Hey Everyone,
One of our favourite times of year: releasing a new update for Warhammer 40,000: Darktide…
Nightmares & Visions has already begun to roll out across our platforms. Keep reading to see what’s waiting for you on the Mourningstar.
Mortis Trials
Sefoni has a new challenge for you, rejects. The Theatres of Mortification contain the Mortis Trials. A fiendish new addition to Sefoni's training regime. Enter the Psykhanium and Sefoni will pit you against waves of enemies, but she'll also provide what she calls Indulgences (ability enhancements well beyond the powers of an average fighter) to help you in your endeavour. You can begin the trials in the usual way, by visiting the Psykhanium, but for a quicker entry, check out the new terminal near the mission board.
There is a lot to unpack in Mortis Trials, but we don’t want to spoil the fun that awaits. You can read our latest dev blog to learn more about it, or dive right into it once you’ve downloaded the update.

New In-Game Event: A Day At The Theatre!
Sefoni's new training protocols whisk you off to the Theatres of Mortification. Unleash carnage in the Mortis Trials.
To make progress in the event, complete 4 consecutive waves in the Mortis Trials. Each set of 4 waves completed grants 1 event progress point. It is possible to earn up to a total of 3 progress points per completed Mortis Trial run.
This event will start on Tuesday, March 25. The rewards will be Ordo dockets, Plasteel and Diamantine. Those who complete the last tier of the event will receive a cosmetic insignia.

Reminder of Havoc Maintenance Announcement
With Havoc Campaigns, we’ll be introducing new balancing to the game mode. Ahead of Nightmares & Visions, Havoc has been “off-campaign” and unavailable to play from Sunday, March 23 until today, the day of release on March 25.
During this off-time and to reflect the balance changes made, we’ve reset everyone to their nearest threshold depending on the highest they reached the previous Havoc Campaign period. (Please see the chart below.)
Updates to Havoc
As we previewed in our earlier dev blog on Updates to Havoc, there are some structural changes and more coming to Havoc with this release.
Rank Overhaul
Starting with Nightmares & Visions, ranking in Havoc will change. All players who participated in the mission will rank up their order (up to three ranks) depending on eligibility. To be eligible you need to have an order of equal or lower rank.
- A gap greater than or equal to 10 gives an increase of (3) Clearance Levels.
- A gap between 6 and 9 gives an increase of (2) Clearance Levels.
- A gap of less than or equal to 5 gives an increase of (1) Clearance Levels.
Based on feedback received, players' new order next week will no longer be equivalent to the highest played the previous week, rather we’ve opted to roll over the current order rank.
Dev note: The inactivity decay is still active and it only triggers upon no interaction with the Havoc system.
Havoc Campaigns
With this update, we’re introducing Campaigns to Havoc. Our intention is to release a new Campaign with different mutators and a rotating mission pool, alongside our major updates to Darktide.
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. We will share more information on our plans for this in a few weeks.
New Mission Pool
The previous missions from Havoc have been rotated out with the start of this new Campaign. The following missions are a part of this latest Campaign:
- Enclavum Baross
- Clandestium Gloriana
- Dark Communion
- Vigil Station Oblivium
- Hab Dreyko
- Power Matrix HL-17-36
- Magistrati Oubliette TM8-707
- Ascension Riser 31
- Relay Station TRS-150
- Comms-Plex 154/2f
New Mutators
Heinous Rituals
- Reports indicate that the Admonition has begun creating more Daemonhosts in this area, stop these rituals before it's too late.
- Based on the mission length X amount of rituals will spawn. These rituals are composed of 8 Dreg ritualists trying to summon forth a new Daemonhost. Kill them all before time runs out or face the wrath of the newly created Daemonhost.
The Encroaching Garden
- Marked Enemies, blessed by the Lord of Pestilence, will heal affected allies in proximity.
- If these enemies are not dealt with quickly, they will rapidly regenerate the enemy forces.
- Select enemies will be marked, and while these enemies are alive they will heal allies at a rate of 1200HP/s within a 5 meter radius.
Enraging Elites
- Elite enemies fall into rage when under 50% HP left, increasing their attack speed, damage caused and rendering them immune to crowd control.
Rampaging Enemies
- Enemies in this sector are rampaging. They gain increased defence against attacks upon witnessing the death of an ally.
- When an afflicted enemy dies, allied enemies in a 4 meters radius around are buffed up to 5 stacks, each stack providing damage reduction.
Havoc Balance Tweaks
Emperor’s Fading Light
- Removed the increased shooting time from ranged enemies.
Dev Note: This was removed in response to the lack of build diversity where players felt forced to bring abilities like Psyker Telekine Shield or Zealot Chorus of Spiritual Fortitude.
- Added in Moebian Lieutenants that have a 80% chance to spawn throughout the mission.
Dev Note: The Lieutenants are derived from the Twins and based on players' sentiment that they were “stuck” in their special assignment. We felt it fitting to bring out enemies that feel familiar.
- Weakened Monstrosities will have a low chance of spawning throughout the mission.
Horde Pacing
- Changed horde spawn frequency from being based primarily on distance traveled through the level, to relying on timers. Please note that the amount of hordes allowed is still calculated based on main path traversal.
Dev note: This change was made as backtracking too far turned off hordes. Also it was changed to combat being able to predict roughly where hordes show up.
New Horde Compositions
- New coordinated horde strike type: “Blockade sandwich”.
Dev Note: This strike may happen if the strike team tries to backtrack too far.
Roamers
- Removed density type “none” from Havoc. This change was made to make the mission feel more oppressive with less chances for breaks.
Dev Note: Density type decides on how many roamers we spawn in a given area during regular and Auric missions.
- Changed spawn population of roamers to be more balanced between melee and ranged, instead of being primarily one or the other.
Dev note: This change will on average lower the spawn amount of gunner-esque enemies by 20%; this change is subject to be introduced during regular and Auric missions depending on the reception.
Specials
- Increased coordinated strike and surge frequency.
General
- Increased Havoc Challenge rating.
Dev note: Challenge rating is a rough measure of the "challenge" the players are encountering, this value is part of defining the allowed limits of enemies spawned concurrently.
Miscellaneous
- Mission accept/reject popup for Havoc missions will now show chevrons that indicate how many rankups you will gain for your own Havoc order if successful.

Quality of Life Changes for Havoc

Party Finder Notification Change
When the player is in a mission, the party finder invite popups are replaced by notifications that no longer block gameplay.
Dev Note: We wanted to give a little extra shout out to Badwindt on nexusmods.com for pointing us in the right direction! When we were looking to implement a fix for this, the mod gave us an idea of where to look.
Quality of Life Changes
DLSS 4 Support Added to Darktide
Support for DLSS 4 has been added, featuring Multi Frame Generation for GeForce RTX 50 Series graphics cards. This technology generates up to three times more frames per traditionally rendered frame, significantly boosting FPS. Additionally, DLSS 4 offers faster single Frame Generation with lower memory usage for both RTX 50 and 40 Series. Additionally users can now choose between the CNN model or the new Transformer model for DLSS Super Resolution on all GeForce RTX graphics cards.
Class Changes
Ogryn Talent Tree Rework
Our favorite Abhuman is getting his Talent Tree revamped! We had a few clear goals we wanted to achieve with the rework that all boiled down to one point: Providing more Build opportunities.
