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Warhammer 40k: Darktide, Class and Weapon Massive Balance Patch AnalysisWarhammer 40k: Darktide has received a major balance patch for all classes and various weapons, along with a new Expedition mode. This update is expected to bring fresh changes to gameplay by re-evaluating previously overlooked talents and underrated weapons. Dive into the detailed changes for each class and weapon.
1. 🔪 Hive Scum: Enhanced Survivability and New Talents
· Base Toughness increased from 75 to 100.
· Base +1 Dodge effect and 'Like the Wind' talent are now active, while the 'Moving Target' talent has been removed.
· New talents have been added.
· 'Loose Formation', 'Invincible', and 'Gang Tough' talents have been removed.
· Existing talents have been reworked.
· Base +1 Dodge effect and 'Like the Wind' talent are now active, while the 'Moving Target' talent has been removed.
· New talents have been added.
| Talent | Details |
|---|---|
| Aliat | +50% Dodge Distance (mutually exclusive with Agility talent) |
| Street Tough | Taking Melee Damage pushes back nearby enemies and grants +10% Movement Speed for 3 seconds (8-second cooldown) |
| Channel Devastation | Melee Damage increases based on Critical Hit Chance (max 30 stacks, 15% Melee Damage) |
| Splash Damage | Killing an Elite enemy with a Melee Attack applies 2 stacks of Chemical Toxin to up to 10 enemies within 4m |
| Beryl Strain | Enemies infected with Chemical Toxin take 10% additional damage from all sources |
· 'Loose Formation', 'Invincible', and 'Gang Tough' talents have been removed.
· Existing talents have been reworked.
| Talent | Changes |
|---|---|
| Toxic Regeneration | Toughness restored on killing infected enemies -> 1% Toughness restored per second per infected enemy within 15m (max 10 enemies) |
| Big Pockets | Now only activates on killing Elite or Special enemies with a Melee Attack |
00:27 - 02:30
1. 🔪 Hive Scum: Enhanced Survivability and New Talents
· Base Toughness increased from 75 to 100.
· Base +1 Dodge effect and 'Like the Wind' talent are now active, while the 'Moving Target' talent has been removed.
· New talents have been added.
· 'Loose Formation', 'Invincible', and 'Gang Tough' talents have been removed.
· Existing talents have been reworked.
· Base +1 Dodge effect and 'Like the Wind' talent are now active, while the 'Moving Target' talent has been removed.
· New talents have been added.
| Talent | Details |
|---|---|
| Aliat | +50% Dodge Distance (mutually exclusive with Agility talent) |
| Street Tough | Taking Melee Damage pushes back nearby enemies and grants +10% Movement Speed for 3 seconds (8-second cooldown) |
| Channel Devastation | Melee Damage increases based on Critical Hit Chance (max 30 stacks, 15% Melee Damage) |
| Splash Damage | Killing an Elite enemy with a Melee Attack applies 2 stacks of Chemical Toxin to up to 10 enemies within 4m |
| Beryl Strain | Enemies infected with Chemical Toxin take 10% additional damage from all sources |
· 'Loose Formation', 'Invincible', and 'Gang Tough' talents have been removed.
· Existing talents have been reworked.
| Talent | Changes |
|---|---|
| Toxic Regeneration | Toughness restored on killing infected enemies -> 1% Toughness restored per second per infected enemy within 15m (max 10 enemies) |
| Big Pockets | Now only activates on killing Elite or Special enemies with a Melee Attack |
02:31 - 04:52
2. 🛡️ Arbites: Keystone Rework and Utility Improvements
· 'Punisher Stance' damage reduction decreased from 80% to 70%, but now grants +20% Power during its duration.
· 'Executioner's Ritual' is easier to stack and lasts longer, but its damage is reduced from 50% to 45%.
· 'Blessed Armaments' changed from once every 1.5 seconds -> once per attack, significantly increasing ranged weapon uptime.
· 'Nuncio Aquila' now always provides Stun Immunity (previously only applied during ranged secondary fire).
· The rarely used keystone 'Terminus Warren' has been reworked.
· 'Judgment Ritual' now grants +10% Melee and Ranged Attack Speed and +10% Critical Hit Chance for 12 seconds when 20 stacks are consumed.
