Bandai Namco has released the notes for an upcoming patch for Dark Souls 3, in anticipation of next week’s release of The Ringed City.
Dark Souls 3 1.11 Patch Notes
- Made system updates for The Ringed City.
- Increased frame rate for gameplay on PlayStation®4 Pro.
- 2 New maps added to Undead Match, Dragon Ruins and Grand Roof.
- Added function to Undead Match where, if password matching is used, players can split into teams.
- Added function to Undead Match that allows one team of players to match with one password, and the other team to match with another password.
- Added function where various hosts could be displayed on the bonfire warp menu.
- Added warning text that advised player if he/she has dropped too many items in a single location on the field.
- Fixed issue where the loading screen was displayed for longer than usual when the guest returned to his/her own world after an online multiplayer session.
- Fixed issue in “The Painted World of Ariandel” where the opened/closed status of the door to the Cleansing Chapel did not synched properly during online multiplayer session.
- Fixed issue where a guest could enter alone into the boss room for the Dancer of the Boreal Valley during online multiplayer session.
- Fixed issue where the level sync feature in Undead Match did not synched consistently during online multiplayer session.
- Fixed issue in the loading screen where guests were not alerted to an error that occurred on the host’s side during online multiplayer session.
- Fixed issue when player using the miracle Tears of Denial doesn’t get attacked during online multiplayer session.
- Fixed issue where weapons and items sent to the box get corrupted when inventory is full.
- Fixed icons that specify which certain items are for which gender. (ex. Chain Armor).
- Improved attack power for Daggers. In accordance with this fix, critical hit is decreased in order to make critical power the same as present.
- Improved motion of normal attack for Ultra Greatswords, Great Hammers and Curved Great Swords.
- Decreased stamina depletion when attacking using Ultra Greatswords, Great Hammers, and Greataxes.
- Improved attack power for Curved Greatswords.
- Decreased motion of normal attack while dashing for Katanas. Improved motion of any other normal attacks.
- Improved motion of shield bash skill. In accordance with this fix, stamina consumption has been reduced.
- Improved motion of Dagger’s Blind Spot skill.
- Increased rate at which Frostbite builds up when using Vordt’s Great Hammer, Irithyll Straight Sword, and Friede’s Great Scythe.
- Shortened attack window of Carthus Curved Sword and Dark Sword, Gargoyle Flame Spear and Follower Sabre.
- Improved motion of Crescent Moon Sword’s skill, Crescent Blade.
- Improved the motion of Moonlight Greatswords’s skill, Moonlight Vortex.
- Improved FP recovery effect of Executioner’s Greatsword.
- Fixed so that Frost Blade appears from the beginning of Pontiff Knight Curved Sword skill.
- Improved FP decrease effect of Yorshka’s Spear skill, Pacify.
- Improved motion and the frost effect of Pontiff Knight Great Scythe skill.
- Improved motion of normal attack for Greatlance.
- Fixed so that poise is applied during Greatlance two-handed attack.
- Fixed so that poise is applied during Dark Hand skill, Lifedrain.
- Disabled parry during Pickaxe’s two-handed attack.
- Improved duration of the Perseverance effect.
- Fixed issue where attack power of some bolts was different from the assumed value when using Avelyn.
- Fixed issue where one-handed attack motion of Crow Talons was incorrectly using the animation for the Fists.
- Fixed issue where player can apply enchantment of Bloodlust to other weapons.
- Fixed so that poise is applied during Spin Sweep attack.
- Fixed issue where Onislayer continued to attack consecutively.
- Improved correction value for Sharp or Heavy weapons’ upgrade.
- Improved the Bleed build-up of Blood infusions.
- Reduced Bleed build-up of weapons not infused with Blood.
- Improved the Poison build-up of Poison infusions.
- Along with improving correction value for Sharp or Heavy weapons’ upgrade, adjusted correction value for Refined weapons’ upgrade.
- Improved defense and also increased weights for heavy armor.
- Improved the motion of Lightning Stake, Lightning Storm and Way of White Corona.
- Extended the time you can move during the casting of the miracles of Gnaw, Dorhys’ Gnawing and Wrath of the Gods.
- Fixed issue where bonus value is not affected by Dark Damage when equipping Hornet Ring during critical attack.
- Increased the damage of Poison and Toxic dealt by players, and shortened its duration.
- Decreased rate at which blood builds up when using Carthus Rouge.