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.
Existing Passives
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%.
New Passive
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.
Combat Ability Changes
Loyal Protector
“Removed ‘Big Lungs’ talent, increased base value to make up for it.”
- Radius Increased - 8 to 12.
[Additional Change: Loyal Protector]
- Taunt Effect now repeats after 3s, and after 6s. This will re-apply new Talent ‘No Pain!’
Dev Note: After reviewing Community feedback to the Ogryn Rework preview notes, we’ve made an additional change to this ability. By repeating the taunt effect we hope to make Loyal Protector more impactful as enemies keep joining the fray, letting you control the fight.
Bull Rush
“Will protect you from Flying Dogs and Bullets.”
Dev Note: We previously incorrectly stated that it would protect you from Nets. It will not.
- You now count as Dodging during Charge.
Point Blank-Barrage
“Lowered the Reload Speed slightly to make room for the new 'Keep Shooting' Talent.”
- Reload Speed - 70% to 65%.
New Combat Ability Talents
Loyal Protector
No Pain!
“Should provide some good defense against the newly taunted enemies.”
- Loyal Protector Replenishes 10% Toughness and an additional 0.5% Toughness Replenished each 1s per enemy affected, to a maximum of 10%, for 3s.
Dev Note: After reviewing Community feedback to the Ogryn Rework preview notes, we’ve made additional changes. Instant Toughness 25% to 10%, and duration 10s to 3s. But now triggers 3 times from the new Loyal Protector effect.
Blitz Ability Changes
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.
New Blitz Ability Talents
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.
Coherency Changes
Stay Close!
“Toughness gained through Coherency is less reliable, this should make the talent 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 Dealt.
Bonebreaker’s Aura
After reviewing Community feedback to the Ogryn Rework preview notes, we’ve made additional changes. We’ve changed the Aura to affect ALL Melee Attacks, to suit the new builds better.
- Heavy Melee Attack Damage to Melee Attack Damage.
Keystone Changes
Heavy Hitter - Keystone
“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.
Feel No Pain - Keystone
“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.
Burst Limiter Override - Keystone
“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.
Talent Changes
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%.
New Talents
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 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
- 10% 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
- 4 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
“After reviewing Community feedback to the Ogryn Rework preview notes, we’ve made additional changes. Stamina Cost 0.75 to 0.5.”
- 60% Sway Reduction, 20% Spread Reduction, 15% Recoil Reduction while bracing your Ranged Weapon, but lose 0.5 Stamina per second.
Fire Away
- Your Explosions apply 1 Stack(s) of Burn, increased to 2 Stack(s) on inner radius explosion. Max Stacks 8.
Frenzied Blows
“After reviewing Community feedback to the Ogryn Rework preview notes, we’ve made additional changes. Melee Attack Speed from 2% to 2.5%; for a total of 10% to 12.5%.”
- 2.5% 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
After reviewing Community feedback to the Ogryn Rework preview notes, we’ve made additional changes. Increased Critical Strike Damage from 25% to 50%.”
- 50% Critical Strike Damage.
Stat Node Changes
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.
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Don’t forget, we partnered with Games Lantern to get the new Ogryn Talent Tree up on their build simulator so players can test out their new builds.
Psyker Changes
The Psyker has quite a few tools in its kit. We’re giving the Psyker a few bumps here and there to hopefully even out the power of different builds and playstyles.
Scrier's Gaze
“Reducing the Peril Generation to make it a bit easier to access the top end power of Scrier’s Gaze. We’re also adding a 50% Peril Quell on activation, to help you in case of overcharge, and to give you more space to extend its duration.”
- Peril Ramp Curve reduced (33%).
- Quell 50% on Activation.
Assail
“Assail, while not terrible, is lacking behind its two competitors of Blitz Abilities. We’re reducing the attack time a small amount to lessen the risk of using it slightly, and increasing its damage.”
- Attack Time
- Normal: 1.0 to 0.8.
- Aimed: 1.5 to 1.25.
- Damage
- Normal: 200 to 225.
- Aimed: 340 to 380.
- Empowered Psionics: 300 to 350.
- Aimed Ability: 450 to 500.
Disrupt Destiny.
“We’re trying to breathe new life into Disrupt Destiny through some Quality of Life changes, and consistency.”
- Now refreshes its Duration when damaging a Monstrosity or Traitor Captain.
- Duration: 4s to 5s.
- Toughness: 10% Instantly to 25% over 2.5s.
- Purloin Providence
- Chance: 20% to 100%.
- Peril: 15% to 5%.
Empowered Psionics
- Chance: 7.5% to 10%.
Psychic Leeching
- Toughness: 15% to 20%.
Bio-Lodestone
- Chance: 12.5% to 15%.
Malefic Momentum
- Damage: 4% to 5%.
Surety of Arms
- Reload Speed: 25% to 30%.
- Peril Cost: 25% to 15%.
Charged Strike
- Damage: 16 to 64.
Enervating Threshold
- Chance: 10% to 20%.
- NEW: Stun to Electrocute (up to 150 damage).
Psykinetic's Aura
“This still stands as one of the strongest talents in the end game, and holds a bit too much power on its own. We’re reducing the amount slightly, and will monitor its effect.”
- Cooldown: 5% to 4%.
By Crack of Bone
- Peril Quelled: 5% to 10%.
- Peril Reduction: 20% to 25%.
- Duration: 4s to 5s.
Veteran Changes
We are touching up a few Talent Nodes where we think there is room for improvement, both in power and in build viability.
Kill Zone
“We’re changing the conditions of both ‘Kill Zone’ and ‘Catch a Breath’, as they become increasingly difficult to meet on increased difficulties”
- Changed Condition: ‘When no enemies are nearby’ to ‘When you haven't gotten hit in melee for 8s’.
Catch a Breath
“Reduced the Damage Bonus as it will now be much easier to meet the activation conditions”
- Changed Condition: ‘When no enemies are nearby’ to ‘When you haven't gotten hit in melee for 5s.’
- Damage 20% to 15%.
Serrated Blade
- Stacks 1 to 2.
Deadshot
“Lowering the Stamina per Shot cost, to make it more viable for Fully Automatic Weapons”
- Stamina per shot: 0.25 to 0.1.
Skirmisher
- Stacks: 5 to 4.
- Damage: 5% to 6.25%.
- Duration: 8s to 10s.
Covering Fire
- Damage: 10% to 20%.
Zealot Changes
The Zealot, while strong, has potential improvements in its Talent Tree that require some extended attention. We're not ready to give any specifics, but we'll keep working on it to ensure it’s up to quality.
Chorus of Spiritual Fortitude
“Redistributing the power of Chorus from the Main Ability to each upgrade node.”
- Bonus Toughness: 20 to 15 (Total 100 to 75)
- Holy Cause
- Toughness Damage Reduction: 30% to 40%.
- Ecclesiarch’s Call
- Damage: 20% to 30%.
Weapon Balance Changes & Tweaks
In this update, we are addressing some of the outliers in the Darktide arsenal, whether over or under-performing.
We approached this objective by tweaking values, but also by adding new features and attack chains, or by shifting the power budget of the weapons, with the goal of giving each of them clear strengths and weaknesses.
In all cases, we made sure that the fantasy of each weapon was maintained or even reinforced by the changes.