· 'Edict of Doom' now grants 1% Toughness per stack to yourself and bonded allies when stacks are consumed.
· 'Tenacity' now increases ability cooldown regeneration by 33% for 12 seconds when 20 stacks are consumed.
· The 'Execution of Justice' talent has been removed.
· 'Willpower' Toughness replenishment decreased from 10% to 7.5%.
· 'Executioner's Ritual' is easier to stack and lasts longer, but its damage is reduced from 50% to 45%.
· 'Blessed Armaments' changed from once every 1.5 seconds -> once per attack, significantly increasing ranged weapon uptime.
· 'Nuncio Aquila' now always provides Stun Immunity (previously only applied during ranged secondary fire).
· The rarely used keystone 'Terminus Warren' has been reworked.
| Category | Details |
|---|---|
| Ranged Attack | Grants Melee Justice stacks per enemy hit (max 20 stacks, 3 stacks on weak spot hit) Consuming stacks with your primary weapon grants +10% Melee Damage and 20% Toughness Damage Reduction for 12 seconds |
| Melee Attack | Grants Ranged Justice stacks (max 20 stacks) Consuming stacks with your secondary weapon grants +10% Ranged Power, 50% Ranged Cleave, and 50% Suppression for 12 seconds |
· 'Judgment Ritual' now grants +10% Melee and Ranged Attack Speed and +10% Critical Hit Chance for 12 seconds when 20 stacks are consumed.
· 'Edict of Doom' now grants 1% Toughness per stack to yourself and bonded allies when stacks are consumed.
· 'Tenacity' now increases ability cooldown regeneration by 33% for 12 seconds when 20 stacks are consumed.
· The 'Execution of Justice' talent has been removed.
· 'Willpower' Toughness replenishment decreased from 10% to 7.5%.
04:53 - 06:22
3. 💪 Ogryn: Damage Resistance During Dodge and Explosive Enhancements
· +50% Damage Resistance during dodge has been added, lasting for 0.25 seconds after dodging (passive).
· 'Close Quarters' duration increased from 10 seconds to 12 seconds, and replenishes 50% of ammo used upon expiration.
· 'Unflinching' now always staggers hit enemies.
· 'Let's Go Again' (cooldown node linked to Taunt) reduced from 2.5% per stagger to 2%.
· 'Frag Bomb' now always kills non-boss humanoid enemies.
· 'Rock' now always kills special enemies regardless of hit location.
· 'Steady Grip' and 'Mobile Deployment' now also work while aiming and firing.
· 'Dedicated Training' weapon swap speed increased from 20% to 35%.
· 'Slam' cooldown between activations reduced from 1 second to 0.75 seconds.
· 'Crunch' damage increased from 15% to 30%.
· 'Close Quarters' duration increased from 10 seconds to 12 seconds, and replenishes 50% of ammo used upon expiration.
· 'Unflinching' now always staggers hit enemies.
· 'Let's Go Again' (cooldown node linked to Taunt) reduced from 2.5% per stagger to 2%.
· 'Frag Bomb' now always kills non-boss humanoid enemies.
· 'Rock' now always kills special enemies regardless of hit location.
· 'Steady Grip' and 'Mobile Deployment' now also work while aiming and firing.
· 'Dedicated Training' weapon swap speed increased from 20% to 35%.
· 'Slam' cooldown between activations reduced from 1 second to 0.75 seconds.
· 'Crunch' damage increased from 15% to 30%.
06:23 - 07:31
4. 🔮 Psyker: Telkine Shield Adjustments and Aura Changes
· Telkine Shields have been adjusted.
· The cooldown reduction component of 'Enhanced Shield' has been removed, and its position swapped with 'Innovation Threshold'.
· 'Psychokinetic Aura' cooldown regeneration reduced from 60% for 5 seconds to 50%.
· 'Malicious Momentum' duration increased from 8 seconds to 10 seconds.
· 'Soul Stealer' Toughness replenishment reduced from 7.5% to 5%.
| Shield Type | Changes |
|---|---|
| Dome Shield | Base cooldown increased from 45 seconds to 60 seconds |
| Flat Shield | Base size increased by 50%, cooldown reduced from 45 seconds to 40 seconds |
· The cooldown reduction component of 'Enhanced Shield' has been removed, and its position swapped with 'Innovation Threshold'.