The times for the deployment of the patch and server maintenance are as follows:
PATCH RELEASE
JST PS4: 2017/03/24 Fri 11:00 XB1: 2017/03/24 Fri 11:00 STEAM: 2017/03/24 Fri 18:00
CET PS4: 2017/03/24 Fri 03:00 XB1: 2017/03/24 Fri 03:00 STEAM: 2017/03/24 Fri 10:00
PST PS4: 2017/03/23 Thu 19:00 XB1: 2017/03/23 Thu 19:00 STEAM: 2017/03/24 Fri 02:00
SERVER MAINTENANCE
JST PS4: 2017/03/24 Fri 10:00am-12:00pm XB1: 2017/03/24 Fri 10:00am-4:00pm STEAM: 2017/03/24 Fri 05:00pm-07:00pm
CET PS4: 2017/03/24 Fri 02:00am-04:00am XB1: 2017/03/24 Fri 02:00am-08:00am STEAM: 2017/03/24 Fri 09:00am-11:00am
PST PS4: 2017/03/23 Thu 06:00pm-08:00pm XB1: 2017/03/23 Thu 07:00pm-12:00am STEAM: 2017/03/24 Fri 01:00am-3:00am

Thoughts on the upcoming changes? Dark Souls 3: The Ringed City drops March 28th for the PS4, Xbox One and PC.
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47 responses to “Dark Souls 3 New Patch Notes Detailed, Releasing This Week”
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Indicates how many embered hosts are running around in the area. Similar to the orange highlights in DaS2.
Also some new icons in the travel menu next to the bonfires names… No idea what it is
Well I meant delay between two L2 …
And yes i was asking because it was not in changelog for the spear. But its my 200+ hours quality build and i dont know it seems really slow
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nah…I used claws and caestus to parry earlier and I felt no difference.
I have not used a spear but they are not supposed to be affected in any ways by the new patch.
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It would have been redundant with the charged attacks though. But I would have loved a faster beam too.
the twin princes GS is the only one GS that has this insanely fast pew pew…
There is definitely something different with my dragonslayer spear. Range and running attacks are different.
Same with caestus Parry. It seems slower.
Anyone?
Moonlight greatsword’s Vortex is much faster now.The WA still sucks though..It should have been a ranged beam instead…
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Long live the “legend”
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No I think the motion improvement refers to a faster swing speed because ultras should either be slightly faster OR have longer linger on hit boxes.
Now CGS had already this really good running R1 so I suspect the new meta will be sharp exile great sword (you know the one CGS that hits significantly harder for the smallest amount of stamina already) especially if CGS retain the insane hyperarmor on one handed swings… On faster swings… Aouch!
Plus the possibility to dead angle to avoid parry even locked on too…aouch!
This patch will shuffle things around a bit PvP wise but ultimately this will still be weapon art souls 3; hyperarmor abuse souls 3; spam R1 souls 3; no need for skill souls 3; and stay away from magic souls 3 but beware of unfaltering prayer souls 3.
Unless they actually make luck count on status build up in PvP
Then it will become bleed souls 3 exclusively
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Perhaps. Probably.
Depending how nerfed refined gets, I can definitely see the min/max answer to a lot of builds now being sharp/heavy w/DMB.
Depending on how the Armor buff works out, plays right into Knight starter (vitality), which plays into the above in terms of desired stat array.
Depending which ‘defenses’ get buffed for Armors…
My guess is motion refers to movement during the attack animation. Probably like what they did with axes forward movement during standing R1s in the last patch.
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Long live the +15 Falchion + Darkmoon Blade days of yore!
Patch notes were updated to clarify that the weight of heavy armor is being reduced: http://steamcommunity.com/games/374320/announcements/detail/261612552478282575” rel=”nofollow
So what I’m getting out of these notes:
-Base bleed build-up nerfed on weapons, and carthas rouge, buffed for blood infusion.
-Poison build-up from Poison Infusion Buffed
-Poison/Toxic Damage is done over a shorter period of time and expires sooner. (likely faster tick rate, same # of ticks)
-Heavy / Sharp Infusions Buffed
-Refined Infusion Nerfed
-Use less stamina with Ultra Greatswords, Great Hammers, and Greataxes.
-Base dmg of daggers increased, critical dmg adjusted to match dmg done on live
Does ‘improved motion’ mean, shortened/faster attack animations? and ‘decreased motion’ mean the opposite?
I do not know, if it has been updated here yet, but the patch notes were changed/corrected again in the meanwhile.
Weight for heavy armors is going to be REDUCED and they are going to yield more defense!
That is a freaking godsend! Long live fashion souls!
Source: (with official Fromsoft Japanese twitter-link on the reddit thread)
https://www.reddit.com/r/darksouls3/comments/60sq9w/patch_note_errorfromsoftwares_official_twitter/
Hopefully you guys can cover for me this time and do in depth testing without me. My life is rather full at the moment with my own personal stuff plus playing through MEA to do a review for here. I’m actually planning on doing something special for this review. Though if it turns out to not be what I want out of the review it’ll just be a simple article.