Blessing Description Updates
Dev Note: We have changed the underlying system which is used to present the values used in Weapon Blessings. It will now pull values directly from the data used for the Blessing, instead of these values being hard coded separately.
What this means for you as players is that nothing has changed. But there might be instances of Blessings that look like they have been rebalanced now. In reality, it means that the Blessings will be showing the values that are defined in the game code. This is purely a visual change.
Ogryn Weaponry
“Otherwise? –
Otthr.. Otews.. Or! We get mad, Sah!”
Alongside the giant Talent tree rework, we looked at the weapon selection available to the Ogryn class to spice up some of those that fell a bit out of vogue.
Cleavers
We significantly increased the damage of the Special punch, meaning it can now be used as an actual attack in combos, opening up effectively new attack chains.
While the damage against more heavily armoured enemies remains low, the Special uppercut will still be a reliable tool to stagger any target due to its high Impact values.
For all three marks, we fine-tuned the chain timings of different actions and increased the offensive properties of the Strikedown and Vanguard profiles.
We also slightly improved the dodge distance and speed and the timings related to Block and Push to make the weapon snappier.
For the Krourk Mk VI, we changed the Light 2 damage profile from Strikedown to Vanguard, gave a small speed increase to the Heavy attacks, but also added a bespoke Heavy Strikedown attack chained only from Push.
This attack chains into Light 3 / Heavy 1, granting the weapon a new short but useful single target combo.
For the Bull Butcher Mk III, we changed the Pushfollow attack damage profile from Light Vanguard to Light Strikedown and added a unique Light Strikedown Stab chained only from the Pushfollow attack.
The new Light Strikedown Stab has a power level multiplier of 550 and chains into Light 1 / Heavy 1, for a quick and easy to use single target combo.
The Krourk Mk IV was already in a good spot after the overall changes to the weapon family, so we only slightly increased the power level multiplier of the Pushfollow attack to make it more useful as the opener for a horde control combo.
Detailed Changes - Cleavers
Damage Profiles
- Special Uppercut
- 1st target
- damage from (30,70) to (190,290).
- Removed 4th target.
- Tweaked adm table for targets 1 to 3:
- adm vs Flak from 0.75 to 0.6
- adm vs Unyielding from 1.0 to 0.2
- adm vs Maniac from 0.5 to 0.7
- adm vs Carapace from 0.1 to 0.05
- adm vs Conversion Field from 1.5 to 1.0.
- Tweaked Impact armour mod table for targets 1 to 3:
- mod vs Maniac from 0.5 to 0.7
- mod vs Conversion Field from 1.5 to 1.0
- Ragdoll push force from 400 to 500.
- 1st target
- Light Strikedown
- Cleave from (2,8) to double (2.0,4.0).
- 1st target
- Damage from (100,200) to (120,240)
- adm vs Maniac from 0.5 to 0.8
- adm vs Carapace from 0.05 to 0.25
- Finesse boost vs Unarmoured from 0.5 to 0.6.
- 2nd target
- adm vs Carapace from no.damage to 0.1
- Damage from (40,80) to (50,100).
- Light Strikedown Stab
- Cleave from (2,8) to double (2.0,4.0).
- 1st target
- adm vs Unarmoured from 1.0 to 1.25
- adm vs Maniac from 0.75 to 0.8.
- 2nd target
- adm vs Carapace from no.damage to 0.1
- Damage from (40,80) to (50,100).
- Heavy Strikedown
- 1st target
- Damage from (200,400) to (210,410).
- Finesse multiplier from 0.25 to 0.55
- Finesse boost vs Unarmoured from 0.1 to 0.9
- Finesse boost vs Flak from 0.5 to 0.35
- Finesse boost vs Unyielding from 0.1 to 0.5
- Finesse boost vs Maniac from 0.1 to 1.0
- Finesse boost vs Carapace from 0.1 to 0.35
- Finesse boost vs Infested from 0.25 to 1.0.
- 1st target
- Light Vanguard
- 1st target
- Finesse multiplier from 0.25 to 0.55.
- 1st target
- Heavy Vanguard
- 1st target
- Adm vs Maniac from 0.75 to 0.8.
- Adm vs Carapace from 0.2 to 0.3.
- Finesse multiplier from 0.25 to 1.0; added finesse boost tweaks:
- Finesse boost vs Unarmoured 1.0
- Finesse boost vs Flak armour 0.3
- Finesse boost vs Unyielding 0.4
- Finesse boost vs Maniac 1.0
- Finesse boost vs Carapace armour 1.0
- Finesse boost vs Infested 0.7
- Finesse boost vs Conversion Field 0.25.
- 1st target
All Marks
- Improved dodge template
- distance scale from (0.8,1.0) to (0.8,1.1)
- speed modifier from (0.9,0.9) to (0.9,1.0).
- Block action minimum hold time from 0.3 to 0.2.
- Push chain time from Block from 0.25 to 0.15.
- Added buffer time 0.3 for the Wield input.
- Wield action total time from 0.1 to 0.2.
- Removed chain to Special from Wield action.
- Start attack chain time from Wield from 0 to 0.1.
- Start attack chain time from Special from 0.7 to 0.6.
- Unwield chain time from Special from 0 to 0.6.
- Block chain time from Special from 0.55 to 0.7.
- Added Allowed during sprint to most attacks.
- Added Special uppercut hitstop animation.
- Updated attack gestalts in the Inspect menu.
Krourk Mk VI Cleaver
- Added new attack start chain from Push, chaining into Light 1 / bespoke vertical Heavy Strikedown.
- The new Heavy Strikedown has power level multiplier 550 and chains into Light 3 / Heavy 1.
- Heavy 1 windup from 0.65 to 0.55.
- Heavy 1 and Heavy 2 time scale from 1.2 to 1.3 (sped up).
- Slightly increased the Heavy 2 damage window end timing.
- Light 2 damage profile from Strikedown to Vanguard.
- Start attack and Block chain times from Pushfollow from 0.7 to 0.6.
- Pushfollow hitbox slightly lowered to be more aligned with animation and crosshair.
- Start attack chain time from Push from 0.5 to 0.45.
Bull Butcher Mk III Cleaver
- Pushfollow attack damage profile from light Vanguard to light Strikedown.
- Pushfollow attack power level multiplier 450.
- Added a new attack start chain from Pushfollow attack, chaining into bespoke Light Strikedown Stab / Heavy 2.
- The new Light Strikedown Stab has power level multiplier 550 and chains into Light 1 / Heavy 1.
- Start attack chain time from Pushfollow attack from 0.4 to 0.45.
- Block chain time from Pushfollow attack from 1.05 to 0.75.
Krourk Mk IV Cleaver
- Block chain time from Pushfollow attack from 0.85 to 0.75.
- Added power level multiplier 525 to the Pushfollow attack.
Brute-Brainer Latrine Shovels
The Ogryn Latrine Shovels needed some tweaks to remove excessive clunkiness and to give players encouragement to fully utilize their moveset, so the changes on this weapon family will be mainly related to rebalancing action chain times and the different attack profiles.
For all marks, we lowered the chain times to Block for most Light attacks to 0.1s, meaning that now the Block action will be more responsive (but also that the attacks will be canceled before entering their attack window if not careful).
We rebalanced the cleave values for Light Relentless and Light Vanguard attacks to better diversify the profiles, and increased the offensive properties of the Strikedown profiles.
