bleed talent, increased bleed stacks to 2 (was 1)
- Zealot: Crit bleed talent, make crit bonus stackable 3 times - up to 30%
- Zealot: Reduce movement speed on taking damage to 20% (was 30%)
- Zealot: Increased toughness reduction for “Toughness reduction on crit” talent to 75% (was 50%), and increase duration to 4s (was 3s)
- Zealot: Increased bonus from “impact on multiple hit” talent to 30% per stack, increased max stacks to 5 for a totalt max bonus of 150%. (was 10% and max 3 stacks).
- Veteran: increased bleed stacks on a grenade to 8 (was 2) - half of max bleed
- Veteran: Removed the ability for grenade impact to cause bleed. Only the explosion should cause bleeds.
- Veteran: Reduce veteran “damage vs. far” talent to 20% (was 25%)
- Veteran: Increased time for replenishing grenade talent to 60s (was 45s)
- Veteran: Reduced proc chance for elite kills in coherency gives grenades to 5% (was 8%)
- Veteran: Increased toughness on killing an enemy in melee with a teammate to 10% (was 4%)
- Ogryn: Heavy hits cause bleed increased to 4 stacks (was 1)
- Ogryn: Grenade cluster bomb talent now triggers on Resistant and Armored too
- Ogryn: Increased number of grenade boxes in inventory to 2.
Pacing
- Tweaked specials pacing speed running values
- Tuned down some ramping timer modifiers for specials/horde spawns
- Tuned down the number of cultists spawned slightly
- Tweaked up trickle horde aggro challenge rating threshold
- Tuned down ‘HL-16-11 Chasm Station’ Captain spawns
Ranged Minions
- Tweaked attack intensities
- Tweaked melee combat range switch, scaled more on difficulties
- Tweaked navigation on renegade assault
- Tweaked close-range minion attack intensities on toughness break
- Tweaked enemy ranged falloff damage reduction starting at 15 meters reduced up to 50% after 20 meters
Force Sword
- The ‘push’ charge cost for the Force Sword has been removed, range of push reduced to 3.75m (was 5m).
Bump up for autoguns and autopistols
- Autogun damage increased across ranges about this much: ——x----
- Autopistol damage increased across ranges about this much: —x—----
- Autopistol ammo reserve increased to 8x clip size (was 6x)
Ogryn club bumped up
- Made ogryn club more mobile and increased speeds of attack chains overall. Big guy swinging.
- Fixed issue with broken action chain to Grenade and Ability in attacks
- Bumped and tuned damages on attacks:
- Light swings first target damage range from 100-120 to 80-160, second target 80-100 to 60-120
- Heavy swings first target damage range from 120-150 to 120-240, second target 80-100 to 80-160
- Light combo-finish first target damage range from 75-150 to 100-250
- Fixed an issue where Heavy starter (downwards) first target armor mods were using too low values. Set to a proper 100% vs. most things now, as appropriate for a heavy ogryn single-target bonk.
Ogryn shovel bumped up
- Made Ogryn shovel more mobile and increased speeds of attack chains overall. Big guy swinging.