Interpretation on conditions,
The wording indicates that bleed buildup on non-bleed infused weapons, i.e. natural bleeding weapons, will be decreased, as well as the buildup added by carthus rouge. Thus, this is potentially a heavy nerf to the viable bleed proccing weapons: Warden Twinblades, Onikiri, Barbed SS (whether they are normal/heavy/sharp/hollow infused)
Improving the bleed buildup of bleed-infusion doesn’t matter. Unless the buildup is brought all the way up to current buildup values of natural bleed weapons + rouge, the weapons are non-viable due to their base damage being too low in infused form. That is to say, there’s no payoff reward vs. using strictly direct damage.
Poison gets an increase in buildup and damage. It could become viable, depending on the adjustment.
They left out how this may or may not affect Chaos Blade, being fairly unique as a natural bleed weapon, but uninfusable/unbuffable.
The changes could only affect either PvE or PvP, given the already divisive behavior in Luck scaling.
Experiments are necessary, also to check if they do happen to activate Luck scaling of conditions in PvP (currently only PvE).
I’m not sure I’ll have any time soon to run discovery like I did originally.
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miyazaki abandoned me then i abandon him as well i have been playing nioh for the last month and i haven’t touched dark souls 3, i will come back to check the dlc because i already bought it but dont ever expect me to prebuy a game from from software again actually don’t expect me to buy it unless it has some very good magic and only a while after release to be sure it wont be nerfed that if i ever buy it
also hyperarmor is shit if i knew it beforehand i would had skipped this game 100%
I would just accept at this point that your very specific desires are not catered to by this game. Hyper armor works fine now anyways imo.
life-drain having poise and heavy armor having more defense is great but the rest honestly makes no difference to me
really what was hopping for is
buffed tracking for sorceries in general so player can no longer sidestep them
corrected problem where gnaw wouldst track like when the evangelists use it
corrected problem where dark magic was slow as fuck and dealt shit damage
corrected problem where poise wasnt active out of hyperarmor
corrected problem where clutch rings were nerfed in pvp
corrected problem where all spells where ridiculous slow
corrected problem where all staves had the same weapon art
corrected problem where izalith staff didn’t scale properly for dark and you only got 50 extra damage for the ridiculous investment
corrected problem where elemental infused weapons couldn’t be buffed
etc…
Lifedrain having poise is something I have always imagined would add a surprisingly funny depth to melee combat, what with anyone being able to use it.
Seriously though, buffs not being buffed is some absurd bs. My 16 int + Heretic’s Catalyst Great Magic Weapon on my 40/40 Quality build barely outdamages a Human Pine Resin.
At the very least, having the minimal investment for a buff should wield you one stronger than an item you can easily acquire at end-game for a couple of souls.
While it’s nice that the Carthus Curved Sword and Follower’s Sabre are getting nerfed, there is one problem. The Falchion shares the same moveset, uses less stamina than the CCS, and does more damage on a quality build.
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I hope so, at least. Never, under any condition, should a resin be outperforming scaling.
I’ve been meaning to remake my 40vit build, now seems as good a time as ever.
I wonder if Bleed infusion on bleed weapon will outperform Physical infusion on Bleed weapon + Carthus Rogue? And I can’t wait to see what this “infusion” balance means for my Heavy weapons on the Str build. Oh and improved tank armor…
Better late than never… This balancing is long overdue.
Straight swords remain über swords with telekinetic powers though…
Seriously I have been using the Lothian great sword +5 on my pyro build and had a real hard time in PvP
Started using a chaos long sword +7 and face rolled PvP
But no FROM shall not touch their emblematic easy mode noob friendly weapon ever it seems… They pretend to by nerfing this poor dark sword even further lol
The infusion balance sound like what it should have been from day one had anybody with half a brain been involved in the development of PvP in this game.
The following is an excerpt of a blog article. Read Full Article Bandai Namco has released the notes for an upcoming patch for Dark Souls 3, in anticipation of next week’s release of The Ringed City.
Dark Souls 3 1.11 Patch Notes
Made system updates for The Ringed City.
Increased frame rate for gameplay on PlayStation®4 Pro.
2 New maps added to Undead Match, Dragon Ruins and Grand Roof.
Added function to Undead Match where, if password matching is used, players can split into teams.
Added function to Undead Match that allows one team of players to match with one password, and the other team to match with another password.
Added function where various hosts could be displayed on …
I didn’t undersrand the wrath of the gods part
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