We significantly lowered the chain times after performing the Special attacks of the folding marks (Mk XIX and Mk V), especially for the Light version to increase its use cases.
For the Mk III, we added a bespoke Light Strikedown attack chaining only from Heavy 1 and chaining back to Light 3 / Heavy 1.
We also significantly increased the offensive potential of the Special punch, while tweaking its reach and hitbox to better match the animation.
These changes will give the mark easier but also more interesting decisions when chaining together attacks for single target combos.
We also slightly increased the power level multiplier for the Light 3 attack, as it was further into the attack chain structure, and improved the offensive properties of the Pushfollow attack.
For the Mk XIX, we increased the power level multiplier of the Heavy 2 and Light 3 / Light 4 attacks, to incentivize their use instead of resetting the combo by Block or swap canceling.
The Mk V didn’t need a lot of targeted changes, so we limited ourselves to a small bump to the Pushfollow attack.
Detailed Changes - Brute-Brainer Latrine Shovels
Damage Profiles
- Light Relentless
- Cleave from medium (4.0,9.0) to large (5.5,10.5)
- Increased Damage slightly on targets 2, 3, 4
- Increased Impact slightly on targets 2, 3, default.
- Light Vanguard
- Cleave from large (5.5,10.5) to medium (4.0,9.0)
- Lowered Impact slightly on all targets
- Raised Damage slightly on default target.
- Light Strikedown
- 1st target
- adm vs Carapace from 0.1 to 0.25
- finesse boost vs Unarmoured from 0.1 to 0.6
- finesse boost vs Unyielding from 0.1 to 0.5
- finesse boost vs Maniac from 0.1 to 0.2
- finesse boost vs Infested from 0.25 to 0.5.
- 1st target
- Light Strikedown Special
- Added ignore stagger reduction
- Changed stagger category from sticky to melee.
Dev Note: It also inherits the changes to Light Strikedown.
- Heavy Strikedown
- 1st target
- adm vs Infested from 0.75 to 1
- Finesse multiplier from 0.25 to 0.5
- finesse boost vs Unarmoured from 0.1 to 0.9
- finesse boost vs Unyielding from 0.1 to 0.5
- finesse boost vs Maniac from 0.1 to 0.5
- finesse boost vs Infested from 0.25 to 0.7.
- Default target
- adm vs Infested from 0 to 1
- Impact mod vs Infested from 0 to 1.
- 1st target
- Heavy Strikedown Special
Dev Note: It inherits the changes to Heavy Strikedown.
- Special uppercut
- 1st target
- damage from (30,60) to (100,200)
- Rebalanced down damage adm values, especially against Flak armour, Carapace armour and Unyielding
- Rebalanced up Impact adm values.
- Added 2nd target.
- Slightly shortened the active window.
- Reduced the hitbox and reach.
- 1st target
All Marks
- Lowered chain time to Block for all Light attacks to 0.1.
- Added 0.3 Wield buffer time.
Brute-Brainer Mk III
- Added a new bespoke Light Strikedown attack, chaining only from Heavy 1 and chaining to Light 3 / Heavy 1.
- Heavy 1 chain time to Wield from 0.17 to 0.4.
- Heavy 2 chain time to Wield from 0 to 0.4.
- Heavy 2 chain time to Block from 0.46 to 0.4.
- Light 3 time scale from 1.0 to 1.1 (sped up).
- Light 3 chain time to Special from 0.5 to 0.7.
- Added power level multiplier 525 to Light 3.
- Special chain time to Wield from 0 to 0.6.
- Special chain time to Block from 0.9 to 0.6.
- Special chain time to Special from 1.0 to 0.9.
- Changed the Pushfollow attack damage profile to standard Light Relentless.
- Added power level multiplier 550 to Pushfollow attack.
- Added Uninterruptible to Pushfollow attack.
- Push chain time to Pushfollow attack from 0.45 to 0.35.
Brute-Brainer Mk XIX
- Light Special attack chain times:
- to Blitz from 0.8 to 0.7
- to Wield from 0.8 to 0.7
- to Start Attack from 1.3 to 0.7
- to Start Special Attack from 1.3 to 0.8
- to Block from 0.8 to 0.7.
- Heavy Special attack chain times
- to Wield from 1.3 to 0.9
- to Start Attack from 1.5 to 1.32
- to Start Special Attack from 1.95 to 1.45
- to Block from 1.1 to 0.9.
- Heavy 1 chain time to Wield from 0.17 to 0.4.
- Heavy 2 chain time to Wield from 0 to 0.4.
- Heavy 2 chain time to Block from 0.46 to 0.4.
- Added power level multiplier 525 to Heavy 2.
- Added power level multiplier 530 to Light 3 and Light 4.
- Tweaked Light 1 and Heavy 1 hitboxes to better match the animation.
Brute-Brainer Mk V
- Light Special attack chain times:
- to Blitz from 0.8 to 0.7
- to Wield from 0.8 to 0.7
- to Start Attack from 1.3 to 0.7
- to Start Special Attack from 1.3 to 0.8
- to Block from 0.8 to 0.7.
- Heavy Special attack chain times
- to Wield from 1.3 to 0.9
- to Start Attack from 1.5 to 1.32
- to Start Special Attack from 1.95 to 1.45
- to Block from 1.1 to 0.9.
- Changed the Pushfollow attack damage profile to standard Light Relentless.
- Added power level multiplier 550 to Pushfollow attack.
- Added Uninterruptible to Pushfollow attack.
- Tweaked Light 3, Heavy 2, Pushfollow attack hitboxes to better match the animation.
Bully Clubs
To enhance the “brutal beatdown” identity of the Ogryn Clubs, we took a pass on all the attack profiles and increased the base damage of the Light Strikedown, Heavy Strikedown, Light Vanguard, Heavy Relentless profiles.
We rebalanced the armour modifiers against specific armour types, in particular lowering the Unyielding modifiers (which were extremely high on some profiles) and raising the Carapace armour and traitor Captain Conversion Field ones.
We then tweaked the damage and Impact falloff on secondary targets, removing damage caps while still maintaining a curve skewed towards the first targets.
For the Special Slap, we increased the damage of the attack and rebalanced its Stagger properties, lowering the weakspot bonus but increasing the base Impact values. We also greatly improved the chain timings to the Block action.
We also tweaked the chain timings on all marks, often lowering the values to make actions flow better into each other, but also adding more commitment when performing Heavy attacks.
For the "Brunt Special" Mk I, we added a new Heavy Strikedown attack chaining only from Heavy 1 and chaining back into Light 3 / Heavy 1, to introduce a very easy to perform Strikedown combo to the weapon.
The previous Heavy 2 Relentless attack will still be chainable from Light 1, but it will also be available now after a Push action.
Additionally, the weapon will chain into Light 1 / Heavy 1 instead of Light 3 / Heavy 1 after a Pushfollow attack, granting a fast horizontal combo when controlling enemy crowds.
For the "Brunt's Pride" Mk II, we significantly enhanced the properties of the unique Light Punch performed after any Special attack, to more easily follow up after having staggered an enemy with a Slap.
We also increased the power of the Light 4 attack, and made it more reachable through new combo chains from Light Punch and Heavy 2 > Light 3.
Since the "Brunt's Basher" Mk IIIb Heavy Relentless attack loop is now slightly less performant against single targets, we reworked the combos of this weapon to introduce additional routes.