· 'Psychokinetic Aura' cooldown regeneration reduced from 60% for 5 seconds to 50%.
· 'Malicious Momentum' duration increased from 8 seconds to 10 seconds.
· 'Soul Stealer' Toughness replenishment reduced from 7.5% to 5%.
07:32 - 08:14
5. 🎯 Veteran: Utility Talent Improvements and Skill Duration Increase
· The rarely used 'Return to Combat' node has been removed and replaced with 'Withering Fire' (+50% Ranged Cleave).
· 'Executioner Stance' and 'Enhanced Target Priority' durations increased from 5 seconds to 6 seconds.
· 'The Bigger They Are' duration also increased by 1 second, now 9 seconds.
· 'Voice of Command' cooldown increased from 30 seconds to 40 seconds.
· The negative effects of 'Death Only Ends Duty' (revive trait) have been completely removed.
· 'Infiltrate' cooldown reduced from 45 seconds to 40 seconds, and damage duration activation time increased from 5 seconds to 8 seconds.
· 'Executioner Stance' and 'Enhanced Target Priority' durations increased from 5 seconds to 6 seconds.
· 'The Bigger They Are' duration also increased by 1 second, now 9 seconds.
· 'Voice of Command' cooldown increased from 30 seconds to 40 seconds.
· The negative effects of 'Death Only Ends Duty' (revive trait) have been completely removed.
· 'Infiltrate' cooldown reduced from 45 seconds to 40 seconds, and damage duration activation time increased from 5 seconds to 8 seconds.
08:15 - 08:51
6. 🔥 Zealot: Stamina and Defensive Capability Enhancements
· 'Zealous' (Stamina Aura) now reduces Stamina Regeneration Delay by 0.15 seconds.
· 'Impossible' block cost reduction increased from 25% to 50%.
· 'Repel' now requires fewer stacks to gain the same damage buff (previously 5 stacks for 3% damage -> now 3 stacks for 5% damage).
· 'Punishment' minimum hits reduced from 3 to 2, making it easier to activate.
· 'Impossible' block cost reduction increased from 25% to 50%.
· 'Repel' now requires fewer stacks to gain the same damage buff (previously 5 stacks for 3% damage -> now 3 stacks for 5% damage).
· 'Punishment' minimum hits reduced from 3 to 2, making it easier to activate.
08:56 - 09:11
7. 🔪 Duelling Swords: Mark Differentiation
· Light attack base cleave for Mark 1, used by all players, has been reduced.
· Heavy overhead attack damage and impact for Mark 3 have been improved.
· Heavy overhead attack damage and impact for Mark 3 have been improved.
09:12 - 09:25
8. 🔨 Crowbar: Improved Feel
· Stamina cost for cancelling embedded attacks has been significantly reduced.
· Heavy pull-out attack damage has been increased.
· Time to switch to special mode has been slightly reduced, making it feel smoother to use.
· Heavy pull-out attack damage has been increased.
· Time to switch to special mode has been slightly reduced, making it feel smoother to use.
09:26 - 09:33
9. ⚡ Thunder Hammer: Increased Base Damage
· Base ADM has been buffed to prevent it from feeling too weak against Maniac enemies when uncharged.
09:34 - 10:20
10. ⚔️ Heavy Swords: Major Special Attack and Combo Improvements
· Special attack has been adjusted.
· Base ADM against Flak, Unyielding, and Carapace has been lowered, but it now applies 10% base Brutonus on hit and is easier to combo.
· This Brutonus stacks with other sources.
· Light attacks immediately following a special attack have been completely reworked.
· They now have medium cleave, ignore stagger reduction, and deal bonus damage to the first target.
· They ignore the attack interruption property typically found on Carapace armor, and an additional 0.75 hit mass modifier against Carapace has been added.
· All Heavy Swords can now sprint during all attacks and attack wind-ups.
· Base ADM against Flak, Unyielding, and Carapace has been lowered, but it now applies 10% base Brutonus on hit and is easier to combo.
· This Brutonus stacks with other sources.
