Warhammer 40K: Darktide – A Look Ahead At Patch 14
Now that the classes have been overhauled, Darktide Patch 14 brings some pretty big changes to the overhauled classes. Provisionally.
Fatshark devs offered Darktide players a glimpse of what the future holds. In a post detailing the “provisional patch notes” for the upcoming Darktide Patch 14, Fatshark showcased how it hopes to update the balance of the game in the wake of the big class rework of 2023.
Which, if you haven’t played Darktide since the early days, you’ll definitely want to dive in. The classes play differently now. It’s almost a whole new game. And Fatshark have hit the ground running, incorporating community feedback to find places in need of extra attention and care as they start rolling out the balance tweaks. Let’s take a look at what might lie in store in the provisional patch notes for Darktide Patch 14.
Warhammer 40K: Darktide – Provisional Patch 14 Notes
Today we are sharing with you the provisional notes for our next patch – Patch #14. This update will mainly be comprised of needed balance changes and bug fixes from the Class Rework in Patch #13.
Just to make you aware these notes and changes are not final, and may still be changed before the release.
There’s a lot to dig through for each of the classes and then some. So we’ll not go into the full details. You can find the full provisional patch notes here. But these are some of the highlights coming soon to 40K: Darktide.
Psyker
- Biltz – All
- Set wield Quell chain time to 0 on all Psyker Blitzes, meaning it will be more fluid to start Quelling after switching to your Blitz
- Blitz – Brain Rupture
- Reduced Peril cost of charging right click from 30% to 20%
- Reduced movement penalties from charging
- Increased power from 850 to 900
- Increased Unyielding armour damage modifier from 1.0 to 1.25
- Increased Maniac armour damage modifier from 1.0 to 1.5
- Increased Carapace armour damage modifier from 0.75 to 1.0
- Fixed an issue where “Brain Burst”/”Brain Rupture” would cause an explosion even with the talent “Empowered Psionics” active
- Blitz – Assail
- Shifting power, to reduce spammyness of primary attack but increase the usability of
the secondary aimed attack:- Reduced power of primary action from 250 to 200
- Increased power of secondary action(aimed) throw from 250 to 340 or 400 if talent “Empowered Psionics” is active
- Fixed an issue where “Assail” projectiles would lose targeting when Force Swords
are wielded - Fixed an issue that could cause the animation and action for “Assail” to be stuck if
you were attacked while aiming a shard - Fixed an issue where “Assail” would play critical strike sounds globally and in 3D
- Dev Note: Smite being able to channel without cost when Empowered Psionics was active was a bug. We do however feel that without it Smite can feel a bit lacklustre in combination with Empowered Psionics, so we’re further increasing the power of it. We’ll be keeping an eye on it, and are up for doing something related to cost in the future as long as it’s more balanced this time around!
- Shifting power, to reduce spammyness of primary attack but increase the usability of
And that’s just the surface for the Psyker. Again, you’ll find the full patch notes here.
Good luck out there Rejects!