We added a new Heavy Strikedown attack chaining only from Light 3 and chaining back to Light 1 / Heavy 1, and we changed the chain after Heavy 2 to go into Light 3 / Heavy 1.
Building on the already existing Pushfollow attack > Light 3 combo, this will add more opportunities to perform Strikedown attack strings to dispatch any foe.
We also increased the power of the Light 4 attack, as it was otherwise hard to utilize being very far into the Light attack chain.
Finally, we added a minimum time of 0.3s to the Block action to align the weapon to the other two marks.
Detailed Changes - Bully Clubs
Damage Profiles
- Light Relentless
- 1st target
- Adm vs Flak from 1 to 0.9.
- Adm vs Unyielding from 3 to 1.
- Adm vs Maniac from 0.75 to 0.8.
- Adm vs Carapace from 1 to 0.5.
- Adm vs Conversion Field from 1 to 1.25.
- Other targets
- Adm vs Unyielding from 1 to 0.7.
- Adm vs Carapace from 0 to 0.2.
- Added 4th and 5th targets.
- Smoothed damage falloff on secondary targets (less sharp falloff).
- Decreased Impact on 2nd and default targets.
- Heavy Relentless
- 1st target
- Damage from {135,275} to {150,310}.
- Adm vs Flak from 0.75 to 0.8.
- Adm vs Unyielding from 1.5 to 0.8.
- Adm vs Maniac from 0.9 to 0.8.
- Adm vs Conversion Field from 1 to 1.25.
- Other targets
- Adm vs Unyielding from 1 to 0.8.
- Adm vs Carapace from 0 to 0.3.
- Default target
- Impact from {15,20} to {8,14}.
- Smoothed damage falloff on secondary targets (less sharp falloff)
- Particularly, damage on default target from {0,0} to {20,40}.
- 1st target
- Light Strikedown
- 1st target
- Damage from {150,300} to {185,370}.
- Impact from {15,20} to {15,30}.
- Finesse multiplier from 0.25 to 0.35.
- Finesse boost from 0.1 to 0.5 vs most armour types.
- Adm vs Flak from 1.5 to 0.9.
- Adm vs Unyielding from 1 to 0.8.
- Adm vs Maniac from 1 to 0.8.
- Adm vs Carapace from 1 to 0.6.
- Adm vs Conversion Field from 0.75 to 1.25.
- 2nd target
- Impact from {15,20} to {10,15}.
- Adm vs Flak from 1.5 to 0.8.
- Adm vs Unyielding from 1 to 0.7.
- Adm vs Maniac from 1 to 0.7.
- Adm vs Carapace from 1 to 0.4.
- Adm vs Conversion Field from 0.75 to 1.
- Default target
- Impact from {15,20} to {5,10}.
- Adm vs Flak from 1 to 0.7.
- Adm vs Unyielding from 1 to 0.5.
- Adm vs Maniac from 1 to 0.7.
- Adm vs Carapace from 0 to 0.3.
- Adm vs Infested from 0 to 1.
- Adm vs Conversion Field from 0 to 0.75.
- 1st target
- Heavy Strikedown
- Cleave from single to double (2.0,4.0).
- 1st target
- Damage from {200,400} to {250,500}.
- Impact from {15,20} to {15,30}.
- Finesse multiplier from 0.25 to 0.35.
- Finesse boost from 0.1 to 0.5 vs most armour types.
- Adm vs Flak from 1 to 0.9.
- Adm vs Unyielding from 1 to 1.1.
- Adm vs Carapace from 1 to 0.75.
- Adm vs Conversion Field from 0.75 to 1.25.
- Impact mod vs Carapace from 0.5 to 0.7.
- 2nd target
- Damage from {60,80} to {90,180}.
- Adm vs Flak from 1 to 0.8.
- Adm vs Maniac from 0.5 to 0.9.
- Adm vs Carapace from 0 to 0.7.
- Adm vs Infested from 0 to 1.
- Adm vs Conversion Field from 0 to 1.
- Default target
- Damage from {20,30} to {40,80}.
- Adm changes as 2nd target.
- Light Vanguard
- 1st target
- Damage from {90,180} to {100,210}.
- Impact from {15,30} to {10,20}.
- Finesse multiplier from 0.25 to 0.35.
- Finesse boost from 0.1 to 0.5 vs most armour types.
- Adm vs Flak from 0.75 to 0.9.
- Adm vs Unyielding from 1 to 0.8.
- Adm vs Carapace from 0.2 to 0.4.
- Other targets
- Adm vs Flak from 0.5 to 0.8.
- Adm vs Unyielding from 1 to 0.7.
- Adm vs Maniac from 0.75 to 0.7.
- Adm vs Carapace from 0 to 0.3.
- Added 4th and 5th targets.
- Smoothed damage falloff on secondary targets (less sharp falloff).
- 1st target
- Light Vanguard pushfollow
- 1st target damage from {90,180} to {110,220}.
- Special Slap
- Weakspot stagger resistance modifier from 0.1 to 0.4.
- Tweaked adm values vs most armour types.
- Tweaked Impact modifier values vs most armour types.
- 1st target damage from {5,10} to {45,90}.
- 1st target Impact from 4 to 16.
- Default target damage from {5,10} to {20,40}.
- Default target Impact from 2 to 6.
- Light Punch
- See Ogryn Cleaver Special Uppercut damage profile.
All marks
- Added 0.3 buffer time for the Unwield action.
- Special 1 chain to Block from 0.8 to 0.6.
- Special 2 chain to Block from 1.2 to 0.6.
"Brunt Special" Mk I
- Heavy 1 chain to Unwield from 0.17 to 0.4.
- Heavy 1 chain to Block from 0.15 to 0.4.
- Heavy 2 chain to Unwield and Block from 0 to 0.45.
- Special 2 chain to Start attack from 0.7 to 0.4.
- Pushfollow chain time to Start attack, Block and Special from 0.65 to 0.55.
- Heavy 1 windup from secondary starts from 0.75 to 0.65.
- Light 1 time scale from 0.9 to 1 (sped up).
- Light 3 time scale from 1.1 to 1 (slowed down).
- Added a new Heavy Strikedown attack, chaining from Heavy 1 and to Light 3 / Heavy 1.
- Changed chain from Push from Light 1 / Heavy 1 to Light 2 / Heavy 2.
- Changed chain from Pushfollow attack from Light 3 / Heavy 1 to Light 1 / Heavy 1.
"Brunt's Pride" Mk II
- Push chain to Start attack from 0.4 to 0.3.
- Punch chain to Start attack from 0.75 to 0.55.
- Heavy 1 chain to Unwield from 0.17 to 0.45.
- Heavy 1 chain to Unwield from 0.17 to 0.45.
- Heavy 1 chain to Block from 0.15 to 0.48.
- Heavy 1 windup from Special 1 or Special 2 from 0.75 to 0.5.
- Heavy 2 chain to Unwield and Block from 0 to 0.4.
- Pushfollow chain to Start Attack, Block and Special from 0.55 to 0.5.
- Changed chain from Heavy 2 from Light 1 / Heavy 1 to Light 3 / Heavy 1 .
- Changed chain from Punch from Light 2 / Heavy 2 to Light 4 / Heavy 2 .
- Light 1 time scale from 0.9 to 1 (sped up).
- Light 4 time scale from 1 to 1.1 (sped up).