· Light attacks immediately following a special attack have been completely reworked.
· They now have medium cleave, ignore stagger reduction, and deal bonus damage to the first target.
· They ignore the attack interruption property typically found on Carapace armor, and an additional 0.75 hit mass modifier against Carapace has been added.
· All Heavy Swords can now sprint during all attacks and attack wind-ups.
10:21 - 10:39
11. ✨ Blade Momentum Blessing: Adjusted Effect
· Duration increased from 2.5 seconds to 4 seconds.
· Max stacks reduced from 5 to 4.
· Rending per stack reduced from 10% to 8% (Rending is lower, but stacking is easier).
· Max stacks reduced from 5 to 4.
· Rending per stack reduced from 10% to 8% (Rending is lower, but stacking is easier).
10:40 - 10:46
12. 🗡️ Power Falchion: Improved Single Target Damage
· First target damage when activated has been improved by approximately 5-10%, increasing its efficiency against single targets.
10:47 - 10:55
13. ⛓️ Heavy Eviscerator Mark XV: Improved Handling
· Handling and combo timing have been improved, making it less unwieldy.
10:56 - 11:04
14. 🔨 Power Maul: Reduced Special Attack Cooldown
· Special attack cooldown reduced from 8 seconds to 6 seconds, reducing total cooldown from 12 seconds to 10 seconds.
11:05 - 11:19
15. 💥 Plasma Gun: Firing Mode Balance Adjustment
· Primary fire no longer has infinite cleave.
· Secondary fire retains infinite cleave and has improved ammo usage scaling.
· Weapon equip time reduced from 1 to 0.85, making it slower to draw the weapon.
· Secondary fire retains infinite cleave and has improved ammo usage scaling.
· Weapon equip time reduced from 1 to 0.85, making it slower to draw the weapon.
11:20 - 11:41
16. 🔫 Infantry Lasguns: Ammo and Accuracy Improvements
· Overall ammo increased for all Marks (magazine size and reserve ammo).
· ADM values against Unyielding armor for Mark VII and MK 2B slightly increased.
· MK 2B recoil significantly reduced.
· Hitscan radius improved for all Marks, making shots easier to land.
· ADM values against Unyielding armor for Mark VII and MK 2B slightly increased.
· MK 2B recoil significantly reduced.
· Hitscan radius improved for all Marks, making shots easier to land.
11:42 - 12:06
17. 🌟 Efficiency Blessing: Significantly Buffed
· Delay reduced from 4 seconds to 0.5 seconds.
· Reduces ammo consumption by 66%.
· Fixed a bug where the cooldown would not refresh after any shot.
· Reduces ammo consumption by 66%.
· Fixed a bug where the cooldown would not refresh after any shot.
12:07 - 12:25
18. 🔥 Heavy Stubbers: Overall Performance Improvement
· Overall spread improved for all Marks.
· ADM values against all various armor types have been buffed.
· Raw damage has been increased.
· Will be even more powerful and enjoyable to use in combination with the newly buffed 'Close Quarters'.
· ADM values against all various armor types have been buffed.
· Raw damage has been increased.
· Will be even more powerful and enjoyable to use in combination with the newly buffed 'Close Quarters'.
12:26 - 12:36
19. 🔪 Ripper Guns: Special Attack Classification Change
· Special bayonet attack is now classified as a Heavy Attack, interacting with talent nodes that benefit Heavy Attacks (previously considered a Light Attack).
12:37 - 12:58
20. 🔫 Dual Stubbers: Increased Accuracy and Damage
· Overall spread reduced, making them much more accurate when firing on the move.
· ADM has been buffed (especially the change from 0.01 to 0.1 against Carapace could open new opportunities).
· Base damage has also been increased.
· ADM has been buffed (especially the change from 0.01 to 0.1 against Carapace could open new opportunities).
· Base damage has also been increased.
12:59 - 13:17
21. ⚙️ Quality of Life: Prevent Talent Tree Reset
· Changes have been implemented to prevent talent trees from being completely reset when their layout changes.
· The system will attempt to reconstruct the talent tree as best as possible, but may not always generate a complete build.
· The system will attempt to reconstruct the talent tree as best as possible, but may not always generate a complete build.