- Added power level 550 to Light 4.
- Tweaked stagger direction for Light 4.
- Changed damage profile for Punch from Light Relentless to Light Punch.
"Brunt's Basher" Mk IIIb
- Heavy 1 chain to Unwield from 0.17 to 0.4.
- Heavy 1 chain to Block from 0.15 to 0.45.
- Heavy 2 chain to Unwield from 0 to 0.6.
- Heavy 2 chain to Block from 0 to 0.65.
- Heavy 2 chain to Start attack from 0.85 to 0.75.
- Push chain to Pushfollow attack from 0.3 to 0.2.
- Heavy 1 windup from Special 1 or Special 2 from 0.75 to 0.5.
- Added power level 550 to Light 4.
- Changed chain from Heavy 2 from Light 1 / Heavy 1 to Light 3 / Heavy 1.
- Added a new Heavy Strikedown attack, chaining from Light 3 and to Light 1 / Heavy 1.
- Added minimum hold time 0.3 to Block (same as the other marks).
Achlys Mk I Power Maul
The “Paul” got a balance pass last year, but it was still not enough to fully bring it up in line with the rest of the arsenal.
In this update we targeted the Special activation action, lowering its movement reduction while at the same time tweaking the Activate speed and the chain timings to Start attack and Block to be faster.
This will make the power of the Special activation easier to access even in frantic situations.
We also allowed for most attacks and attack windups to be performed while sprinting, to further enhance the mobility of the weapon.
Detailed Changes - Power Maul
Special Activate
- Lowered the movement speed reduction when performing the action.
- Activate timing from 0.8 to 0.75.
- Chain to Start attack and Block from 1.0 to 0.85.
Sprint
- Added Allowed during sprint to most attacks and attack windups, to avoid resetting the combo chains when sprinting.
Blastoom Mk III Grenadier Gauntlet
The Ogryn Grenadier Gauntlet melee move-set was often not powerful enough to fulfill its role in this hybrid weapon type.
Conversely, on the ranged side, the ammo magazine and reserves became very punishing in target-rich environments, especially when paired with the longer-than-average reload speed.
We significantly increased the damage potential of the Strikedown melee attacks, while also changing the attack chained after the Light > Heavy string to Light 1 / Heavy 1 to add an easy-to-use Relentless combo.
We also significantly raised the ammo reserves of the weapon and brought the ammo in the magazine up from 4 to 5, and slightly sped up the reload timing.
We slightly raised the fuse timer of the grenade to increase the effective range on longer distances, and made the projectiles ignore the damage reduction multiplier when hitting an enemy on a limb.
Finally, we increased the offensive properties of the Special attack, both for the direct punch hit and the following explosion.
Detailed Changes - Blastoom Mk III Grenadier Gauntlet
Melee
- Melee attack chains
- Light > Heavy > … chain from Light 3 / Heavy 2 to Light 1 / Heavy 1.
- Reduced chain time from Wield to Start Attack from 0.9 to 0.8.
- Melee Light Strikedown damage profile
- adm vs Carapace from 0.2 to 0.5
- Finesse multiplier 1.0 on the 1st target
- Finesse multiplier 0.5 on the 2nd target
- Impact distribution from 12 to (6,10) on default target.
- Melee Heavy Strikedown damage profile
- attack distribution from (130,250) to (175,350) on 1st target.
Ranged
- Projectile direct hit damage profile
- added ignore hitzone multipliers = true.
- Grenadier Gauntlet projectile template
- fuse time from 0.75 to 1.00.
- Added time scale 1.05 to the Reload action (sped up).
Ammo
- Ammo magazine
- from 4 to 5.
- Ammo reserves
- from (lerp_basic = 3x6, lerp_perfect = 5x8) to (lerp_basic = 4x8, lerp_perfect = 5x11).
- from 35 to 50 at 80% Ammo stat.
Special
- Added ignore stagger reduction to the Special punch attack.
- Changed the damage profile of the Special punch attack from Relentless to Strikedown.
Dev Note: More damage on the direct hit of the Special attack, even when out of ammo.
- Special Explosion close range damage profile
- adm vs Unarmoured from 1 to 1.25.
- The Special Explosion radius now scales with the Blast Size stat.
Foe-Rend Ripper Guns
In order to improve the consistency of the Ripper Guns, we normalized the minimum pellet count (the amount of shotgun pellets that are always considered hitting an enemy, even if they were actually hit by a lower amount of pellets) between the Hipfire and Braced fire modes for all marks.
We then increased the speed of the Brace action to make it faster to transition to Braced shooting.
Before, shooting in Braced mode was often less effective than just Hipfiring, especially from mid range and further.
After the changes, the choice between the mobile Hipfire mode and the less agile but more controllable Braced mode will be more engaging.
We also increased the ammo reserves of the weapon and slightly increased its ranged cleave values for all marks.
Finally, we significantly increased the offensive properties of Special bayonet attack and reduced the movement speed penalty when shooting in Hipfire mode, to further enhance the “assault” theme of the weapon. We also change the strength of the attack from Heavy to Light, as the Ogryn talent tree has enough support for it now.
For the Mk II, we bumped the damage in both Hipfire and Braced configurations.
For the Mk VI, we increased the default pellet count and raised the Finesse multiplier, improving the reliability of the shots while also rewarding precise aiming.
We also slightly lowered the move speed reduction when in Braced stance and tightened the Braced spread profile to be more horizontal and less scattered overall, to further differentiate the Hipfire and Braced modes for this mark.
Detailed Changes - Foe-Rend Ripper Guns
Ammo
- Ammunition reserves from (12x6,24x7) to (12x6,24x8).
- from 148 to 168 at 80% Ammo stat.
Special attack
- 1st target
- Damage from 200 to 300
- Impact from 25 to 30
- Finesse multiplier from 0.5 to 1.2
- Finesse boost vs Unarmoured from 0.1 to 0.25
- Finesse boost vs Maniac from 0.1 to 0.2.
- 2nd target
- Impact from 6 to 12.
- Added buffer time 0.3 for the Special input.
- Changed attack strength from Heavy to Light
All marks
- Aligned minimum pellet count between Hipfire and Braced fire modes.
- Ranged Cleave from 2.0 to double (2.0,4.0).
- Slightly lowered the move speed reduction when shooting in Hipfire mode.
- Added 1.3 time scale to the Brace action (sped up).
Mk II
- Braced min num hits vs Unyielding from 4 to 5.
- Damage for both Hipfire and Braced modes from {300,600} to {350,700}
Mk V
- Braced min num hits vs any armour type but Carapace from 3 to 5.
- Aligned the Moving, Crouch and Crouch Moving values to the Still values for the Hipfire and Braced Recoil profiles.
Mk VI
- Hipfire and Braced num pellets from 5 to 7.
- Hipfire and Braced min num hits vs any armour type but Carapace from 2 to 3.
- Hipfire and Braced damage profiles Finesse multiplier from 0.5 to 1.5.
- Tightened the Braced spread profile to be more horizontal.
- Slightly lowered the move speed reduction when in Braced stance.
Other Weapon Changes and Tweaks
Ius Mk IV Shredder Autopistol
After the power of the Pinning Fire blessing was decreased, the Autopistol lost most of its attractiveness, being often outgunned by alternatives and feeling overall very underwhelming.
To reinforce the weapon’s niche as an assault, “spray n pray” SMG, we added the ability to shoot while sprinting and tweaked the movement speed curve when in Hipfire mode.
Additionally, we increased the damage and the Finesse multiplier in both Hipfire and Braced fire modes to bring up the baseline performance of the weapon.
Detailed Changes - Ius Mk IV Shredder Autopistol
Hipfire Mode
- Can now be used while Sprinting.
- Adjusted the movement speed curve to be slightly slower when starting to shoot, but significantly faster on prolonged shooting.
Hipfire & Braced Fire Modes
- Damage from (40,80) to (50,95).
- Finesse multiplier from (0.3,0.9) to (0.5,1.5).
Catachan "Devil's Claw" Swords
We performed some tweaks on the Devil's Claw swords to improve their overall gameplay experience and enhance their niche as safe, reliable weapons.
We aligned the Block duration (the period of time in which the player is still considered blocking) for the Push action and the Riposte attack, but also the Stamina profile between the three marks.
For the Mk I, we lowered the windup timing for the Heavy 1 attack and added a chain opportunity from the Riposte attack to the Special Parry.
For the Mk VII, we lowered the windup timing for the Heavy 1 attack and slightly increased the speed of the Light 2 attack, improving its base horde clear combo.
Detailed Changes - Catachan "Devil's Claw" Swords
All Marks
- Aligned Stamina profiles
- Block cost (inner) from (1.5,0.5) to (1.0,0.5).
- Sprint cost per second from (1.5,0.5) to (1.25,0.75).
Mk I
- Heavy 1 windup from 0.75 to 0.65.
- Block duration for the Riposte attack from 0.2 to 0.5.
- Added chain from Riposte attack to Special Parry (0.45 timing).
Dev Note: The chain from Riposte attack to Special Parry is already present on the other two marks.
Mk IV
- Block duration for Push action from 0.2 to 0.5.
Mk VII
- Heavy 1 windup from 0.75 to 0.65.
- Added time scale 1.1 to Light 2 (sped up).
- Block duration for the Riposte attack from 0.2 to 0.5.
Covenant Blaze Force Greatswords
The moveset of the Psyker Force Greatswords contains a number of conditional attacks, starting from stances like Sprint, Slide or even Wield.
For the Mk VIII however, this meant that the Heavy attack chain became significantly different depending on the starting attack, switching between Vanguard > Strikedown > [...] and Vanguard > Vanguard > Strikedown > [...].
We changed the chain from some of those conditional starts to combo into Light 3 / Heavy 3 instead of Light 1 / Heavy 1, with the goal of maintaining a consistent and easy to understand structure in all situations.
Detailed Changes - Covenant Blaze Force Greatswords
Mk VIII
- Changed chain from Light Sprint/Wield attacks and Heavy Sprint/Slide/Wield attacks from Light 1 / Heavy 1 to Light 3 / Heavy 3.
Force Staves Quell Canceling
When using Psyker Force Staves, the Quell action could be immediately ended by tapping and releasing its input.
However, this meant that the Quell action could be used to bypass the default chain times of other actions, and particularly allowed to chain the Primary fire action into another Primary fire action at a speed that was not intended.
We added a short minimum hold time period for the Quell action, meaning that the action will be performed for the specified amount of time even if the input is released earlier. This change will also guarantee that the first “tick” of Peril quelling will be reached by the Quell action, even when the action is interrupted at the earliest possible timing.
Alongside this, we slightly raised the chain time from Primary fire to the Quell action.
These two changes together will mean that it won’t be possible anymore to fire Primary shots faster than the intended chain timing.
Detailed Changes - Force Staves Quell Canceling
Equinox Mk III Voidblast / Equinox Mk IV Voidstrike / Nomanus Mk VI Electrokinetic
- Added minimum hold time 0.26 to the Quell action.
- Chain time from Primary fire to Quell from 0.2 to 0.29.
Rifthaven Mk II Inferno
- Added minimum hold time 0.3 to the Quell action.
- Chain time from Primary fire to Quell from 0.3 to 0.4.
Special Activations Reset by Stun
Several weapons which have a Special action activation could have their activation state reset after being stunned (including when hit by a melee attack).
While the behavior was originally intended to balance the always-available nature of these powerful Special actions, player feedback indicated that this mechanic was not perceived as engaging, leading often to frustrating moments.
Given also the increased intensity of fights and enemy spawns in harder difficulties, we decided to allow for the affected weapons to keep the Special active after being stunned, as being hit is usually enough punishment by itself.
Dev Note: The change will not affect situations where the player fully stops wielding the weapon, such as stuns and dislocations from explosions or specific Monstrosity attacks.
Detailed Changes - Special Activations Reset by Stun
Special Action
- Allowed the following weapons to remain active after a stun:
- Scandar Mk III Power Sword
- Achlys Mk VI Power Sword
- Crucis Mk II Thunder Hammer
- Ironhelm Mk IV Thunder Hammer
- Tigrus Mk III Heavy Eviscerator.
Dev Note: The Tigrus Mk XV Heavy Eviscerator was already not affected by the behavior.
- Indignatus Mk IVe Crusher
- Achlys Mk I Power Maul
- Covenant Mk VI Blaze Force Greatsword
- Covenant Mk VIII Blaze Force Greatsword.
Special Activations Reset by Vaulting
All weapons which have a Special action activation will no longer have their activation state reset after vaulting over tall terrain or railings.
Detailed Changes - Special Activations Reset by Vaulting
Special Action
- Allowed the following weapons to remain active after vaulting:
- Scandar Mk III Power Sword
- Achlys Mk VI Power Sword
- Crucis Mk II Thunder Hammer
- Ironhelm Mk IV Thunder Hammer
- Cadia Mk IV Assault Chainsword
- Cadia Mk XIIIg Assault Chainsword
- Orestes Mk IV Assault Chainaxe
- Orestes Mk XII Assault Chainaxe
- Tigrus Mk III Heavy Eviscerator
- Tigrus Mk XV Heavy Eviscerator
- Indignatus Mk IVe Crusher
- Obscurus Mk II Blaze Force Sword
- Deimos Mk IV Blaze Force Sword
- Illisi Mk V Blaze Force Sword
- Achlys Mk I Power Maul.
Attack Speed Buffs for Melee Attacks on Secondary Weapons
Attack speed and melee attack speed buffs were not applied to most melee attacks performed with Secondary weapons (e.g. bash Special attacks), making their use often very niche.
To incentivize experimenting with them, we changed so that attack speed buffs will now affect these Special melee attacks.
Specifically for the MK IIIa and MK V Helbore Lasguns, we slightly increased the chain timings for the Special bayonet Light stab, as the attack was already very fast to repeat.
Detailed Changes - Attack Speed Buffs for Melee Attacks on Secondary Weapons
All Secondary Weapons
- Allowed for Attack Speed buffs to affect melee attacks.
Lucius MK IIIa Helbore Lasgun / Lucius MK V Helbore Lasgun
- Minimum windup time from Start Special attack to Special Light Stab from 0 to 0.1.
- Chain time from Special Light Stab to Start Special attack from 0.575 to 0.635.
Attacks Bypassing Bulwark shields
Some specific attacks on several weapons could sometimes completely ignore raised Bulwark shields, particularly when performed extremely close to the enemy.
We slightly tweaked the hitbox and active window of these attacks to make the situation less common.
Detailed Changes - Attacks bypassing Bulwark shields
- Tweaked hitbox and active window for the following attacks:
- Relic Blade Mk X: Light 3; Pushfollow attack
- Relic Blade Mk II: Light 3
- Duelling Sword, all marks: Special attack
- Combat Blade Mk III: Light 3
- Combat Blade Mk VI: Pushfollow attack.
Heavy Laspistols automatic reload on Wield
When swapping to a Laspistol with an empty magazine, the automatic Reload was triggered with a significant delay compared to other fast-swapping weapons like the Stub Revolvers.
We reduced the Wield action total time to allow for the automatic Reload to trigger earlier.
Dev Note: It will still be possible to manually trigger the Reload as soon as the Wield action is initiated to achieve an even faster timing.
Detailed Changes - Heavy Laspistols
Wield Action
- Action total time from 1.0 to 0.33 seconds.
Relic Blade Blessings
The “Overload,” “Counterattack,” and “Energy Transfer” Blessings available for the Zealot Relic Blade had very niche usage, as the effort required to trigger them was often not worth the reward.
For Overload, we significantly increased the Impact and Suppression values for both the inner and outer radius of the explosion on lockout.
For Counterattack and Energy Transfer, we aligned the duration to 5 seconds and removed the additional cooldown before the Blessings can be triggered again, while also slightly increasing the bonus awarded by them.
Detailed Changes - Relic Blade Blessings
Overload
- Impact (Inner) from 25 to 62.
- Impact (Outer) from 15 to 35.
- Increased Suppression range and value.
Counterattack
- Duration from 3 to 5.
- Additional Cooldown from 5 to 0.
- Attack speed bonus from 4/6/8/10% to 6/8/10/12%.
Energy Transfer
- Additional Cooldown from 5 to 0.
- Heat buildup reduction from 14/16/18/20% to 16/18/20/22%.
- Heat dissipation bonus from 2/3/4/5% to 3/4/5/6%.
Bug Fixes and Changes
Weapons and Blessings
- Fixed an issue where the 'Electrokinetic Force Staff' displayed the details of the Critical Bonus Stat as 'Melee' instead of 'Ranged'.
- Fixed an issue where the Inventory could appear as empty after switching between weapon marks.
- Fixed an issue where the Ogryn’s Rumbler and Grenade Gauntlet didn’t count as Ranged Attacks, resulting in them not being able to trigger certain Talents, or gain the benefit of Ranged Damage boosts.
Classes
Psyker
- Fixed an issue where the Psyker 'Empathic Evasion', 'Mettle', and 'Perfect Timing' talents didn't consistently trigger.
Dev Note: We have a known issue related to this talent which will be fixed in the next hotfix. When a player meets the conditions of Mettle more than 30 times without it falling off, the game client will crash.
- Fixed an issue where the Psyker 'Empyric Shock' talent didn't trigger when using the 'Inferno Force Staff'.
- Fixed an issue where the Psyker 'Penetration of the Soul' talent failed to apply.
Combat
- Added failsaves to stop players from spawning at the start of the mission when no suitable spawnpoint was found.
- Fixed an issue where giving a pocketable or stimm to another player in specific situations could replace the one the recipient was carrying.
Missions
Habzone HL-70-04, "The Carnival"
Dark Communion
- Fixed a location where enemies failed to reach players.
Habzone HL-19-24, "Throneside"
Archivum Sycorax
- Fixed an issue that could cause players to get soft-locked during the mid event.
- Fixed an issue where players could get outside of intended gameplay space.
- Fixed an issue where players could spawn and get trapped under a staircase.
Comms-Plex 154/2f
- Moved a chest that was clipping with a crate.
Stability
- Fixed a crash which could occur when loading the Inventory.
VO and Audio
- Fixed NPC having Melk's voice.
Dev Note: Another community shout to Rabs on the Fatshark Forums.
- Updated the sounds for Chainswords when revving up.
UI/UX and Animation
- Added a Psykhanium interaction point near the mission board on the Mourningstar.
Dev Note: This interaction point can be used to access Mortis Trials, but also Training and the Meat Grinder.
- Fixed an issue that caused team mates to be displayed as alive in the HUD when they had died.
- Fixed input sometimes immediately registering when opening the Auspex scanner.
- Added exterior shots and new interior camera angles to the Valkyrie Loading Screen.
Miscellaneous
- Fixed an issue that prevented low Dead Zone Threshold values from applying on controllers. This change may require you to adjust your Dead Zone Threshold value in the Controller Settings menu.
- Note: This was missed on the first posting of these notes. It was added a couple hours later.
Cosmetics
- Fixed clipping issues on the Psyker “Storm Witch's Redemption Raiment” upperbody cosmetic.
- Fixed instances of knives deforming and hands clipping through gloves on the Psyker “Truskan Sanctionite's Greatcoat with Flak Vest (Glacial Might)” upperbody cosmetic.
- Adjusted the necklace to not clip on the Zealot “Krieg Vigil Greatcoat (Krieg 143rd)” upperbody cosmetic.
- Fixed instances where the shoulderpads on the Zealot “Magistratum Mk V Patrol Armour” upperbody cosmetic would move in an irregular fashion when using certain poses.
- Made the cloth pieces move more naturally on the Psyker “Shrine Keeper's Shrift” upperbody cosmetic.
- Fixed hands clipping through the gloves on the Ogryn “Armoured Dress Coat (XXXXL)” upperbody cosmetic.
- Fixed skinning issues on the Ogryn “Cerbera Pattern Battle Vest (XXXXL)” upperbody cosmetic.
- Adjusted the bionic eye on the human “MkIIg Occular Augmetic” headgear cosmetic to move less.
- Added missing bloodstains to the “Combat Blade (Dolumar Basalt)” weapon skin
- Fixed some deformation issues with the Psyker “Improvised Rebreather with Psykana Collar” headgear cosmetic.
- Fixed some deformation issues with the Zealot “Harsh Environment Flak Helmet with Goggles (Glacial Might)” headgear cosmetic.
- Fixed an issue with a particular hairstyle being incorrectly configured and not available to Veteran class players.
- Fixed clipping issues that could occur when using a backpack while wearing the Zealot “Hood and Tunic of Righteous Suffering” upperbody cosmetic.
- Improved rendering quality of cosmetic items that use metallic patterns.
- Fixed instances where the Zealot “Leather Cowl” headgear cosmetic would remove characters’ facial hair.
- Fixed a hole in the neck of the Veteran “MkVII Aviator's Flight Cap” headgear cosmetic.
- Previews of cosmetic items from the Commodore’s Vestures will now appear in the Cosmetics screens, similar to cosmetics that can be gained from other places such as Penances and the Commissary.
Only items that are currently available in the Commodores Vestures will be visible at the time of browsing.
Known Issue from Nightmares & Visions
- There is an issue with Psyker’s talent “Mettle” where the game client will crash if the talent reaches 31 stacks of movement speed buff.
Dev Note: This will be fixed with Hotfix #63 (1.7.1).

Over 50 pages later…
Thank you for reading about our latest update, Nightmares & Visions. We’ve worked hard on this update for our community. It’s exciting to finally be able to share it with all of you.
And this is only the beginning of what we’ve got in store for you this year.
We’ll see you on the Mourningstar.
– The Darktide Team